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Suggesting to reboot the modded server. - Printable Version

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RE: Suggesting to reboot the modded server. - Tjakka5 - 08-26-2014

Personally I feel like we shouldn't have mods as Mo' Creatures and Bilbiocraft, simply as they don't add much and take a shit ton of ram.


RE: Suggesting to reboot the modded server. - PhysoniumI - 08-26-2014

If they don't do much they won't be used much and will use a negligible amount of RAM anyway >.>
Wot m9?

Bibliocraft has a vew conveniences (tool racks for one).

Wait, those giant 100x100+ reactors? Those buttrape tps. (non-gregtech)

Large multiblock structures do that aren't 99.99% static. (many more block updates, etc)


RE: Suggesting to reboot the modded server. - Chibill - 08-26-2014

The multiblock Big reactors in both Gregtech and big reactors have only like 5 block with tile entitys so just as much lag as 5 furnaces. THe visual stuff is client side so made a small FPS drop.


RE: Suggesting to reboot the modded server. - PhysoniumI - 08-27-2014

No that one with the giant spinny shit. ReactorCraft or something? That kills TPS Tongue

That's what I meant.

(well last time I heard they did)


RE: Suggesting to reboot the modded server. - Chibill - 08-27-2014

Reactor craft has huge multiblock things.


RE: Suggesting to reboot the modded server. - PhysoniumI - 08-27-2014

Yeah. Those eat TPS. Pls not that mod :3

What were we saying?


RE: Suggesting to reboot the modded server. - Tjakka5 - 08-27-2014

(08-26-2014, 10:07 PM)PhysoniumI Wrote: If they don't do much they won't be used much and will use a negligible amount of RAM anyway >.>
Wot m9?

Bibliocraft has a vew conveniences (tool racks for one).

I mean that it adds one type of block which has like 70 different variations of wood.

I can imagine that all those would take a significant amount of ram.


RE: Suggesting to reboot the modded server. - Tjakka5 - 08-27-2014

Apparantly it will take just a bit more time for the Modsauce pack to release; however, we now have a list of all the mods:
http://hermitcraft.com/modsauce


RE: Suggesting to reboot the modded server. - PhysoniumI - 08-27-2014

My problem with modsauce is the bizzare mix of mods and then a pretty hard cap capability wise (that's pretty easy to hit).

It seems like modsauce is confused and doesn't know if it wants to be magic or tech or adventury magicy tech stuff so it goes FUCK IT HARDCORE TECH AND MAGIX RPGZ which is super awkward so it misses a bunch of the best mods on either side of the spectrum.

How much adventuring/exploring could be done anyway in a modpack before you feel the need to set down, build insane shit and go nuts?

Building > Exploring server longevity wise.
Also, I for one wouldn't touch half of those mods because they're a tedius magical grind.

TL;DR Modsauce is missing key mods on either side of the spectrun and creates wishy-washy combination of the two (three?) that isn't nearly as good.


RE: Suggesting to reboot the modded server. - Chibill - 08-27-2014

Thats not the actually pack as of right now its 1.7.10 on the Hermitcraft server with a few mods removed (Zelda sword skills,IC2 ,and more) and more added (theremal Expansion,and more).

Actually Bibliocraft uses on "Id" for all its diffrent wood types of say bookshelfs by using NBT data to store the value much like chests store the values for the items.

We need to do another fair thing were EVERY Mod is voted on but don't include IC2 as it is to buggy and will crash many mods... Like tinkers construct.