I don't think a mod like Starfoundry is a good idea. Automation mods will put a big dent on CPU usage, and while fun, does not really fit for a RP server where people use creative-mode type mods. (And with automation, you always have the risk of, say, trillions of cobblestone getting stuck inside a pipe and being virtually impossible to remove. Feed the Beast <3)
I've thrown in a donation of 50$ not enough i know, but as I'm still seeking employment, its all i can pitch in
Is this going to become a thing? Are we gonna have to keep on updating the mods folder OVER AND OVER?
Well until then, can't we settle on a version and wait until said Launcher comes out? I thought we had everything we wanted with version 3
Okay is anyone else having trouble getting their game to run with this mod pack on a mac? I can get it to work after it crashes the first 8 times before even starting the game. I'm just more looking for tips here? I also have to 'Verify the Integrity of Game Cache' after every update and it always has to reacquire 1 file every time or my game won't work at all? Not 100% sure what the means so I figure I'd better put it out there. Hopefully it's not screwing things up but it's really frustrating having to take half an hour just to start the game...
I actually have a couple extra mods that are only Client Side: 2 extra races and an improved character creation. It doesn't affect the server since I don't use any of the extra races in Multiplayer. But yeah, I tend to have to copy them, delete the mods folder, put the new one in, then re-copy the mods into the new mod folder.
Would it be worth it to, once Sen edits the Creative Mode mod to not rely on custom assets, peg a scheduled day for updates like "Every Wednesday" for the mod pack? If so, I suggest a mid-week day such as Wednesday or Tuesday so we're not updating during high-use weekends.
Updated the thread to make it even clearer that the pack is completely optional. At this point, it seems that the server stability issues have not improved. Staff is discussing the future of the Mod pack.
but we haven't even put up a wall to block people without the mod from joining to see if the lag would stop.
I think the trouble is that the plugin/program which was supposed to be the wall doesn't work and will break with every update Chucklefish implements (more if they follow through on their "nearly every day" update policy). The mod pack was announced with the assumption that the wall protocol would work, but since it doesn't seem to, I believe a rethink/alteration to the experiment is useful. tl;dr: without a WORKING wall, calling anything mandatory is wishful thinking, so alternate solutions are not a bad thing.