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by sk89q at 11:02 PM (349 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 (467 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 (486 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.
by sk89q at 4:25 AM (2843 Views / 0 Likes) 107 Comments
As an update, we are currently considering these mods (as in, they are on the table, but they are not necessarily going to make it into the modpack).

Many of them will not make it due to:
  1. Game breaking bugs
  2. Balance problems
  3. Serious annoyance
  4. etc.
If there is a mod that is not in the list that you would like us to consider, please suggest it. If there is a mod that you think we should really add that's in the list, please also make a post about that.

So without further ado, here is the list (as of writing, 47% are still under consideration, and the verdict of 55% have been decided upon):
  1. Additional BuildCraft Objects
  2. Additional Pipes
  3. Advanced Genetics
  4. Advanced Machines
  5. Advanced Solar Panels
  6. AliceFixes
  7. Antique Atlas
  8. Applied Energistics
  9. Aquaculture
  10. Ars Magica
  11. Atomic Science
  12. Backpacks
  13. BattleTowers
  14. Better Farming
  15. BiblioCraft
  16. Big Reactors
  17. BigTrees
  18. Binne Mods
  19. Biomes O' Plenty
  20. Blood Magic
  21. BuildCraft
  22. Carpenter's Blocks
  23. CCLights2
  24. CCScanner
  25. ccSpeaker
  26. Charge Pads
  27. ChickenChunks
  28. Chisel
  29. Chocolate Quest
  30. Circuit Mod
  31. ComputerCraft
  32. CraftHeraldy
  33. CraftingSuite
  34. Crossbow Mod 2
  35. Custom NPCs
  36. Custom-Branding
  37. Custom-Codex
  38. DartCraft
  39. DartPatch
  40. Deadly World
  41. DecoCraft
  42. Defense
  43. Dimensional Doors
  44. Electric Magic Tools
  45. Ender IO
  46. Ender Storage
  47. Engineer's Toolbox
  48. EnhancedPortals
  49. Extra Utilities
  50. ExtraBiomesXL
  51. Farlanders
  52. Fiat Lux
  53. FlatSigns
  54. Forestry
  55. Galacticraft
  56. Galvanized
  57. Gany's Nether
  58. GasCraft
  59. GateCopy
  60. Gendustry
  61. Glenn's Gases
  62. Gopher's Peripherals
  63. Gravitation Suite
  64. Greg's Lighting
  65. GregTech
  66. Growthcraft
  67. Hardcore Ender Expansion
  68. HarvestCraft
  69. Held's Peripherals
  70. High Pressure Tanks
  71. Highlands
  72. Immibis's Peripherals
  73. IndustrialCraft2
  74. Infernal Mobs
  75. InfiniBows
  76. Iron Chests
  77. Item Scanner
  78. JABBA
  79. Jammy Furniture Mod
  80. Lantern mod
  81. Legendary Beasts
  82. Light Bridges
  83. Magic Bees
  84. Magical Crops
  85. MapWriter
  86. Mariculture
  87. Mekanism
  88. Metallurgy
  89. Mexican Mod
  90. MFFS (Calclavia's version)
  91. Minechem
  92. Minecraft Comes Alive
  93. MineFactory Reloaded
  94. MineTweaker
  95. MiscPeripherals
  96. Modular Furnace 2
  97. Mystcraft
  98. Natura
  99. Natural Absorption
  100. NBTEdit
  101. NEIAddons
  102. NetherX
  103. Nuclear Control
  104. ObsidianPlates
  105. OmniWrench
  106. OpenBlocks
  107. OpenPeripheral
  108. OptiLeaves
  109. Painter's Flower Pot
  110. Pathonius Inc. Toolkit
  111. Plugins for Forestry
  112. Portable Recharger
  113. Portal Gun
  114. Power Converters
  115. ProjectRed
  116. qCraft
  117. Railcraft
  118. ReactorCraft
  119. Red I/O
  120. Redstone Arsenal
  121. Remote IO
  122. Roguelike Dungeons
  123. RotaryCraft
  124. SecurityCraft
  125. Shipwrecks
  126. Simple Recycling
  127. SmallBoats
  128. Smart Moving
  129. Sorrowful Penguin
  130. Speech synth peripheral
  131. Steve's Carts
  132. Steve's Factory Manager
  133. Sticky Redstone
  134. Super Crafting Frame
  135. Switches
  136. Text Formatting
  137. Thaumcraft
  138. Thaumic Tinkerer
  139. Thaumic Tinkerer KAMI
  140. Thermal Expansion
  141. Tinkers' Construct
  142. Torch Lever
  143. Traincraft
  144. Translocator
  145. Treecapitator
  146. Truss Mod
  147. TubeStuff
  148. Twilight Forest
  149. Underground Biomes
  150. Unique Artifacts
  151. Universal Electricity
  152. UsefulFood
  153. Vein Miner
  154. Vending
  155. Voice Chat Mod
  156. Wireless Redstone
  157. Witchery
  158. XACT
  159. You Will Die
by sk89q at 8:06 PM (1045 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.
by sk89q at 9:33 PM (3003 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.
by sk89q at 6:11 AM (1602 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.
by sk89q at 12:32 AM (1795 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
by sk89q at 11:12 PM (393 Views / 0 Likes) 19 Comments

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.
by sk89q at 12:24 AM (166 Views / 2 Likes) 5 Comments
Our new wiki now displays recipes from Alice 1.6!


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.
by ZoomerX at 10:14 PM (121 Views / 0 Likes) 0 Comments
Arpent Hotfix 6 has been deployed.
  • Remove Translocators
  • Remove Ender IO
  • Update recipe configureation
  • Adjust Gendustry power usage
by ZoomerX at 12:14 AM (326 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.
by Pathaleon at 10:40 PM (160 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
by Pathaleon at 6:57 PM (187 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!
by Pathaleon at 7:51 PM (126 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!