No, it has been offline for quite a while. The plugin we depended on had a bad memory leak, so pretty much everything fell apart.
-Switched to a better server (IP change)
-Added nuclear control
-Added iron chests (just build obby chests)
-Added stationary sniper cannon (immobilizes while being used, used by any armor)
-Updated armor mod (poison now goes through armor unless it can resist it)(terminator no longer receives speed or jump buffs)
-Buffed Hydra (only real defense/antidote to poison rounds)
-Buffed carapace armor life a good deal
-Remove construction foam
-Fix wrench repair recipe
-Buffed assault speed again
-Gave flak a small speed boost (because its light armor thats why)
-Buff taurox speed
-Increased hitbox sizes of all projectiles, especially bolts, tank rounds and various lasers
-Buffed siege mortar firing rate
-Satchels no longer detonate when shot
Not really, I designed them and CrafterOfMines57 made them. So far he has done our armor mod, the forge block mod and some other work.
I just completely overhauled IC2 recipes, kicked everything up a notch, removed a lot of the new power generators until they can be better balanced, etc.
I also took UU out behind the chemical shed...tired of that stuff in general. Same with quantum.
Server IP: 188.8.131.52:25565
Server IP is also saved in our technic pack. Check it out here.
✘60 slots, 8 gb's of RAM, 24/7, professionally hosted.
✘Fight for the forces of Chaos or the Imperium.
✘Live in relative peace on the civilian world and become a trader or mercenary.
✘WH40k themed conflict, technology, armor, weapons and vehicles.
✘Numerous tech mods, custom mods and a complete rework of mod recipes.
✘Fully dynamic battlefield with 100's of capturable regions.
✘WH40k armor mod with very advanced armors ranging from flak to terminator.
✘Combat drugs distributed at various sites which grant many buffs.
✘Dozens of capturable sites that contain things such as power plants, mines, farms, and advanced labs.
✘Sites have practical uses such as granting access to large ore deposits, free resource dispensers, warp points, or unlimited free power.
✘Economy system built around capturing regions and buying things at important sites.
✘Join a sides army group or a custom outfit. Fight with your friends or get to know your teammates.
✘All languages welcome.
✘Preset worldmap with waypoints on important sites, capitols and other locations.
✘Fully integrated mod pack designed from the ground up with cohesion and WH40k lore in mind.
✘Players do not lose their inventory on the war world to encourage conflict.
✘Explosions breaking blocks is disabled for server performance.
✘Logblock and routine backups.
We use the technic pack to make distribution of our pack simpler. Get the pack here.
The server runs two worlds: a normal, no-PVP survival world and a PVP world. The PVP world is built around the concept of a dynamic battlefield split into many different regions that can be captured by planting flags. Some regions are just empty wilderness but many contain important sites; facilities that provide needed resources for free or at a cost. Players earn money by capturing regions and engaging in trade. The PVP world is divided into two sides: the Imperium and the forces of Chaos. Both sides are collections of players who work together to gain dominance over the battlefield.
The survival world players can travel to the PVP world but not vice versa. Survival world players may trade or fight with the PVP players but cannot capture or access the sites.
The kind of players we are looking for are Warhammer 40k fans, players who like a unique PVP experience (basically one giant world split into capture-and-hold regions), players who enjoy tech mods and players who enjoy a more casual PVP experience (no item loss on death, protected areas to actually build things in without the expectation of griefing). We always like to have people who enjoy being a part of a team but being a loner and doing your own thing is fine as well, no one can tell you how to have fun. We do take the rules very seriously though, so please make sure you observe them.
If your still reading this wall of text then you may want to check out our website. There, the servers features are covered in much greater detail.
1.Don't be a jerk.
2.No cheats, hacks, exploits*, or abuse of commands.
*Anything used in a way it's not intended to be used.
3.Keep chat relevant and civil.
4.If you are on a team do not betray it. Yes, this means spying and theft.
5.Do not in any way cover or hide the flag when capping.
-Breaking rules will result in immediate, no questions asked bans. No excuses.
-If your not sure if somethings against the rules, don't do it.
-We have block logs, chat logs, action logs and backups.
If you have any questions or problems let me know here or by email at email@example.com
I understand that array controllers are supposed to explode when placed next to each other. However, I also see this in the config "B:advancedmachines.enableExplosions". Is it intentional that even if I set that to false the controllers still explode? If so, would you mind making it so maybe the machines just both disappear instead of exploding? Thanks for your time.
One of industrial wars former players, fxmuffincow, decided to resurrect the whole IW experience and launch it. They went from home hosting, to now public hosting and have made some damn fine progress in assembling all the elements to complete the experience. Server populations have been consistently high and lots of players are starting to come back.
Currently dean is working on updating my old pack, and other than there being 4 teams instead of the 2 things are mostly the same. I urge you guys to check it out. They have put a lot of work into it and its starting to really show.
EDIT: Joon! Just the guy I was looking for. I see you lurking. Don't think I don't, you scallywag.
Futurecraft is like dwarf fortress, and also like fight club, in so far as YOU DO NOT ASK ABOUT THE RELEASE DATE (rules 1 & 2).
Release date aside, futurecraft outclasses minecraft on a scale of magnitudes; notch & co aren't worthy of any potential revenue they would get from it. It ought to be a game in itself.
In other news: one fxmuffincow is currently working on opening a "industrial war 2" or "industrial war reloaded". Basically, it's the IW pack updated to 1.6.4, with the server being the same minus the point system and with the addition of another team. This may be relevant. I will post information as I am updated.
Updated the OP (sort of) as it was hopelessly out of date. Your still better off going to the website or another sites forum, as the posting restrictions here really limit what I can coherently cram into one post (not to mention I have to reformat EVERYTHING to fit this obtuse format).
Morbid, please check your PM's.
Calling all mkness: whats your Skype?
The server keeps going down due to some combat armor related crash but the enjin forums are/have been fine. Maybe the PLA is waging cybarwar on Canada for uhh....I honestly can't think of anything the Canadians would do to deserve that except maybe just for having Stephen Harper as PM, or cursing the world with Justin Beiber and Nickleback. Me and crafter are trying to work on it systematically but we have eliminated some proposed causes yet it still happens. The crash happened 3 times between monday and today so hopefully whoever/whatever was responsible has let up a little.
EDIT: Fixed. Thanks for the reminder j.
Have any idea what your cords are? Where you on the rails?
If I see you getting on I can tele you somewhere safe. Give me a heads up.
Don't know if it still spawns. Didnt check all the repaired Worldgen Code for 1.5.1. And beware, when I'm implementing more intelligent Mobs then you are royally screwed. Imagine Creepers intentionally blowing up Bases, Skeletons and Zombies grouping up in Armies with Endermen and attacking you when you don't even have Iron Armor!
Kind of interested in what your ideas are. Will this be radically different from monster apocalypse and coros AI? Will mobs finally be able to use weapons or build things to hamper your progress? Is gregtech going to make MC into a first-person perspective RTS where you struggle against mob armies attempting to control land and resources? Will you add some objective in regards to warding off monsters (example: destroy spawning vats located in mob fortress to prevent monster encroachment on a region) or will mobs continue to spawn endlessly from thin air?
Also have a question on how your mod handles changes to quantum armor: would it somehow stop the MCPC's build of IC2 from changing how much damage quant can absorb? There is a config setting added by the MCPC team that lets one configure the amount of energy spent on blocking damage. No matter what I configure this to the armor still absorbs 2800 damage. Is there anyway you could add such a config? Turning off chest invincibility is a great feature but just is not enough.
Some of those recipe blockers don't work. You can either spam click the recipe and it inevitably gives it to you (yes, I actually did that) or you can make it in a RP project table and get it that way. Go here: enable or disable jetpacks, nano armor, saber and mining laser if your just trying to block IC2 recipes. Swap the laser ID with something else, so when someone tries to make a laser they instead get a fabulous wooden treetap, which is really just a retro laser, if you think about it. Its a 10 second fix, though you may also have to go into your saved world file and swap it there too, as IC2 has some redundant ID maps.
OR, use the bukkit plugin modifyworld, as that is much more versatile, works with every mod, and has a feature that lets you get rid of all existing items you want banned by periodically scanning inventories of players and removing contraband.
256 is added to each item ID number in game to account for vanilla's 256 ID's. Just don't ask me why this is necessary or makes any sense, but it's easy enough to work with and no one will ever be changing it.
Its cool, they are still really useful given that they dont need wrenched and can only be broken by the guy who placed them. Thanks for the fast response man.
Hi fallen, great mod but I'm having an issue with the code doors. I use multiverse to add different worlds and the doors work in the main world but not the two multiverse worlds. They can be placed and the GUI shows up but if you try to input numbers nothing shows up and no code can be set or entered. I am using the latest version of your mod.
At 2 AM EST I am taking the server down for about an hour to do some backups and add/update a couple mods.
We will be adding the univeral electricty core mod basic components. We will also be add the mods fallencore and defence, both IC2 addons with some very nice features. The ICBM mod has been updated as well and now comes in 3 parts: explosion, contraption and sentry. We will get all three. The new automated sentries with ICBM's update are by far the best sentries I have seen yet and exactly the kind I have always wanted to have. We have also updated the portal mod and gregtech as those have added some very nice features recently.
Finally, I will be granting commanders iridium restone powers, which means that from now on only they will be able to place or break the stuff. I will be giving access to explosives back to militia and guerilla as they are stuck on New Terra anyway.
I have also done a complete overhaul of the IW gun pack. Everything has been rebalanced and there are now good reasons for players to use a diverse range of weapons. I have even added an entirely new gun: the deployable 20mm Cannon. This should be a weapon that makes quantum soldiers think twice about assaulting a fortified position head-on.
All the mod changes as well as the link to the new IW pack are listed in the opening post.
Skipping the update tonight after I decided to add 20mm stationary cannons, AP in 7.62 for the m240 and SCAR-H and make some weaker guns have wood stocks instead of expensive carbon. I pretty much rebalanced half the parts and ammo in the process. I even added a bee gun! It shoots angry anti-matter bees that we will raise in forestry! Nicolas Cage grimmaces at the thought. Hopefully this will fix the issue of the M107 being the only gun worth using. Now it's only too bad I cant prevent vehicles from being broken by punches. That or turn off quant fast run. Rescheduling for tomorrow so I can take my time and test everything before setting it up.
Gregorious I have a suggestion: config options for altering the length of time uranium/plutonium/thorium undergo fission. Rationale: once you get fusion reactors nuclear is no longer relevant. While it is possible to buff nuclear output I would rather just have the reaction go on much longer. If this is too much of a pain in the ass to do or you are opposed to the principal of it maybe we could make a trade. I will either add a gun and name it after you or host your old files on some repository site so people arent forced to ask you about them. Not sure what either of those is worth but I figured its worth a shot to offer. Thanks for your time.