1. Not whitelisted yet? Apply to SKCraft! Already a member? Need the server IPs?


by ZoomerX at 4:11 AM (288 Views / 0 Likes) 8 Comments

Well folks, it appears the server has suffered a significant crash. As of right now, nobody with console access is online to restart the server, so unfortunately we're going to be down until that changes. Hopefully it won't be too long!
by Tonius at 8:36 PM (312 Views / 0 Likes) 13 Comments
An update has been pushed to the launcher. You will be prompted to update upon launching the game.
  • Updated RotaryCraft to v18d. If you still haven't removed your shafts, engines and gearboxes, they will be reset now. No refunds, you have been warned multiple times.
  • Updated Thaumcraft to 4.1.0g
  • Updated Thaumic Tinkerer to 2.3-130
  • Updated Mekanism to
  • Removed ProjectRed's Compat module again as it was probably causing the issues with Java 6.
  • Reduced the amount of levels needed for Natural Absorption from 60 to 40
  • Enabled Bins and Cardboard Boxes, which are pretty much barrels and dollies respectively. See here for more information
  • Fixed a crash when attempting to craft Pressers from HarvestCraft
  • Fixed a server crash when an Ender Translocator is used
  • Fixed a bug involving Awakened Ichorium Pickaxes and bedrock
by xCromyx at 4:41 PM (280 Views / 0 Likes) 5 Comments
She wont be up again till someone with console returns. I'd also like to take this time to remind you of the pending update


Sorry for the inconvenience, please stand by.

Server is Up!
by glitch80 at 2:26 AM (253 Views / 0 Likes) 2 Comments
EDIT: It's up.

The server is currently down. The admins will need some time to resolve the situation. We will update this post with additional information when it is available.

Sorry for the inconvenience.
by sk89q at 1:28 AM (556 Views / 0 Likes) 13 Comments
The MapPad is now fixed!

If yours does not work, hover over the item and check to make sure that it reads :20 at the end (and not some other number). If it does not, you can buy a new one at spawn for regular Minecraft bread.


There is also a new record/radio shop at spawn on the edge of the market (farthest away from the farms) that sells various tuned crystals for various radio stations (Rock, Jazz, Classical, Ska, Punk, DnB, etc.).

The sold crystals can be inserted into the radios from OpenBlocks. In the future, you will be able to encode your own radio stations.

by sk89q at 6:45 AM (335 Views / 0 Likes) 6 Comments
If you had an area to move from the old Alice 1.6, please make a post in the Ask a Moderator forum, providing these details:
  1. The coordinates on the current Alice 1.6 as to where you want to place your build
  2. A screenshot of the destination area
  3. A link to your transfer request on the transfer request topic
  4. Some wishes as to how you may want your build to be placed that we will try our best to adhere too, but we can't make gaurantees
by Tonius at 1:06 AM (782 Views / 0 Likes) 13 Comments

We wish to update RotaryCraft soon to fix some quite annoying bugs. However, there comes an issue with doing this.

Due to some necessary changes in the code, the way engines, shafts and gearboxes are stored in the world files has changed a bit in the new RotaryCraft update. Unfortunately, this will break any currently placed engines, shafts and gearboxes. It is advised to remove these and keep them as items until the update is out.
To clarify, here's what will happen if you don't: before and after.

We understand that this could potentially be quite an annoyance to you, but we cannot avoid changes like this, and we don't want to miss out on important bug fixes either.

The update is currently scheduled to happen sometime on Wednesday, March 12th, 2014. Please take care of your machines before this date. As we have no way of knowing who is lying afterwards, there will be no refunds if any of your machines were still placed.
by Tonius at 10:43 PM (575 Views / 0 Likes) 26 Comments
You will be prompted to update upon launching the game.
  • Added Statues 2.1.1
  • Added SmallBoats 0.10.6
  • Updated Thaumcraft to 4.1.0f
  • Updated Gravitation Suite to 1.9.9a
  • Updated ProjectRed to
  • Enabled ProjectRed's Compat module, allowing more effecient ways of producing Red Alloy
  • Enabled a proxied ComputerCraft HTTP API
  • Added a way of obtaining Nether Stars
  • Fixed client crash caused by placing three blocks of wool in a crafting grid
  • Fixed Induction Smelter recipe for manyullyn ingots
  • Made RotaryCraft Mercury Items interchangeable with Thaumcraft Quicksilver
  • Better Grass and Leaves Mod configs will now be ignored when updating
by Tonius at 6:40 PM (353 Views / 1 Likes) 9 Comments
EDIT: It's back up.

The server is currently down. There is a specific block in the world that is freezing up the server whenever it is loaded. We are currently looking into ways to remove this block from the world.

Changing the block ID won't be good, because the block shares its ID with all other machines from RotaryCraft. This is why this particular issue is more complicated for us.

Sorry for the inconvenience. Please check back later.
by glitch80 at 2:52 AM (285 Views / 2 Likes) 1 Comments
A few minor changes and mod updates are being applied today. Here is a summery of the things we've changed:
  • Updated Mekanism to 6.0.22.
  • Updated PathoniusKit to
  • Buffed Mekanism generator output.
  • Replaced IC2 and Railcraft bronze and steel tools and armor with the Mekanism versions, and gave them roughly the same stats.
  • Modified Wee Flowers recipes so they produce dyes
  • Enabled Atomic Disassembler
  • Enabled ore doubling in the Smeltery, non-metal mattocks and modifiers increasing a tool's mining level
by sk89q at 7:19 PM (217 Views / 0 Likes) 3 Comments
At the moment, the MapPad (the map received at spawn) currently does not "completely work" -- the screen is a regular Minecraft map. However, the commands work (>homing, etc.). We'll look into fixing it.
by sk89q at 1:17 AM (1311 Views / 6 Likes) 34 Comments
edit: New member applications have been processed. Sorry for the delay.


Introducing the new and improved Alice 1.6

A message from the ModPack team.

The ModPack Team has been working for the last two weeks on rolling out a re-balanced and much improved version of Alice 1.6. There are some significant changes in the pack this time around, and there is a lot to be excited about. We've added a large number of new mods, retired a few, and brought back several other favorites from the past.

What started out as a humble re-balance and map reset has turned into an update of grandiose proportions. Even so, balancing resource scarcity and relative "toughness" has remained one of our top priorities throughout this update.

Our goals

With this update, the ModPack Team hopes to present players with increased focus on exploration and creativity in their gameplay. Mind you, we are by no means forcing you to discover and explore the plethora of amazing new dungeons added by mods like ChocolateQuest, nor are we saying that you must use all the brand new and brilliant blocks from Carpenter Blocks or Chisel mod. (Promise.)


However, this re-balance isn't a simple, static update. Over the next several months, mods will be added, content further balanced, new mechanics created, and so forth, long after the mod pack's initial release. Once you get on now, you may notice that a handful of items, blocks and other mechanics – from new and old mods alike – aren't currently enabled or implemented. Time constraints have required that we focus on critical issues, and set aside some features for inclusion in future updates.

That said, let’s see what’s been changed!

What's new

We hope that you don’t have to simply repeat the same work that you may have done previously, and so we’ve made a plethora of changes to the modpack.

To begin, we’ve replaced Extra Biomes XL with Biomes O' Plenty, and we have padded the world with neat world generation mods like BigTrees! Finding that perfect place for you base should prove to be a bit more fun this time around.

As far as technology goes, our “big end game” mod, GregTech is currently no longer a part of the mod pack. It wasn't easy to do — simply removing such a monolith of a mod — but we have added two equally large mods, specifically, Mekanism and RotaryCraft. (And in time, we intend on adding Atomic Science and a few other mods.)


Possibly the biggest change, however, is that automated mining methods such as quarries have been removed from the modpack (a few of the bee species are also affected similarly). Surely we are nuts? But wait — we have shifted the direct focus of mining and resource gathering back to tools. Awakened Ichorium Pickaxe wielding one-man quarries... Oh my, power trips are quite indubitably great for your health. Don’t enjoy mining at all? We’re writing our own share of mods that help you trade resources in a much larger quantity via the market, but you’ll have to hold as we figure that out. It’s an experimental idea, and it might not even work out, but we’d like to try it.

Spawn shops will now be regulated by a "necessity" rule. Simply put, spawn will no longer sell items for the sake of convenience, but will instead sell items that cannot be obtained due to the likes of disabled mechanics and so forth.

There’s many more changes than those that we’ve mentioned, so for a more in-depth look, you can check out this spreadsheet that compares the old mod packs' mods with our new, re-balanced modpack.


The future

As previously mentioned, this mod pack update isn’t a “static” update. Content will be added, possibly removed, and so forth. Here’s a quick taste of possible additions to Alice later down the line…

The mod Dimensional Doors was a hot topic during the entirety of this new update. Exploring through the very fabric of space and time, conquering dungeons and solving puzzles along the line. All with the added functionality of being able to create very own personal pocket dimensions? I’m sold. All of these mechanics may seem simple at first, but their applications are from it. Hence, it was decided that we defer Dimensional Doors for a later update.

Another great mod that wasn’t added yet is Twilight Forest. Exploration and adventure is a key gameplay mechanic of Minecraft, and in order to improve on said exploration, the ModPack Team decided to bring dimensional mods into the exotic flavour of SKCraft. Twilight Forest isn’t the only such mod that was considered, others such as Tropicraft were also part of our daily discussions. In the end, however, they were deferred for a later update.

As you can see, the mod pack isn’t a set-in-stone, absolute true form of it’s existence. New content will most certainly be added, current content modified, so don’t stop suggesting, and keep the new mods rolling!

Thank you!

We understand this mod pack was a huge inconvenience for everybody involved, both the players and the ModPack Team alike. In the light of all this, we would just like to thank everybody for sticking with us to the end!

We hope that you, the players, have as much fun playing the new mod pack as we, the ModPack Team had building it!

Release notes

  • If you find the new trees too funky, use F9 or F10 to adjust the settings. It takes some getting used to, but you can grow to enjoy it!
  • We'd like to thank Lord_Drahcir's friend, Nox, for the launch screen.
  • We will be moving builds later in the week when we get some time. In the mean time, find a place to settle and play with some of the new mods.
  • Withers are not yet properly spawning in the Nether; we're going to look into it.
  • The Bazaar is not yet open. It will be rebuilt anew.
  • Some of our trading mechanics are still in the works!
  • Go to the Welcome Center in the market in order to get an Ender Cup that will put you randomly far from spawn if you drink it.
  • Sorry, we don't have GammaBright this time. This is partly because some of the new mods added appear to break it.
by sk89q at 11:02 PM (357 Views / 6 Likes) 17 Comments
We're almost ready to push the update! It should possibly done within the hour, but it largely depends how quick we can push old Alice's files off and replace them with the new ones.
by sk89q at 5:10 AM (475 Views / 0 Likes) 12 Comments
We have some bad news to report:

Something went wrong with the world pre-generation and we'll have to retry it one more time, so we'll have to reluctantly push launch until sometime tomorrow. Aside from that, everything else should be expected to be ready. It's most unfortunate that we have missed the weekend, but we'll still be working on preparing the server and modpack until then.
by sk89q at 9:01 AM (501 Views / 2 Likes) 10 Comments
We would like to push the update / rebalance as soon as possible; however, I'm currently pretty busy this weekend (and the following week), and today's power outage that also fried my computer's power supply did not help, so the timeline for the update has been somewhat complicated.

That said,
  • The goal is still release this weekend and as early as possible.
  • Before we go forward with the update, we have to pre-generate the world, but I'm expecting (and hoping) that it will be completed within the next 12 hours.
  • We will have to defer some mods until I can deal with some of their associated issues (Twilight Forest, and so on).
  • For some mods that we really wanted to add, they appear to have some critical bugs that are not yet fixed. While we could possibly fix those ourselves, that will have to wait as well. In the mean time, those mods will have to wait.
  • We may not be able to move over the builds until this coming Thursday or Friday, pending my availability. In the mean time, you still have to find a place to live, and you can begin exploring the new mods.
If all things fall into place correctly, we should be up and running within the next 15 hours.