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Dead Man
[n00b] Member
Joined: Wed Dec 16, 2009 11:18 pm Posts: 498
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 MOD OR NO MOD DISCUSSION
So guys, we're going to be starting a new world on the Minecraft server within the next few days. As stated before, there will be a download for the current world that I will link around the time we restart. That being said, I want some opinions from those who want mods, mod suggestions from said people, and I also want the opinions of those who want to play vanilla (no mods). Don't make this a troll/bash thread, I want some god damn opinions.
-Dead
_________________ "When did this Kog'Maw get here?"
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| Sun May 13, 2012 11:13 pm |
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Gman
[HNIC] Stзamroller ω
Joined: Sun Apr 25, 2004 11:00 pm Posts: 13453
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 Re: MOD OR NO MOD DISCUSSION
I say mods. Although I likely won't play that much at first (due to the D3 release), I think things like IC2/BC/Redpower add to the game and help keep it interesting. The matter generation aspect of IC2 is such a F*CKING nightmare that it's not really worth doing (in most cases) so I don't see that as a drawback.
And the best part is, if you like vanilla, you can still play the game as if it were vanilla. The extra ores and shit don't have to be picked up... or you could pick them up and use them as currency with the IC2/BC/Redpower players.
My $0.02
_________________ I hate to advocate drugs, alcohol, violence, or insanity to anyone, but they've always worked for me. -- Hunter S Thompson
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| Sun May 13, 2012 11:16 pm |
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Dead Man
[n00b] Member
Joined: Wed Dec 16, 2009 11:18 pm Posts: 498
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 Re: MOD OR NO MOD DISCUSSION
Neither for nor against mods. I'm just going to play. lol
_________________ "When did this Kog'Maw get here?"
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| Sun May 13, 2012 11:18 pm |
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Rokatanski
n00bfest Ancient, Senior Admin
Joined: Fri Feb 08, 2008 12:00 am Posts: 2746 Location: Stalking Tiki's mom.
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 Re: MOD OR NO MOD DISCUSSION
Anxious to get in on this from the beginning :) I'll admit to being a bit bored with vanilla. . so I'd be down with those mods listed above. This could happen tomorrow as far as I'm concerned :P get to work DMR :P
_________________"This ain't leetfest you silly nancy-pants fuckholes." 
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| Sun May 13, 2012 11:21 pm |
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Sweet Pea
n00bfest Elder, Senior Admin
Joined: Mon May 10, 2010 11:45 pm Posts: 3503
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 Re: MOD OR NO MOD DISCUSSION
I think the mods would be awesome for people who want to explore. And to be honest I probably wouldn't use them. But like you said, I can choose not to and it would not affect my game play at all.
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| Sun May 13, 2012 11:22 pm |
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honestly?
Game Server Admin
Joined: Tue Nov 08, 2011 4:09 am Posts: 569
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 Re: MOD OR NO MOD DISCUSSION
Im all for mods, playing both vanilla in single player, and in the server. Would be nice to have a little change with it all.
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| Sun May 13, 2012 11:45 pm |
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Tazzaler
[n00b] Member
Joined: Wed Jul 23, 2008 11:00 pm Posts: 5727 Location: Dakota, North
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 Re: MOD OR NO MOD DISCUSSION
I guess i'll be the lone vote for no mods.
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| Mon May 14, 2012 12:00 am |
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fomenta
n00bfest Elder, Lead Developer
Joined: Sun May 24, 2009 11:00 pm Posts: 2766 Location: Gettin it in
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 Re: MOD OR NO MOD DISCUSSION
I say mods. Give it a shot for this go-round. If people think it detracts, then drop it for the next spin. The way acid showed me for the latest test server makes the process SOOO much easier on the client side.
The thing is, we need to settle on which mods (and the ones G stated are good by me) because adding new mods mid-deploy would be a nightmare for everyone plus an extra hassle in the case the mod adds minerals / tree types / biomes (Red Power adds biomes) / etc.
I say full RP and BC -- IC2 if people want it. Those 3 work fairly well together and aren't all that crazy. Also, Rei's minimap is boss if you haven't tried it.
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| Mon May 14, 2012 12:51 am |
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fomenta
n00bfest Elder, Lead Developer
Joined: Sun May 24, 2009 11:00 pm Posts: 2766 Location: Gettin it in
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 Re: MOD OR NO MOD DISCUSSION
Also, Buildcraft has a "Trade-o-mat" item that you can setup to securely trade any resource for any other resource. You can define exchange ratios and "customers" can trade for as much material as the "owner" supplied.
I know this has been an issue people have been interested in.
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| Mon May 14, 2012 1:01 am |
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Shorty
[n00b] Member
Joined: Fri Oct 14, 2005 11:00 pm Posts: 1349 Location: Cincinnati
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 Re: MOD OR NO MOD DISCUSSION
If i get a vote on mods I'd say IC2, BC and full RP also.
_________________  When victory is to survive then death is defeat. -Slayer, War Ensemble "The nine most terrifying words in the English language are, "I'm from the government and I'm here to help." -Ronald Reagan
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| Mon May 14, 2012 4:11 am |
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ResinCactus
[n00b] Member
Joined: Tue Jun 15, 2010 1:37 am Posts: 1072 Location: Whats a Resin Cactus?
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 Re: MOD OR NO MOD DISCUSSION
Well i don't really care either way, but i would give them a shot dmr, if we [as a whole] dont like them then i suppose we will find out. Are we going to keep white list?
_________________ When can one see, in the dark, but by its opposite.... light.TheBosman wrote: This is home . Done and done .
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| Mon May 14, 2012 10:26 am |
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Dead Man
[n00b] Member
Joined: Wed Dec 16, 2009 11:18 pm Posts: 498
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 Re: MOD OR NO MOD DISCUSSION
Yes whitelist is going to stay. Keeps MOST of the assholes out. BC, IC2 and RP are probably going to be the only mods for the time being unless something else sparks anyone's interest and it works well with those.
_________________ "When did this Kog'Maw get here?"
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| Mon May 14, 2012 12:47 pm |
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cybrslsh
Game Server Admin
Joined: Wed Mar 31, 2010 12:19 am Posts: 1017
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 Re: MOD OR NO MOD DISCUSSION
I vote in favor of mods.
_________________검둥이 
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| Mon May 14, 2012 12:54 pm |
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Gman
[HNIC] Stзamroller ω
Joined: Sun Apr 25, 2004 11:00 pm Posts: 13453
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 Re: MOD OR NO MOD DISCUSSION
Dead Man wrote: Yes whitelist is going to stay. Keeps MOST of the assholes out. BC, IC2 and RP are probably going to be the only mods for the time being unless something else sparks anyone's interest and it works well with those. IC is dependent on the forestry mod IIRC -- you need it to get rubber trees to make insulated wire to make circuits and shit, so we'll need that. I'm also a huge fan of the minimap plugin as well. There's really no reason to not have it.
_________________ I hate to advocate drugs, alcohol, violence, or insanity to anyone, but they've always worked for me. -- Hunter S Thompson
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| Mon May 14, 2012 2:34 pm |
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fomenta
n00bfest Elder, Lead Developer
Joined: Sun May 24, 2009 11:00 pm Posts: 2766 Location: Gettin it in
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 Re: MOD OR NO MOD DISCUSSION
Gman wrote: Dead Man wrote: Yes whitelist is going to stay. Keeps MOST of the assholes out. BC, IC2 and RP are probably going to be the only mods for the time being unless something else sparks anyone's interest and it works well with those. IC is dependent on the forestry mod IIRC -- you need it to get rubber trees to make insulated wire to make circuits and shit, so we'll need that. I'm also a huge fan of the minimap plugin as well. There's really no reason to not have it. I think the rubber tree is separate from Forestry. At least thats what I got when I read the wiki. (PS studying that image is so helpful as all of the rubber trees have that same shape with the little spoke on top) The full redpower also has rubber trees when it generates biomes (we don't see them in the test server cause acid imported a world durdurr acid durrr), but I'm not sure whether those rubber trees are compatible with IC2. Anyway, if thats the only reason you want forestry then I think we can drop it but if you just want it in general that should be fine. I know it gets tricky when you have "too many" mods since they use up the available block-id space since they're not written real well (RP2 is an exception, it uses subblock IDs primarily). Whatever, we'll figure it out.
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| Mon May 14, 2012 2:45 pm |
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