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SKCraft

Feb
21
by sk89q at 8:06 PM (1032 Views / 5 Likes) 35 Comments
Here's an update on the rebalance:
  1. We expect to complete as soon as possible: We are aiming to finish before the middle of the coming week, but we want to finish as soon as possible. It should not take more than a week from today.
  2. Resets like this are unheard of: We've been running servers since 2010 (modded since early 2012) and this has never happened before. While I have historically helped or built the modpack myself, I was mostly absent during the creation of 1.6's modpack due to time constraints, but now I'm able to afford some free time.
  3. We'll try to make it up with new gameplay: The new world may be... considerably different... in gameplay mechanics after the reset. The emhpasis will still strongly be on automation, but we're going to swapping (big) mods, adding new ones, and removing some. We're trying to make it up for everyone giving you all something substantially new to play with, whether you like automating, adventuring, decorating, building, or achieving end-game.
  4. If you regret losing all the work on machines: You're probably going to be building entirely different machines. A lot of the machine work (and recipes) that you have done is not applicable on the new modpack, so the amount of work that you will be repeating will be minimal.
  5. If you regret losing all the work on Thaumcraft: Well, I know nothing about Thaumcraft. :p People who do are working on that, however.
If you have been absent, we have reluctantly decided to "redo Alice 1.6." This is because the balancing in 1.6 has been particularly broken and the modpack has been our most conservative yet (changing very little from MC 1.5). In order to make things right, we're going to rebuild the modpack and relaunch. We are providing you the opportunity to transfer over aesthetic builds.
Feb
19
by sk89q at 9:33 PM (2972 Views / 9 Likes) 86 Comments
Here's the scoop on the re-balancing of Alice:
  • It is strongly likely that we will resetting Alice within the next week. While it pains us to do so, it will provide us with a chance to correct problems with the original modpack.
  • A world typically lasts up to a year or more, but unfortunate circumstances have developed at this time.
  • As we strongly value the time put into all of your work, we would like to provide the opportunity to copy over builds from the current world.
Machines and things of that nature are not eligible, but we will happily move over structures that you have been working on (up to the point of reset). In addition, we will be able to terraform any areas for you that you may have painstakenly terraformed on the current world.

If you have builds that you would like to transfer over (which does not include machines), please post on this thread and provide a picture and coordinates. Do the same for any large terraforming projects that you have already conducted or are in the process of conducting. Nothing is being moved over at this time, but this information will allow us to know the scope of this operation.

Should the reset occur before we are able to make arrangements for your builds, do not worry as it can still be done after the reset.

If you're worried about the work that you may have put into making machines, the new modpack will feature the removal of the overly tedious recipes that were added in 1.5 and 1.6. We will also try our best to remove duplicate items (i.e. ingots) as we used to in Alice 1.4 and before, which should help with decoding recipes. Last but not least, we plan to add many new (and interesting) mods that have not yet made an appearance on Alice.
Feb
17
by sk89q at 6:11 AM (1575 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 (1702 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 (382 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 (162 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 (117 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 (309 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 (155 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 (180 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 (123 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 (374 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 (322 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 (1480 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 (208 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.