So, first of all, we updated to 1.11.2, which puts us on the bleeding edge of obsolete. 1.12.1 is PROBABLY going to happen much sooner than 1.11.2 did after 1.10.2, but who knows. Don’t worry about that, just let me know if you run into any weird shit in your builds or bases and I will help you fix it. Everything should be pretty OK though.
In other news, Twitch updated the launcher again and changed their interface, so here’s how to navigate to get to where it matters:
Click ‘Mods’ in the top area of the launcher window:
Then click ‘Minecraft’:
… and that will bring you to your MC Modpacks. It’s pretty stupid, but it’s still way easier to manage a modpack than it was with Technic, so whatever. If you need to add IHTMYL, click ‘Browse All Modpacks’ and search for it.
I’ve added a mod to sort out the default options for the modpack. The benefit of it being a mod is that it only triggers once and then leaves you alone, so you can set the options to whatever you want and subsequent updates won’t change that.
If you want the options and have run the pack before, I recommend resetting the pack via the technic launcher. Alternatively, go into the modpack’s folder and delete options.txt, optionsof.txt, and servers.dat.
Additionally, I’ve added a resource pack to the modpack itself that I highly recommend using. It’s called ItemBound, and it adds item camouflage for various things if you’re using OptiFine, which is now also included in the pack by default (again). Keep the resource pack at the top of the list. If you use the default options, it goes there automatically. Server resource packs were causing connection issues, so this is the best solution.
Of course, if you feel that you must, you can delete OptiFine. I know it causes performance issues for some.
In my introductory posts I brought up the Build Zone a lot. It’s the area of the world map I can guarantee won’t get reset, should the need arise due to mods or whatever. Originally it was envisioned as a 1024 x 1024 area centered on Spawn (for reference: x 111 z 311) but upon looking at the map and playing for a week or so I don’t think 1024 x 1024 is enough area. So I’ve bumped it up to 2048 x 2048 centered on Spawn instead.
To make this easy, you can now see the border of the Build Zone on the map.
Spigot/Bukkit 1.9 doesn’t seem to be ready for prime time quite yet so we’re back to Vanilla for the moment. I will keep an eye on everything though and once things are more stable I’ll give it another shot. I’d rather have stability than cool shit… that’s the whole idea, after all.
That’s what you’re probably asking right now. It’s a valid question! Allow me to explain.
Up to this point, IHTMYL has been about kitchen sink modpacks. But let me tell you something about those; I’m fucking sick of them. I’m sick of making them and having them crash all the time, I’m sick of the server and client being unable to connect for no good reason, I’m sick of diagnosing issues, I’m sick of constant updates… the list goes on. I and everyone else are also sick of the game taking like 30 minutes to load. So I’m taking the server in a new direction with some changes.
First I’m addressing a common concern of persistence. Up till now each update meant a new world. Sometimes, if, say, mods don’t fucking update to a new version for two goddamn years, it means multiple world resets. Moving forward there won’t be resets to the ENTIRE world, just the outer regions. To start with, I’m establishing what I’m calling the Build Zone. It will be 1024 x 1024 blocks (64 x 64 chunks) centered around spawn. Basically this area will persist between iterations. I will try to replace any mod blocks (if any) with vanilla equivalents between iterations, but stuff may vanish if it’s not from vanilla. Fair warning.
The area outside of the Build Zone is the Reset Zone. It will be deleted and remade with each iteration moving forward. It will also be periodically reset just because. So, don’t build there if you want your shit to stick around. It’s also where you will find mod ores and resources, if there are any.
Basically the server will move through two phases per iteration: Vanilla and Modded. The Reset Zone will be where the modded hotness is, and the Build Zone will be where your creations can persist.
So, right now, we’re running Vanilla 1.9 pre 4. That’s technically a snapshot, you can find out how to run it from this MC Wiki Article. But that’s just till tomorrow (Monday the 29th) when 1.9 will be released officially! Then you just need the latest version. And yes, this means you just need to use the regular old Minecraft Launcher… for the moment.
Here’s my plan:
Vanilla. We’re at this phase. Go and build in peace, my child.
Plugins. Once Spigot is released I will add what plugins I can. I plan on adding at least Towny, McMMO, and Essentials. This should be later in the week.
Clientside mods. When modding catches up to 1.9, I will make a small pack of clientside mods. It will be at least a minimap of some kind and Inventory Tweaks. No idea when this will be, but it will be early into Forge’s 1.9 lifecycle.
Server side mods?? Once modding REALLY catches up, we’ll introduce some bigger mods… but not many. My goal is to keep it under 20. And again, this would have an impact mainly on the Reset Zone. This will probably be way later in Forge’s 1.9 lifecycle.
So, that’s it! Please to enjoy, and expect plugin support to come in the next week or so.