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SKCraft

Feb
17
by sk89q at 6:11 AM (1364 Views / 4 Likes) 69 Comments
I'd like to make some clarification on the recent discussions regarding balance.
  • Alice has become more tedious between Alice 1.4 and 1.6. The difference has been due to a changeover of who maintains the modpacks since MC 1.5. Previously I did in older versions, with some help from Pyrocommando, famerdave, and TexasGamer. The ModPack team has handled it since MC 1.5.
  • Tedium is not a goal of mine. It may be the goal of some people, but the idea here is to adjust Alice back to 1.4 levels where the tedium is taken away. The game is not enjoyable when you must figure out 20 recipes to make a simple piece of insulated copper cable. It also does not even matter when there are other ways to play the game, because then the tedious route will only be ignored.
  • We'd like to add new more or new ways to enjoy the game by adding new mods or trying new things. Because of the changeover of modpack handling, we've also tried far fewer mods than before. In fact, this version of Alice has had the fewest number of new mods yet.
  • There have been a lot of balancing issues (and many surprise hotfixes) with the last two Alice versions as well. We're going to try to make sure that this does not happen in the future.
  • The number of recipe ingredient variations since Alice 1.5 have also be out of this world, which has made it very hard to figure out what to make and how to make it. Hopefully we can resolve it.
  • We do not plan on removing Forestry's bees.
  • We may not remove KAMI.
  • We will likely remove Gendustry or at least adjust it heavily.
  • We're not sure if we're going to reset, but I will try to have a response in a few days. A reset is obviously a lot of work for all of you, as well as for us, though it does open up the possibility of changing around all the mods that we use.
Feb
17
by sk89q at 12:32 AM (1237 Views / 1 Likes) 58 Comments
Hello everyone!

This post affects all players. Please read!


Unfortunately, the mod pack for the current version of Alice is poorly balanced compared to the previous releases, in that a large number of items have become considerably easy to obtain provided that you follow the right procedures. Now, this in effect means that you can rush through the game quickly, and as some of you have noticed, you can simply just get a lot of items for cheap now from others, without even playing the game.

With that in mind, a few weeks have passed and options are limited. Some have suggested that they may be interested in a restart of the world as they'd like to play from the beginning, without obtaining a lot of materials so easily. However, that would mean losing potentially a lot of work, so we'd like to avoid that as much as possible.

Much of the balancing issue has stemmed from bee-related additions, as certain mods were added to the modpack without the proper balancing that usually occurs in such a case.

Before we can do anything, we'd like to gauge the community's opinion on the matter, and entertain any dissent or suggestions. Please make a reply to this thread and post your feelings on the subject.

If we do end up restarting, we plan on adding new mods and adjusting the ones available:
  1. Tinker's Construct might make a return.
  2. Dimensional Doors may be added.
  3. Biomes o' Plenty may replace ExtraBiomesXL.
  4. GregTech/IC2 may be made easier in certain ways (i.e. less annoying cables).
  5. ... we're open to many other ideas
Feb
16
by sk89q at 11:12 PM (330 Views / 0 Likes) 19 Comments
mpt.jpg

We're looking for anyone that may be interested in joining the modpack team. You would be helping with creating the modpack, choosing mods, and so on. It does not require much technical knowledge, though you should have a decent computer.

If you are interested, please send me a PM detailing the amount of experience that you have with the mods.
Feb
16
by sk89q at 12:24 AM (124 Views / 2 Likes) 5 Comments
Our new wiki now displays recipes from Alice 1.6!

recipes.png

An example can be found on the Itemducts page.

A few sections have also been worked on:
In the very near future, we hope to open up editing to everyone so anyone that wants to contribute can help.
Feb
15
by zoomerx at 10:14 PM (77 Views / 0 Likes) 0 Comments
Arpent Hotfix 6 has been deployed.
  • Remove Translocators
  • Remove Ender IO
  • Update recipe configureation
  • Adjust Gendustry power usage
Feb
15
by zoomerx at 12:14 AM (122 Views / 0 Likes) 1 Comments
Remember Ender IO will be completely removed in an update tomorrow, February 15, 2014. The exact time for the update is still to be determined.

If you have not visited spawn to exchange conduits and materials, they will be lost forever. Moderators will not give refunds for materials lost once Ender IO is removed.
Feb
13
by Pathaleon at 10:40 PM (127 Views / 2 Likes) 0 Comments
The bank has been reopened. To ensure credit security we are transitioning to gregtech stamped credits. Two temporary trade-o-mats have been placed in front of the Bank to convert copper and iron credits. They will be available until the 17th, so convert your credits as soon as possible.

From Glitch80 - Bazaar Founder
Feb
13
by Pathaleon at 6:57 PM (146 Views / 0 Likes) 2 Comments
There is a client update required to play on the Alice server.
  • Minor changes to configuration files
  • Removed Translocators
Sorry for further inconvenience, Arpent hasn't been the best experience for us all!
Feb
12
by Pathaleon at 7:51 PM (87 Views / 1 Likes) 0 Comments
A client update is required for Alice.
  • Updated Minefactory Reloaded to 2.7.5-385b
This hotfix is purely to resolve the issue we have been experiencing with harvesters!

Sorry for the Inconvenience, have fun and enjoy!
Feb
12
by zoomerx at 5:36 AM (319 Views / 0 Likes) 15 Comments
All trading using currency/credits in the bazaar has been temporarily suspended, and the bank is temporarily closed.

Moderators, the Mod Pack Team, and Bazaar Staff have discovered a substantial issue with currency. An audit of the credit system has revealed that there is a significant difference between the number of quartz in the bank and the number of credits in circulation. As a result, we have elected to freeze the credit system, and lock all shops/trade-o-mats utilizing credits/currency as part of the trades.

Use of currency in private trades (player to player) outside of the bazaar is NOT affected by this freeze, however it is discouraged at this time.

The most important thing I can stress right now is DO NOT PANIC. The value of your credits is safe. We are working to resolve the issue and will continue to keep you updated as our investigation in to this issue continues.
Feb
10
by sk89q at 10:23 AM (247 Views / 0 Likes) 8 Comments
MFR Harvesters are currently disabled (as in they do nothing) because they are causing the server to freeze up. We plan to look into this ASAP.
Feb
10
by sk89q at 10:14 AM (1346 Views / 0 Likes) 57 Comments
wiki_logo.png

Hello everyone! Given the lackluster amount of information available for many of the mods that we use, I'm wondering if anyone would be interested in helping maintain an official SKCraft wiki that covers, in addition to material for the server, documentation on various mods.

You do not need to know any HTML, wiki code, advanced BBCode or anything like that! As long as you know enough about a mod to write about it, you can help.

To see what our new wiki looks like, you can check out a sample page here. Everything is divided into sections (manuals) at the bottom left.

If you are interested in helping, please post on this thread.
Feb
09
by zoomerx at 8:33 AM (180 Views / 1 Likes) 5 Comments
Alright everyone, I want to apologize for the issues we've been experiencing tonight... Obviously some things did not go right with the update, and we're working to resolve those issues. I believe that most major issues should be addressed with this update. This is a required client update.
  • Revert buffs to MFR Laser Drill until further testing can be done
The MPT will be implementing some changes to ensure that all updates are properly and thoroughly tested so we do not have issues like this in the future. Unfortunately, cleaning up from Arpent may still mean another update or two as we finalize things and fix any other overlooked errors.

It's important to remember that developing the mod pack is a team effort, so no one single individual is to blame for tonight's issues. I assure you all that we will be going over tonight's events over the coming days to learn from our mistakes and to develop new policies and procedures for building, preparing, testing, and deploying updates.

On behalf of the entire Mod Pack Team and the SKCraft staff, sorry for all the issues tonight and thank you for playing on SKCraft.
Feb
09
by sk89q at 8:12 AM (113 Views / 1 Likes) 5 Comments
Unfortunately, because the recent set of updates have created a number of problems, the server will be down until further notice. As soon as things are sorted out, the server will be started up and it will be announced here.
Feb
09
by zoomerx at 7:51 AM (102 Views / 1 Likes) 1 Comments
We are releasing another hotfix tonight to address inventory issues being reported by players.
  • Disable GregTech Inventory Unification
We believe this should fully resolve the issues users are reporting with inventory. If you need materials refunded or exchanged due to issues caused by unification please contact a moderator. These requests will be handled on a case by case basis.
Once again, sorry for the inconvenience.