Posts by invultri



    Suggested but not included:
    Jabba I do not like barrel mods
    Harder mobs, in my opinion not needed the server will be put on hard anyway
    Resetting the end, I do not want to deal with multiple syphons, try to be considerate to other players.
    Highland biomes mod, lets stick to vanilla 1.7 and see what Mojang did.
    EE3, This is yet again a fun mod that WILL NOT fit into the vision of the server.
    TreeCapitator, We have thaumcraft and farms.

    The kirara servers now have a new owner.
    This marks the dawn of Kirara 3.0. New forum thread: [Kirara 3.0] - A serie of well-made GT hardmode servers.. Please direct all whitelist applications to the new owner http://forum.industrial-craft.…hp?page=User&userID=30404



    Hi All,


    This is the successor of kirara 1.0. Kirara 2.0 follows the same guiding principles and is still a slow progression gregtech based server. Main difference with kirara 1.0 is the addition of thaumcraft. Another change is we are now running on a dedicated server.



    Donations:
    PitchIn Kirara2.0 donation
    (This is supposed to be an embedded widget but the forum does not like that, just click it and it will work)


    Contents:
    IMPORTANT: Raise your permgen when playing this modpack by adding

    Code
    -XX:PermSize=256m

    to your startup parameters (128m might be enough as well, assuming you use the oracle jvm).


    Forge build #1277 (http://files.minecraftforge.net/)
    Codechicken Core V1.0.4.35 (http://www.chickenbones.crafts…es/New_Versions/links.php) (Avoid adfly: http://chickenbones.net/maven/codechicken/)
    Nei V1.0.4.83 (http://www.chickenbones.crafts…es/New_Versions/links.php)
    Custom ore gen V1.2.17 (http://www.minecraftforum.net/…generation-first-revival/)
    Per fabrica ad astra V0.2.23 (http://www.minecraftforum.net/…brica-ad-astra-geologica/)
    Underground biomes constructs V0.7 (http://minecraft.curseforge.co…undbiomesconstructs/files )
    Morpheus 1.5.26 - server only! (http://minecraft.curseforge.com/mc-mods/69118-morpheus)
    Minetweaker 3.0.9C (http://minetweaker3.powerofbytes.com/)
    Immibis core 59.0.7 (https://dl.dropboxusercontent.…mods/autobuilt/index.html)
    Immibis redlogic 59.1.9 (http://www.minecraftforum.net/…ment-for-rp2-wiring-logic)
    qCraft 1.2-invultri (http://qcraft.org/about/) (Attached to the op)
    Eirairc 1.7.56 - Not required but could be helpful (http://minecraft.curseforge.com/mc-mods/68420-eirairc)
    AppleCore 1.2.1+101.b8584. (https://drone.io/github.com/squeek502/AppleCore/files) (optional)
    FastLeafDecay-1.7.10-1.0.jar (https://github.com/Olafski/FastLeafDecay) (server only)
    Fastcraft 1.19 ([WIP|1.7.10] FastCraft 1.19)(recommended)
    Sampler 1.17 ([WIP|1.7.10] FastCraft 1.19) (server only)


    Industrialcraft experimental build #676 (http://ic2api.player.to:8080/job/IC2_experimental/)
    gregtech 5.07.06 ([Addon][1.7.X]GregTech-Addon)
    IHL Tools & Machines 0.526 ([Addon for IC2V2][MC1.7.X]IHL Tools & Machines
    IC2 Nuclear Control 2.1.2a ([Addon] Nuclear Control 2)


    Railcraft V9.5.0.0 (http://www.railcraft.info/releases)
    Thaumcraft V4.2.3.4 (http://www.minecraftforum.net/…aft-41112-updated-652014/)
    Baubles (Automatically downloaded by the mod)
    Forestry 3.5.0.464-unstable (http://jenkins.ic2.player.to/job/Forestry_Dev/)
    Galacticraft build #264 (All 3 modules) (http://ci.micdoodle8.com/job/Galacticraft-1.7/)
    GalacticGreg v0.5 [GregTech-Addon-Addon]GalacticGreg 0.2 - Gregtech Oregen on Galacticraft Planets(server only)


    Bibliocraft V1.9.2 (http://www.bibliocraftmod.com/?page_id=48)
    Bibliowoods Forestry - V1.7 (http://www.bibliocraftmod.com/?page_id=50)
    Carpenters blocks V3.3.5 (http://mineshopper.github.io/carpentersblocks/)
    Chisel2 build #52 (http://coloredlightscore.us.to…ob/Chisel-2%20v1.7.10-Dev)


    Applied energistics rv2-beta-8 (http://ae2.ae-mod.info/)
    Extra cells V1.7.10-2.2.53b82 (http://www.minecraftforum.net/…s-extracells-2-1-3-2-1-12) (make sure to get the ae-rv2 edition!)
    Ironchest build #742 (http://www.minecraftforum.net/…s-50-minecraft-15-update/)



    Mods currently on Kirara Test (you can add these to your regular install and still connect to the regular servers)
    Starminer 1710-0.9.8bf1 (http://forum.minecraftuser.jp/viewtopic.php?f=13&t=17975) (Somewhere in the post is the starminer zip, do not forget to extract it!)



    Lets play movies:
    I will allow these, please take this into account when applying / playing.



    Config:
    Current configs are attached



    Style of play:
    It has been suggested to build a village / town together. This is fun for showboating your skills in building nice looking things, it also has the disadvantage that once you wake up someone will have build the fusion reactor for you ;). Therefor I would like to suggest for everyone to find a base to do progression, at least 1k from spawn. Within 1k of spawn we will build a town by handing out plots to players, this would be an ideal place to host your stores etc. We could then connect bases / town with a railway or other transportation mechanisms. At spawn a little getting started hut would be nice.



    Rules:
    Social rules: I want to keep this simple: Don't be a dick, Don't steal, Do have fun. As a rule of thumb: If its not yours, don't touch it without permission!
    Gaming rules: NO quarry like holes within 2000 blocks of spawn OR the village. No building within LOS (>10chunks) of an other person base, unless permission granted by said person.
    Town rules: You can select a plot of upto 5 adjacent 16x16 slabs in any shape you like (That is 1280 blocks, if you want to deviate from the slab layout you can ask the town committee (me) to allow the proposed plot) as long as its not closer than 10 blocks to other plots with one side of the plot being within 10-16 blocks of other plots. This should allow for an organic growing town whilst leaving room for roads and other beautifications. With a bit of luck we might have full chunks in between building for fountains, Greg statues and other fun stuff. Chunkloading of houses needs coordination with your neighbours.



    Server address:
    The following servers are connected in game via qCraft portals.
    91.121.114.54:25566 Kirara#1
    91.121.114.54:25565 Kirara#2
    91.121.114.54:25567 Kirara#3



    Test server address:
    91.121.114.54:25569
    A flat creative flat.



    VOIP:
    Mumble is running on the same address as the server, default port.


    IRC:
    #kirara@esper.net



    How to join:
    Send me a private forum message why you want to be whitelisted including your in game name.



    Hall of fame:
    Everybody for providing feedback!
    Miradae for helping me with the configuration of COG+PFAA+UB

    Hello All,


    Server has been restarted to enable galacticraft again. A full manual backup has been made as well. Also, since the core mods are now targeting 1.7 I do not plan to do any more updates until we switch over. This should keep the server stable until that time :) .



    Invultri

    That looks like I am accidentally calling it every tick instead of when it should (everytime a dye is consumed), I'll look into it.


    What you actually see is that the Random.nextInt is never returning locking the server thread.
    EDIT: This could be due to entropy starvation, which if you would be calling it every tick could cause this problem. Try to switch to pseudo random generation.


    Invultri


    HOLY SHIT, how can a Random Generator be abused that much!?! It is just a generic Math Function, nothing fancy.


    It kinda depends on where the random is coming from, it is not unlikely that running it on the VPS makes something screwy.


    EDIT: I should clarify that statement: If the Random is using access to a hardware (os level) randomizer and that native call blocks due to having not enough entropy to serve new randoms it will be very, very slow. This combined with the chromatic gen wanting a new random every tick might actually starve the entropy and explain the situation we had. The proper solution is to switch to pseudo random generation.

    Server restarted without galacticraft being present. I just logged in to my early electric base and the server did not crash. If this does not work the next victim will be Unidye. I of course did make a backup before taking this drastic action :)


    Invultri

    Hello All,


    It seems that something is upsetting the server, at the moment the logs give me no clue. M3GA crashed it once by opening an unidye generator, not sure if its Unidye or something enet related. I will try to revert to a nightly of 3 days ago. There is only 1 nightly of course...


    Edit: Stopping the server normally is not possible either, so something is locking it up.
    Edit2: region file is already 2GB .. takes a while to download
    Edit3: The server has been restarted, however I ran out of time to actually find the problem. This will be continued



    Invultri


    What's the Problem with the Server?


    Also I was just about to join when you updated... great timing.


    CH durped something with its control panel last night and I had to start it manually without the proper jvm parameters. Shortly after it was restarted again once the control panel was back to working.



    When you think things are hard, they are not.
    What about adding harvestcraft, hunger overhaul and extra utilities extreme darkness (and only that) and passive regeneration off when 1.7 update comes around?


    Maybe HO not sure about harvestcraft and certainly not extra utilities for just one feature.