Migrating to Curse & Twitch Launcher

IHTMYL is leaving the Technic Platform for Curse. This means that from now on, you’ll need to use the Twitch App to play. Here’s what you need to do to install the pack:

  • Have Minecraft installed. Probably taken care of already, but who knows.
  • Get the Twitch App here: https://app.twitch.tv/download
  • In the Twitch app, Minecraft should be available in the left sidebar. Click to go there and then click ‘Browse All Modpacks’.
  • Search for ‘IHTMYL’.
  • Click ‘Install’.

Once you’ve installed the modpack, you can just run it from the Twitch launcher. You’ll be notified of updates automatically from then on.

For reference, you can find the modpack’s CurseForge page here: https://minecraft.curseforge.com/projects/ihtmyl

New Default Options and Resource Pack

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.

Mods Mods Mods

Time for mods! This time we’re entering a brave new (?) world of Forge only, no Spigot, and maybe Sponge later.

That means you need the modpack to play now.

Here’s a full mod list with little descriptions. I tried to maintain the plugin functionality we already had wherever I could.

  • Bagginses – Backpacks with 2 Tiers, also a Void Bag for deleting items.
  • Baubles – Equippable accessory system.
  • Chest Transporter – Move chests and storage drawers.
  • CraftTweaker – Custom recipe system
  • Disenchanter – Remove enchantments
  • Fortune Ores – Ore blocks drop multiple chunks, which smelt into 1 ingot normally. Get more with the Fortune enchantment.
  • Furnus – Adds an upgradable furnace and pulverizer. They both use coal.
  • Hammerz – Adds hammers which mine in a 3×3 square. Perfect for tunnelling.
  • Inventory Tweaks – Sort inventory, etc. An old standby.
  • Iron Chests – Tiered chests with higher capacities. Another old standby.
  • Just Enough Items – Look up item recipes and uses.
  • Just Enough Resources – Adds functionality to JEI to let you see loot tables and mob drops.
  • Just Jetpacks – Redstone powered (as in they literally consume redstone) jetpacks. Don’t actually USE stone or wooden ones, they explode.
  • Lemon’s Simple Teleporters – Teleporters that use eyes of ender as their main ingredient.
  • Mine Menu – Radial customizable menu.
  • More Anvils – Gold and Diamond anvils which have a higher EXP cost cap in case you have to repair a tool you’ve had forever.
  • More Overlays – Light level and chunk boundary overlays.
  • Multi-Storage – More storage options like junk drawers and camoflaged storage boxes.
  • OptiFine – Performance tweaks and MCPatcher functionality.
  • Quark – A bunch of tweaks meant to augment the vanilla experience.
  • Reliquary – Powerful, helpful accessories that are expensive but pay off.
  • Schematica – In-game schematic viewer, allows you to build from 3D blueprints should you so desire.
  • Simple Dimensions – Dimension manager, currently used for DUNGEON WORLD.
  • Simple Magnets – Adds a magnet item and magnet ring that pull items to you. You can equip the ring as a bauble.
  • Soul Shards – The Old Ways – DIY mob spawners.
  • Storage Drawers – Barrel equivalents with different capacities. They also look nice.
  • Thut’s Elevators – Actual working elevators.
  • VeinMiner – Mine multiple blocks at once. Sneak to activate.
  • WAILA – Tooltips for what you’re pointing at.
  • WorldEditCUI (WorldEdit pending) – Client UI for WorldEdit. WorldEdit isn’t actually… added yet. But it will be!
  • Xaero’s Minimap – It’s a minimap.

Build Zone Made Easy

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.

1.9 is live!

We’re live with 1.9 Release! This means you should be using the latest release version in the vanilla launcher. We’re also running Spigot now which means plugins!

Currently we’ve got:

Check those links for info, especially the last two, which show the recipe. I didn’t test any of this (as usual) so let me know if you run into any trouble with stuff and I’ll fix it ASAP!

What the Hell is This

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:

  1. Vanilla. We’re at this phase. Go and build in peace, my child.
  2. 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.
  3. 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.
  4. 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.