We're going to try something new - we're going to have a societal system to go by. We're going to form a democratic collective (loosely based on Kibbutzim). We will all play our part in making sure the group survives as we reclaim land from the zombie hoards.
The rules:
We are a collective. We will make requests (with our name on them) on the Work Board. People taking on the request will put a sign below the request with their name on it. When they complete the request, they will change their sign to say Completed with their name and the date.
Primary Responsibilities:
Spunmunkey - Facilities layout, purpose designation
The_Brochacho - Mining, Cemetary
Rheajr86 - Plant Farming
ArbitraryHubris - Animal Farming
SiliusBellator - Defense of the Collective property and persons
Primary Responsibilities mean that a player will create requests on the work board and take responsibility for ensuring that the requests are being fulfilled and updating the requests as needed over time.
The collective will divide it's time between free time/exploration and completing work for the collective.
We are forming a collective democracy. We will also have collective justice. Issues and recommendations will be placed on the Improvement Board to be discussed and adjudicated by the collective.
Wednesday, December 31, 2014
Thursday, December 25, 2014
Natural Magic Updated to 0.73
New config file for extrautilities
Use the same jabba and iron chests versions below.
Use the same jabba and iron chests versions below.
Monday, December 22, 2014
Natural Magic enabled Extra Utils pipes
Use this config to connect to the server:
http://pastebin.com/izQHNr44
http://pastebin.com/izQHNr44
Wednesday, December 17, 2014
New Server: Natural Magic
we're still having fun with Wanderlust Reloaded but decided to give a pack a try that is not the same old kitchen sink mix. We settled on Natural Magic, a 1.7.10 pack focused on magic and pretty much no tech.
I'm going to go through Botania this time as my starting mod. All Botania tools and armor. We'll see how that goes. I think Witchery will be mod #2.
I'm going to go through Botania this time as my starting mod. All Botania tools and armor. We'll see how that goes. I think Witchery will be mod #2.
Friday, December 12, 2014
Updating to Wanderlust 1.1.7
In the previous update, some ore generation was messed up and HQM was directing us to build Thaumic Energistics gearboxes that, when placed, corrupted chunks.
Steps to update the server:
1) delete config, libraries, mods, resourcepacks, scripts folders and the forge jar (assuming forge has incremented in version) from the server
2) move the new folders and forge file onto the server
3) move optional mods into the server mods folder
4) start the server
5) /fml confirm the block changes, assuming mods have changed since last version
6) add fastcraft on server and clients
7) profit?
I've missed the move optional mods step multiple times and had to recover from backup. It's 4 x Awesome that forge modloader automatically backs up your world directory after you confirm that you want to go ahead with a destructive change, i.e. blocks are going to be removed because of mod changes. It's saved the server multiple times.
Steps to update the server:
1) delete config, libraries, mods, resourcepacks, scripts folders and the forge jar (assuming forge has incremented in version) from the server
2) move the new folders and forge file onto the server
3) move optional mods into the server mods folder
4) start the server
5) /fml confirm the block changes, assuming mods have changed since last version
6) add fastcraft on server and clients
7) profit?
I've missed the move optional mods step multiple times and had to recover from backup. It's 4 x Awesome that forge modloader automatically backs up your world directory after you confirm that you want to go ahead with a destructive change, i.e. blocks are going to be removed because of mod changes. It's saved the server multiple times.
Tuesday, December 9, 2014
Updated Wanderlust to 1.1.5
The new 1.1.5 version of wanderlust is supposed to resolve our issues with crashes in the end. But, on installing the server files, it turns out to introduce its own issues. The first crash pointed to a mod that is intended for clientside only - it's called WTP. Removing WTP and rebooting the server brought us to the next error. This one was a problem with Hardcore Questing Mode data. I removed the player data for HQM (meaning all of our quests are reset on the server) and now the server is running fine.
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