I think without EE it will take too long to get anything done and you'll have the reverse problem. Some of the building requirements for Tekkit items are ridiculous, and the only feasible way to make stuff is to use EE. Besides, high level items in Tekkit tend to not have EMC values anyway.
Like vaguely said, EE-free is a lifestyle choice, and doesn't really need a server reset.
Also, remember that you could just try adding a mod to teleport to a different server hosted on the same machine, and you could possibly disable EE there and have separate inventories and such.
Yeah I'm actually reading up on Multiverse right now. :-)
It might be too demanding for our server.
I think EE is too tempting and creates fast boredom, personally, but I'm open to the group opinion.
I think the list of prohibitively difficult to craft items is pretty short and mostly appropriate. It should take a long time to get HV solar arrays, for example. They outperform nuclear reactors.
Multiverse breaks Transmutation Tablets. They won't target items placed on the right at all when Multiverse is active.
To me, this is just another strike against EE.. :-P I made a really cool Skylands map called "Aether" and linked it near the spawn via portal, but it's gone now.
EE is game breaking but I'm clearly outnumbered by smack addicts. :-)
After much trial and error and heartburn, I've managed to strike a balance between EE and Multiverse. There is now a strange new portal near spawn (I debated hiding it and making y'all quest for it, but really, who is on the server enough for a QUEST?)
The portal will bring you to the mystical and enchanted land of Gravitas, where the laws of physics are topsy-turvy and mountains float in the sky. Your magic devices will not be reliable, there. While alchemy bags, flying rings, and the like, will work (although some may behave oddly), your transmutation tablets will fail you!
MUAHAHAHAHAHAAA.
(Tablets continue to work fine in the "normal" overworld. They will actually function in Gravitas in a limited capacity but will NOT ALLOW you to target items, so they're nearly useless. Your flying ring will show the wrong state on your quickbar, but still work. I think this works from a lore perspective, and I've taken copious backups even though no world corruption is likely to result from any of this tinkering. In fact I will personally guarantee that it will not.)
Ok, motors are probably the most interesting thing in the modpack right now. These things have lit my brain on fire with ideas. For example there is a legit (test) elevator in my house right now. I'll be building a airship vacuum-dock in gravitas soon. It will be high-tech and grand and motors will work great magic.
Update: Nearly all of EE is now denied in Gravitas, excluding Swiftwolf's Rending Gale which is sort of a necessity there. You'll get a message telling you that the item is not allowed when you attempt to place, use, or interact with it.
Let me know if you encounter any issues.
You WILL be allowed to carry your items into and out of Gravitas without issue, but most "magical" items will not work, including alchemy bags and Ender storage.
I may turn alchemy bags and ender storage back on for Gravitas but I'm severely on the fence about it. :-)
I've pared it down to just Condensers that can't be used in Gravitas due to the fact that effectively blacklisting most EE items individually is buggy as shit. If the mod author ever gets his head out of his ass and adds multiple worlds support like every other minecraft mod author worth his salt on the planet, I can fix it. :-P
Transmutation tablets continue to malfunction in Gravitas due to same, which is fine. They work in the "normal" world.
All right, well, I'm spamming my own thread now... :-)
Scratch everything about Gravitas. All gone. No more. Not coming back.
After 16+ hours of tinkering, adjusting, nursing, and googling, I admit defeat. EE is simply not stable with multiple worlds, period. Gravitas became the only place where transmutation would work, instead of the default world, and there was no way to change it back because it's not a setting, it's just a glitch in EE whereby it's not even really AWARE of multiple worlds and casually sluts around betwixt them.
What's particularly galling is that alchemy bags work FINE in all worlds even though just like transmutation tablets, they store their data files in a specific world's directory structure, so go fucking figure.
I give up. No cool portals. Nada. You know I'm a loving and benevolent server admin because I spent SIXTEEN OR MORE HOURS trying to get a mod that I personally don't even LIKE to function for the group... (for totally selfish reasons) :-P (martyring ends here.)
Also, spawn is a disaster. I can hardly blame Vaguely for moving away. We need a real spawn on this server. I may be regenerating (returning to world seed state) or repurposing some buildings in the spawn area that belong to users who haven't logged in for a month or more in order to build a more competent spawn town. Alternatively, I'll go with WUB's (seemingly abandoned) plan and build a new spawn town elsewhere, then move the spawn.
After that, I'm also going to start recruiting more members from other sources. The server is empty 80% of the time and has fewer than 3 players 98% of the time. It's just not being utilized enough to make the whole project worth maintaining right now.
I know "server reset" and "ban EE" are unpopular platforms around here (among the 3 or 4 people still actually playing on an intermittent basis...), but I wonder if a switch to a Multiverse setup in which there was a world set to Creative might be a solution. You'd be able to build whatever the heck you want in the Creative world without limitation or a cumbersome transmutation interface. Then there could be a survival world with little or no magical stuff going on for the purists (right now, me.)
I've been experimenting with using WorldGuard regions and Multiverse portals and such to set up little mini-quests in the world. Aside from protecting blocks and preventing players from carving through dungeons with their tools, you can use regions to give players prompts, or short bits of narrative... it's pretty promising and I think I can do a lot with this. It'd be very cool to set up hidden portals around the world that lead to these little quests with rewards for completing some challenge or challenge(s) which might be puzzles, dungeons, mass mob fights... but it can't be done with EE loaded. What would the reward be? An HV solar array? BOOOO.
Isn't there an INI file you can edit to turn the EE collector rates down?
I'm fine with things as they are. The problem with removing the sudo-spawning is that 1) We'll have to go even further afield for resources and 2) Can't just stumble upon inventions.
I like that EE allows me to mine less, but requires some time investment to get to that point. I also like that it doesn't give me everything. I'm planning to clean up my area as soon as I finish moving, so that should clear spawn quite a bit.
Isn't there an INI file you can edit to turn the EE collector rates down?
I'm fine with things as they are. The problem with removing the sudo-spawning is that 1) We'll have to go even further afield for resources and 2) Can't just stumble inventions.
This would be addressed by having a Creative world. Yes, you can turn the collector rates down. Maybe that's a solution but it's not really much of one. I have 10 times as much redmatter in my base as I can possibly use, right this moment. From what I've seen of other players' collectors, so do they, especially the players who built 4 or 5 of the things for whatever god forsaken reasons. :-)
I like that EE allows me to mine less, but requires some time investment to get to that point. I also like that it doesn't give me everything. I'm planning to clean up my area as soon as I finish moving, so that should clear spawn quite a bit.
I agree in principle but it's not balanced at all. 90%+ of the people we started with have not logged in for 5 or more weeks, after playing about 3 days, which is coincidentally how long it takes to build a condenser flower on average. It just removes the anticipation (and yeah, a little grind) from the game. People gripe about grind but grind in moderation motivates a player to continue playing.
And your treehouse is hardly an eyesore. I'm talking about the jumbled nature of the mainland area immediately surrounding, which is really no one's fault it just grew that way.
ETA: Vaguely, your subterranean tunnel network under the oceans is fucking ridiculous. Not only did you build tunnels for miles and miles and MILES, but you seemingly explored and lit every single cave system you intersected along the way, then glassed everything over like a museum/tour. Holy freaking crap, lady, how did you have time for all that in the limited time you're online? :-)
I know that if you use redstone to prevent overheating of various tekkit devices, it can fail due to partially loaded machines that cross chunks...
I like the random jumble and I don't. I'm leaning more and more toward wanting a more formal spawn area, especially since I have an eye toward bringing in more players to populate the place. I also don't want to bring people aboard only to have them build 4 condenser flowers and then quit...
There's ways to address the limited adventuring with both mods and some work on the part of the ops. I have some ideas for creating quests that I'd really like to pursue. The issue is going to be credible rewards.
See now, this is the sort of spawn area I'm dreaming of:
A community on a server pooling together to build an actual town or city with some RP potential, that's amazing. Shops and so on would actually be worthwhile if we didn't have you-know-what. :-P
I like that EE allows me to mine less, but requires some time investment to get to that point. I also like that it doesn't give me everything. I'm planning to clean up my area as soon as I finish moving, so that should clear spawn quite a bit.
I agree in principle but it's not balanced at all. 90%+ of the people we started with have not logged in for 5 or more weeks, after playing about 3 days, which is coincidentally how long it takes to build a condenser flower on average. It just removes the anticipation (and yeah, a little grind) from the game. People gripe about grind but grind in moderation motivates a player to continue playing.
People primarily cited business for not being on the server. I think you're projecting.. made more inaccurate by the fact that you do (if only occasionally) spawn items.
ETA: Vaguely, your subterranean tunnel network under the oceans is fucking ridiculous. Not only did you build tunnels for miles and miles and MILES, but you seemingly explored and lit every single cave system you intersected along the way, then glassed everything over like a museum/tour. Holy freaking crap, lady, how did you have time for all that in the limited time you're online? :-)
They would make awesome train tunnels...
That's what they are for. I'm hoping to encourage exploration by uh, making it easier and safer. Plus, it's fun.
A community on a server pooling together to build an actual town or city with some RP potential, that's amazing. Shops and so on would actually be worthwhile if we didn't have you-know-what. :-P
Hey, man, I built a functional library that's actually useful to players.
Comments
Like vaguely said, EE-free is a lifestyle choice, and doesn't really need a server reset.
Also, remember that you could just try adding a mod to teleport to a different server hosted on the same machine, and you could possibly disable EE there and have separate inventories and such.
It might be too demanding for our server.
I think EE is too tempting and creates fast boredom, personally, but I'm open to the group opinion.
I think the list of prohibitively difficult to craft items is pretty short and mostly appropriate. It should take a long time to get HV solar arrays, for example. They outperform nuclear reactors.
To me, this is just another strike against EE.. :-P I made a really cool Skylands map called "Aether" and linked it near the spawn via portal, but it's gone now.
After much trial and error and heartburn, I've managed to strike a balance between EE and Multiverse. There is now a strange new portal near spawn (I debated hiding it and making y'all quest for it, but really, who is on the server enough for a QUEST?)
The portal will bring you to the mystical and enchanted land of Gravitas, where the laws of physics are topsy-turvy and mountains float in the sky. Your magic devices will not be reliable, there. While alchemy bags, flying rings, and the like, will work (although some may behave oddly), your transmutation tablets will fail you!
MUAHAHAHAHAHAAA.
(Tablets continue to work fine in the "normal" overworld. They will actually function in Gravitas in a limited capacity but will NOT ALLOW you to target items, so they're nearly useless. Your flying ring will show the wrong state on your quickbar, but still work. I think this works from a lore perspective, and I've taken copious backups even though no world corruption is likely to result from any of this tinkering. In fact I will personally guarantee that it will not.)
EDIT: flying ring visual glitch fixed.
Either way, this should be cool.
It'll hardly matter because you'll be able to cross with inventory.
I'll be building a airship vacuum-dock in gravitas soon. It will be high-tech and grand and motors will work great magic.
Let me know if you encounter any issues.
You WILL be allowed to carry your items into and out of Gravitas without issue, but most "magical" items will not work, including alchemy bags and Ender storage.
I may turn alchemy bags and ender storage back on for Gravitas but I'm severely on the fence about it. :-)
Transmutation tablets continue to malfunction in Gravitas due to same, which is fine. They work in the "normal" world.
Scratch everything about Gravitas. All gone. No more. Not coming back.
After 16+ hours of tinkering, adjusting, nursing, and googling, I admit defeat. EE is simply not stable with multiple worlds, period. Gravitas became the only place where transmutation would work, instead of the default world, and there was no way to change it back because it's not a setting, it's just a glitch in EE whereby it's not even really AWARE of multiple worlds and casually sluts around betwixt them.
What's particularly galling is that alchemy bags work FINE in all worlds even though just like transmutation tablets, they store their data files in a specific world's directory structure, so go fucking figure.
I give up. No cool portals. Nada. You know I'm a loving and benevolent server admin because I spent SIXTEEN OR MORE HOURS trying to get a mod that I personally don't even LIKE to function for the group... (for totally selfish reasons) :-P (martyring ends here.)
Time for a sandwich.
Also, spawn is a disaster. I can hardly blame Vaguely for moving away. We need a real spawn on this server. I may be regenerating (returning to world seed state) or repurposing some buildings in the spawn area that belong to users who haven't logged in for a month or more in order to build a more competent spawn town. Alternatively, I'll go with WUB's (seemingly abandoned) plan and build a new spawn town elsewhere, then move the spawn.
After that, I'm also going to start recruiting more members from other sources. The server is empty 80% of the time and has fewer than 3 players 98% of the time. It's just not being utilized enough to make the whole project worth maintaining right now.
I know "server reset" and "ban EE" are unpopular platforms around here (among the 3 or 4 people still actually playing on an intermittent basis...), but I wonder if a switch to a Multiverse setup in which there was a world set to Creative might be a solution. You'd be able to build whatever the heck you want in the Creative world without limitation or a cumbersome transmutation interface. Then there could be a survival world with little or no magical stuff going on for the purists (right now, me.)
I've been experimenting with using WorldGuard regions and Multiverse portals and such to set up little mini-quests in the world. Aside from protecting blocks and preventing players from carving through dungeons with their tools, you can use regions to give players prompts, or short bits of narrative... it's pretty promising and I think I can do a lot with this. It'd be very cool to set up hidden portals around the world that lead to these little quests with rewards for completing some challenge or challenge(s) which might be puzzles, dungeons, mass mob fights... but it can't be done with EE loaded. What would the reward be? An HV solar array? BOOOO.
Maybe what I need is another server. :-D
I'm fine with things as they are. The problem with removing the sudo-spawning is that 1) We'll have to go even further afield for resources and 2) Can't just stumble upon inventions.
And your treehouse is hardly an eyesore. I'm talking about the jumbled nature of the mainland area immediately surrounding, which is really no one's fault it just grew that way.
ETA: Vaguely, your subterranean tunnel network under the oceans is fucking ridiculous. Not only did you build tunnels for miles and miles and MILES, but you seemingly explored and lit every single cave system you intersected along the way, then glassed everything over like a museum/tour. Holy freaking crap, lady, how did you have time for all that in the limited time you're online? :-)
They would make awesome train tunnels...
The direction Mojang is taking the game part of MC seems lazy; Amazing procedurally generated interactive world, 5 different enemies spawn randomly.
My failed fuel system is now a crater. Let that be a lesson.
I know that if you use redstone to prevent overheating of various tekkit devices, it can fail due to partially loaded machines that cross chunks...
I like the random jumble and I don't. I'm leaning more and more toward wanting a more formal spawn area, especially since I have an eye toward bringing in more players to populate the place. I also don't want to bring people aboard only to have them build 4 condenser flowers and then quit...
There's ways to address the limited adventuring with both mods and some work on the part of the ops. I have some ideas for creating quests that I'd really like to pursue. The issue is going to be credible rewards.
A community on a server pooling together to build an actual town or city with some RP potential, that's amazing. Shops and so on would actually be worthwhile if we didn't have you-know-what. :-P
:-)
That's what they are for. I'm hoping to encourage exploration by uh, making it easier and safer. Plus, it's fun.