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Posted Jan. 15, 2013


Alice is now updated to 1.4.6! In order to play, you have to get a new version of the launcher and then proceed to open Alice like you would normally.

Release notes:
  • A number of functions that you are used to no longer work, unfortunately. Enderpearl homes, sleeping in beds even during daylight, and the MapPad are no longer working :(
  • Because it is a new world, chunks are not generated, and so you may find the server slow and unresponsive (laggy) when there are many people on exploring new land. You'll notice this lag as block breaking and placement lag (and other things).
  • There may be bugs or crashes! While we've tried to test everything, be aware that you may run into some issues. We will fix them as we go along.
  • Some features are not yet in because we deferred them to make the deadline for release. The HTTP API currently is disabled, the FTP server mentioned previously does not exist, and there is no compact solar mod yet.
  • Things are still not final! Configuration tweaks may still be made.

Remember, to play, you must use the new launcher version otherwise it won't work. If you are still having trouble, please post on this thread.
Posted Jan. 14, 2013
Alice should be up by the end of today (in Pacific Standard Time, or GMT -0800). It is currently 1:00 PM as of writing.

Spawn is being fleshed out and some bugs are being worked out. Sorry that we didn't invite many people to build spawn this time because everything's a bit rushed.

Attached are the current and latest GregTech settings. Please note that most settings are up to consideration to be changed, so please suggest changes (if you are familiar with GregTech) before we go live.
Posted Jan. 13, 2013
We're getting there!

The current plan is to have 1.4.6 ready for you to play by the end of Sunday or Monday.

Update Jan 13, 7:00 PM (PST, GMT -0800): Mostly works. We have to get some stuff working first, like bans, as well as fix some lag problems.

Posted Jan. 10, 2013
Here is the current official server mod list as currently planned for Alice 1.4.6:

Server Addons


  • ComputerCraft [turtles disabled]
    • BioLock
    • CCLights [higher resolutions disabled]
    • ccPrinter
    • Immibis' Peripherals [LAN disabled]
    • MiscPeripherals
    • Scanner Peripheral

  • Buildcraft 3
    • Additional Buildcraft Objects
    • Additional Pipes

  • EnderStorage
  • ExtraBiomesXL
  • Forestry
    • ExtraBees

  • Furniture Mod
  • Greg's Lighting
  • GregTech
  • HarvestCraft
  • IndustrialCraft2 [modified by GregTech]
    • Advanced Machines
    • Advanced Power Management
    • ChargePads
    • CompactSolars
    • NuclearControl
    • Transformers [pending]

  • IronChests
  • Mo's Creatures
  • Mystcraft (still pending)
  • OmniTools
  • Paintball [some recipes disabled]
  • Railcraft
  • RedPower2
  • Steve's Carts
  • Thaumcraft
  • Thermal Expansion
  • TubeStuff [some recipes disabled]
  • Wireless Redstone
  • Wireless Redstone RedPower

Considered by rejected from last time:
  • REJECTED: Factorization: Still can't find a redeeming feature other than the portable crafting table and possibly barrels (the other functions are largely completed with other mods already). It's also a very ugly mod.
  • REJECTED: Portal Gun: Requires testing on my part, but I have a bunch of other mods I have to test that are more important.
  • REJECTED: Secret Rooms mod: Use pistons! Not quite the same but saves everyone the hassle of another mod possibly breaking.
  • REJECTED: XyCraft: Even if it might not even be public yet, it's so terribly ugly. I'm also unsure of what new non-decorative things it adds.

For mods not listed here, as well as links for all of the mods, please see the spreadsheet:
https://docs.google.com/spreadsheet/ccc?key=0AocVHzayvfjAdFkzcVJRTXRlREFGdUdGdG1xRmZyNnc#gid=0
Some of them have comments on their fields which explain the reasoning.

Extras


You will also be able to access RP2 computers and ComputerCraft computers and disks (your own only, not everyone's) using FTP with likely your forum account.

Questionnaire


More importantly, I have an important question:
  1. If BuildCraft 3 quarries, which now have a chunk loading feature that cannot be easily disabled, were to be disabled, what would you, personally (and realistically)[b],[/b] do as an alternative? Would you just go back to regular mining, or would you do something else to make up for the lack of the quarry? If the latter, what would that be?
Posted Jan. 8, 2013
First off, remember to like our Facebook page if you want to hear updates about the server occasionally on your Facebook!
https://www.facebook.com/skcraft

The current standing of server-side mods for the 1.4.6 version of our Alice industrial server is:
  • Decorative:
    • Furniture Mod
    • Greg's Lighting

  • Gameplay:
    • ExtraBees
    • ExtraBiomesXL
    • Infestation
    • Mo's Creatures
    • Mystcraft (maybe -- still under consideration)
    • Paintball

  • Farming:
    • HarvestCraft

  • Magic:
    • Thaumcraft

  • Industrial:
    • Additional Buildcraft Objects
    • Additional Pipes
    • Advanced Power Management
    • Advanced Solar Panels CompactSolars
    • Buildcraft 3
    • Forestry
    • IndustrialCraft2
    • Nuclear Control
    • Thermal Expansion
    • TubeStuff
    • RedPower2

  • Redstone:
    • ComputerCraft
    • MiscPeripherals
    • Wireless Redstone

  • Minecart:
    • Railcraft
    • Steve's Carts (maybe -- still under consideration)

  • Utility:
    • ChargePads
    • GregTech
    • IronChests

The following mods are not in consideration at this time but may be added in a near (or next) future update:
  • Balkon's Weapon Mod
  • Gravitation Suit
  • Portal Gun
  • Helper Crops
  • SeedManager
  • Forestry Plugins
  • InfiniTubes
  • Modular Force Field System
  • PowerConverters
  • EnderStorage

A number of mods have been ruled out at this time. A list of them can be found on our Alice server spreadsheet. There are comments on some of the fields which explain the reasoning for the decision. Please click them if you are curious.

View the spreadsheet at:
https://docs.google.com/spreadsheet/ccc?key=0AocVHzayvfjAdFkzcVJRTXRlREFGdUdGdG1xRmZyNnc#gid=0

The window for comments is still open:
  1. If a mod that you want considered is not on that list, please (re-)suggest it now in this thread.
  2. If you wish to comment on a potential conflict or balance problem on any of the mods suggested, please note that now.
  3. If you think a mod should not be added, or a mod that has been rejected should be added, please make that suggestion here as well.
Posted Jan. 4, 2013
We need to discuss what mods we will be using for 1.4.6.

Please provide any comments on any of the mods that you want on the new server, or not on the new server. We need to get rid of all the "maybe" entries and convert them into definite yays or nays.

The list so far is:

(Video cannot be embedded)

As that is a lot of things to discuss, we may want to, in particular, focus on:
  • EE3
  • ExtraBiomesXL
  • Thaumcraft
  • ComputerCraft
  • Gregtech
  • Furniture Mod
  • The farming mods

Addendum: Here's a matrix of mechanics that we've made:
https://docs.google.com/spreadsheet/pub?key=0AocVHzayvfjAdFkzcVJRTXRlREFGdUdGdG1xRmZyNnc&single=true&gid=6&output=html
  1. Green: What we'd prefer people do (and expect them to) because it's better for the server, performance-wise
  2. Light orange: Slightly obsolete
  3. Dark orange: Obsolete
  4. Red: Disabled
Posted Jan. 3, 2013
Here's the regular status update on Alice:
  • We use Bukkit for block logging, chest protection, whitelist, /invite, and a bunch of server things.
  • We use Forge also, which is what a lot of these mods we use require.
  • The last version of Bukkit combined with Forge, with adequate support for many of these mods (they have to be explicitly ported to this Bukkit and Forge combo) is still for MC 1.2.5.
  • If we just use Forge, we can use much more up to date versions (MC 1.4.6). The serious downside is that you'd practically be playing vanilla Minecraft but with new blocks and items, and there would be no locked chests or anything like that (a problem!).

Possible solutions:
  1. Move to Forge only, and port all the stuff that currently requires Bukkit.
  2. Stop new applications and only let very trustworthy people in, and switch to Forge only.
  3. Wait to see what will happen.
  4. Other even less desirable options.

We've been doing #3 for months now, but the current plan is to consider #1 (and maybe even #2...).
Posted Nov. 2, 2012
Here's the status on the servers:
  • Where's Vincent 1.4? We depend on a server modification called Bukkit, but it's moving kind of slowly and it's not quite ready for MC 1.4. However, I'm going to test it this weekend to see whether it is in a reasonably working condition so that we can update. Worst case scenario is that everything breaks, but we'll see!
  • Where's Alice 1.4 (or 1.3)? Unfortunately, it appears that the Bukkit+Forge combination that we use is mostly likely a dead endeavor. Forge is required to most of the addons that we use, and Bukkit is required for a few addons, and all our important server administrative functions. From this point on, to make Alice what Alice is, we would have to switch fully to Forge, but that is complicated by the fact that the important bits we rely on reside only in Bukkit space. Fortunately, most of those important bits are mine, and I've discussed a few things with a Forge developer and there's some eventual plans that should allow us to move over, eventually. Everything's kind of still up the air, and not all the mods we use are even available for 1.4 (or even 1.3), so even if we could switch tomorrow, we'd have to drop some of the big mods that you currently use (and also forego any reasonable protection from annoying people).