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  1. New to trains? Visit MineCraft Trainman's Guide for advice from /vg/'s biggest trainfag.
  2. https://mctrainmanguide.wordpress.com/
  3.  
  4. FUCC
  5. Need ASSTHICCS? Get some emblems
  6. CJ a little bitch, so here's a list of them all: http://pastebin.com/jBQy9cz4
  7.  
  8. TS2 Resource Pack. Contains various train paintings and Cart Liveries contributed by folks in the thread/pad/sphere of autism.
  9. https://www.dropbox.com/s/e02603o7vhqtzgx/ts2respak.zip?dl=1
  10.  
  11. FAREWELL CELEBRATIONS:
  12. (1/17/2017) TRAINSERB 1, VERSION 1.6.7 TRAINCRAFT: 16 DIESEL LOCOMOTIVES RUN TOGETHER IN ONE TRAIN.
  13. A proper celebratory sendoff for a serb we love.
  14. webms to come when iget some sleep and time after ts2dev
  15. (1/18/2017) TRAINSERB 1, VERSION 1.6.7 TRAINCRAFT: FIVE DIESEL LOCOMOTIVES MOVE 55 FREIGHT CARS CROSS THE SERB WORLD.
  16. WEBMS TO HABBEN
  17.  
  18. Goodbye, Trainserb 1. I spent much too much fucking time with you, and it was worth it.
  19. lhi
  20. ul
  21. T R A I N S E R B 2
  22. IT'S FUCKING HAPPENING LADS
  23. 2 T R A C K S 1 T R A I N
  24. MULTI-TRACKU DRIFTING
  25. Meme Express THE MEEM DREEM
  26. The modlist is at the very bottom so is this serb ayy lamo
  27. Pls provide download damn it suck my fat nob niceman Blow me faggot no ukill ur salf assdiq
  28. gassing of retards when when someone makes a gas mod there already is a gas mod u dum shit then why isn't it installed you huge fucking faggot cuz we dun need mekanism apparently now how are we gonna gas set the oven up real high turning jews into useful magic by putting them on hot cauldrons
  29. FYI I will have no part of you fuckers making your own Auschwitz you can move your own extermination trains no shit im gonna make my own trains to the work camps I'd volunteer to gas jews tbh why would i gas them when i could set them to work
  30. what are you some kinda commie?
  31. rude deal with it fag i WILL. get bullied kid My friends 9mm and 12ga won't allow it nigger do you think i live in burgerland or something we only got cheese and windmills here I strongly suggest you move to burgerland x if bong x o
  32.  
  33. This guy doesnt know what he is doin
  34. yeah i really have no idea
  35. You are in the company of comrades it is ok
  36. I don't want comrades I want KAMERADEN
  37. It is too late anon. it was always too late.
  38. but my steelhelmed friends. where are they now?
  39. guess i'll go fuck myself
  40. The blood of the fatherland is in my veins. I forgive you
  41. thanks friend
  42. Important note: Backups are done every 90 MINUTES. Hour and a half. It will preserve up to 24 backups in a rolling format w/ AromaBackup, so 24i * 1.5h = 36 hours of backups. Hopefully, everything works great because bugs have been encountered already.
  43. but for srs report bugs or errors or weird shit. need kfc mod<
  44.  
  45. tl;dr version of Minetweaker Scripts (which is still pretty long not bad for 400ish line script)
  46. - Added an oredict entry for all Stained Clay. used in new scripts because I'm a lazy cunt
  47. - added recipes for Horse armour for anyone that uses those retarded creatures to get around
  48. - added rotten flesh to leather furnace recipe and some QoL fixes for Quartz blocks and glowstone blocks to convert back to quartz pieces and glow dust
  49. - removed recipe for some bizarre Additional Buildcraft Object stuff
  50. - fixed AMT2's storage block recipes. there were some recipe collisions
  51. - changed coke oven to output 3 blocks, blast furnace to output 3 blocks and require lava bucket instead of nether shit
  52. - deleted a lot of duped metal press recipes and fixed them, also adjusted recipe collision for TiCon iron? rod recipe. might've been steel
  53. - boosted IE wire output from recipes
  54. - added all IE bullet/casing recipes onto workbench with less bullshit recipes. also means you can shift-click them and not have all your items stored in the workbench get deleted, hurrah
  55. - change GC's refinery to not need the copper can which was literally only used for that
  56. - fix recipe collisions in GC
  57. - fixed 4space Pluto recipes being fucked. added crusher recipes for them because why not
  58. - gave a use for Growthcraft's beeswax by adding it to dye oredicts
  59. - adjusted all railcraft rolling machine recipes. tracks should now be worthwhile and less expensive per unit by using the rolling machine. rail beds also output more. math I did was 1 production run of materials yields 2 stacks of complete track.
  60. - fixed traincraft shit by duplicating basically everything to regular workbench. trains WERE NOT duplicated as they are very complex recipes and I also can't be arsed to write up another 200 lines why didnt you make all tren materials on rollan masheen instead of le bench
  61. - tried to reduce the microcrafting in OpenComputers slightly probably. adjusted resource cost so things that have resource gates for no particular reason are no longer gated
  62. - added some recipes for TCons slime stuff as slime islands are disabled
  63. - added recipes for techguns camo nets that make more sense and exist for the snow and desert ones
  64.  
  65. Some sort of dev log thing (it's like a blog but more autistic)
  66. 18-1-2017
  67.  
  68. uploading rc04 right now -- i had to make a couple changes to the archive cause i goofed. oops. trimmed 6mb off tho that's good
  69.  
  70. rc04 accessible here: https://www.dropbox.com/s//rc04.zip?dl=1
  71.  
  72. srsly dropbox ddl links are not hard
  73.  
  74. TS2 V1 to be released Saturday/Friday night depending on what part of the planet you live on.
  75.  
  76. 20-1-2017
  77.  
  78. DAWN OF THE WHATEVER DAY, FUCK ME I NEED ANOTHER COFFEE
  79.  
  80. Cleared lots of issues with generation today. currently genning 250 chunk radius from spawn should be about 8,000x8,000 world size give or take a hundred blocks.
  81.  
  82. fixed many structures, cleaned up structure directory, cleaned up things in general, assorted fixes and creation of CoG scripts for GC planetoids. 4Space will likely get missed but we'll see. not like anyone is going to Pluto by monday.
  83.  
  84. 21-1-2017
  85.  
  86. - pregen worked, crater done, v1 has all the final tweaks that are gonna make it in--NEI filtering cleaned up and accurate, as much MT scripting done as I can, and i have a good place to start with GC's space oregen.
  87.  
  88. - note; don't try to go to space until I've completed them because at the moment ores will only spawn from ~y4-24 because i copied straight from overworld with no tweaks
  89.  
  90. - working on a minor fix right now
  91.  
  92. - fix complete for moon; cheese in presetstandard config (more vanilla-y, small clumps everywhere), tin/copper more similar to overworld gen in large central nodes with branches
  93.  
  94. - mars
  95.  
  96. - desh in standard clumps
  97.  
  98. - copper in large nodes small/no branches
  99.  
  100. - tin in overworld-like nodes with long branches
  101.  
  102. - iron in small nodes with EXTREMELY long branches and branch numbers and probbaly won't break at all
  103.  
  104. - assteroids
  105.  
  106. - somewhat set for overworld like veins, which SHOULD generated as veins/motherlodes in the asteroids. it'll probably look weird
  107.  
  108. - shotgunned y-levels as i'm unsure of exactly what the upper limit of the dim is
  109.  
  110. - already found an issue PresetStandardGen is having a fit. have to fix serverside but this change is not present for clients. So it'll spit a big red error in the log about PresetStandardGen not existing which you can ignore (unless you decide to go to Mars or the Moon)
  111.  
  112. - changed Carriage max size to 16 (from no limit. trust me, you want a limit on it. i accidentally moved ~300 blocks up once by accident)
  113.  
  114.  
  115. TS2 Dev Version Feedback/Bugfix Crawl
  116. fixes/tweaks relevant to rc04
  117. - stopped OpenComputers giving you the damn manual on spawn.
  118. - minor fix to weird line-break in TS INFUSION research; moved line break to beginning of sentence from middle
  119. - deleted IE's Oregen CoG config since its disabled in IE's config anyway.
  120. - added IE Refinery tweaks for BC fuel and filling empty Traincraft jerry cans to make full ones with diesel/fuel
  121. - updated Gadomancy to 1.0.7.3
  122. - added Forestry ITS HIP TO FUCK BEES Consensually
  123. - added StorageDrawers Misc Pack
  124. - did some other shit, MT stuff, uhh, I require additional coffee
  125. - adjusted majority of loot crates/dungeon chests/stronghold chests, things like that to remove some things
  126. - i feel like i'm running out of things to change/tweak/add
  127. - set techguns titatium to generate near bedrock probably maybe if it works (it doesn't error anymore so it should work)
  128.  
  129. - techguns titanium generates near bedrock in long, thin strands
  130.  
  131. - turned grass path back on in et futurum ( i have no idea why i turned that off its pretty )
  132. - added mutations for thaumcraft's seeds in agricraft
  133. - deleted unused Strata configs for mekanism/IE
  134. - deleted mek CoG config since we don't have mek anymore
  135. - set Forestry gamemode to 'NORMAL'
  136. - disabled forestry recipe for bronze fugg its ok we have ticon. and ic2. and whatever else that adds bronze
  137. - set pollinate.vanilla.trees to false. to pollinate trees you must first analyze leaves. this is done to prevent a possible failure to write NBT tag state in the future regarding forestry's leaves
  138. - increased maximum percent speed increase via Escritoire to 10% from 5
  139. - increased chance of mutation from 1.5 to 2.0 when discovered via Escrit.
  140. - disabled forestry backpacks
  141. - increased the FUCKING SPEED OF THE GUI TABS AUGH
  142. - obviously disabled forestry copper and tin i totally didn't forget to do that. TOTALLY.
  143. - added recipes for slimey sapling and stuff with regular slime
  144. - disabled slime island generation because its ugly
  145. - changed player heads to drop on death :>
  146. - added cosmetic armour reworked
  147. - disabled Gadomancy's Armour Disguise infusion and the thaumic sight infusion irrelevant with v1.2.2 of WG
  148. - reduced butterfly spawn limit to 25 from 100. laggy fucks
  149. - reduced new butterfly in item form count to 100 from 1000
  150. - enabled 20n/50n/100n stamps are they craftable though yis how just in workbenches and stuff w/ various resources. its a config flip in forestry.
  151. - i feel like the last things for me to do are fix up my NEI filtering scripts, bugfix, and maybe a recipe tweak here or there. obviously fix problems too if they come up
  152. - some minor cleanup to IPC scripts. more to do
  153. - need to adjust spawnrate of techguns zombieminers
  154. - techguns zombies don't burn in daylight...
  155. - halved spawnrate of zechguns zombie dudes, except the farmer cause he seems to spawn without a gun which is nice
  156. - halved techguns mob spawnrates globally
  157. - fixed GC silicons generation (again)
  158. - updated WitchingGadgets to 1.2.2
  159. - correct VishroomGrove structure to actually contain Vishrooms, adjusted height layer
  160. - If Gold Coins are oredicted with Gold Nuggets, why do I have to smelt them into gold nuggets to make gold ingots? >music plays
  161.  
  162. - removed gold coins from gold nugget oredict
  163.  
  164. - increased IE's excavator maximum mineral yield to 153600, double the default we big boys now UNLIMITED POWER
  165. - overhauled NEI filter scripts. should hide stuff that's excessively duplicated (WG's crystal capsules), junk (multiblock blocks, like TC's infernal furnace) and hide stuff that just doesn't have a recipe, or you get from a bench (everything from Decocraft)
  166. - added recipes for techguns camo nets that were missing. adjusted regular one for more output
  167. - added recipes for techguns screen and control panel because blinky lights
  168. LIVE with RC04
  169.  
  170. fixes/tweaks/whatever relevant to V1
  171.  
  172. - fuck i have to make space mining matter
  173.  
  174. - removed littlemaidmob
  175.  
  176. - removed dep. for loading times
  177.  
  178. - removed mobiuscore from client
  179.  
  180. - updooted ic2 exp to .287
  181.  
  182. >no graves in changelog yet. bls i thought i added it already
  183.  
  184. - added opengraves
  185.  
  186. - added StorageDrawers TREEBEEES edition
  187.  
  188. - baleeted mobius core from clientside
  189.  
  190. - added quarry+
  191.  
  192. - fixing StorDraw:Forestry Edition half-drawers to have recipes
  193.  
  194. yeah cool facts like, half the forestry edition drawers have no recipes. sorry not sorry
  195.  
  196. - updated RTG to 1.1.1.3
  197.  
  198. - reorganized RecCom structures, adjusted floor of ComfyCottage to generate properly, removed Aura Node placer w/ BC piping to fix consolespam on generation (likely leading to a further crash)
  199.  
  200. - some structures i will have to hand-place after pregen to avoid structure issues. (such as misplaced TEs, items popping off frames, aura nodes not being unique etc.)
  201.  
  202. - set undergrounddwell to non-rotate non-mirror to avoid gen.issues w/ itemframe and bed
  203.  
  204. - adjusted underground geode to no longer use RecCom solid (13). will be all smoothstone
  205.  
  206. - edit underground structure to no longer contain wood BC pipe which when imported to other world became corrupted into unusable BC Lauzli pipe
  207.  
  208. should be done now
  209.  
  210. - fixed Agricraft mutations.txt by removing orecrop definitions. orecrops are not on so it was throwing errors which was irritating
  211.  
  212. - pushed it to the servers this time
  213.  
  214. - updated Growthcraft modules to 2.7.2
  215.  
  216. - effectively cloned configs to new version
  217.  
  218. - adjusted fishtraps to remove mineral and legendary drop groups and items. no farming diamonds with a fish trap farm. tho that is a pretty funny idea
  219.  
  220. - prelim. cog configs for GC's spatial bodies see devlog 21-1-2017
  221.  
  222. (spacemining stuff is only partially complete for v1.)
  223.  
  224. - note; don't try to go to space until I've completed them because at the moment ores will only spawn from ~y4-24 because i copied straight from overworld with no tweaks
  225.  
  226. Stuff related to spacemining and CoG in space (this is gonna be a pain in the face I can tell already) [ holy shit this is gonna take so long. thankfully i just need to get moon+mars+assteroids done, the others can basically slag off ]
  227.  
  228. - i hope no one cares that i'm not gonna do strata for space stuff because that will either not work or take forever >spaceOgres having layers the moon, mars, europa, io, venus, mercury, etc. not assteroids tho
  229.  
  230. - unlikely to be able to affect Meteoric Iron drops directly, so will add alternatives to finding it
  231.  
  232. - such as %drop for Raw via moon/mars metal ores.
  233.  
  234. - preliminary configs are done for Moon+Mars+Asteroids. Next step is type of gen, density, and a couple tests
  235.  
  236. - cleared all errors on worldload, next step is typeset and gentests
  237.  
  238. - reset keybinds (minus vanilla) to zero/unbound. make sure you bind your keys!
  239.  
  240. V1 Client Uploading uploading...
  241.  
  242. - note if you are going to play SSP and want to try out Recurrent Complex and making structures and stuff, you'll have to go into /config/INpureProjects/custom_nei_filters/reccomplex.js and on the line that says
  243.  
  244. - nei.hide("reccom") blah blah, comment out that line by putting 2 forward slashes ' // '. issue the /inpurecorereload command and its stuff should show up or just reload world or restart client if they don't show up.
  245.  
  246.  
  247. make spess grate again
  248. No ok :< TRAINS
  249.  
  250. -XX:ParallelGCThreads=3
  251. i need dis here still
  252. ythocuzhegay
  253.  
  254. rules? we have those?
  255. - pls no ddos. pls. the serb is run from home in maple syrup land, so pls be nice
  256. - no being a cockbite, tendencies of a cockbite include breaking stuff and putting tnt everywhere and generally being an asshole.
  257. - pranks are okay. please keep in mind that a huge, messy prank has to be cleaned up, and that isn't fun. the fun is in knowing someone keeps finding 3 stone in a chest it doesn't belong in for weeks, not in spending an hour taking down the giant obsidian swastika in their base.
  258. (personally placed decorative swastikas are fine.)
  259. the pad is basically a freebie zone for whatever. just leave the actually useful and important information alone.
  260.  
  261. Suggestions
  262. Release the Serb RIGHT NOW as of 1020 EST BURGLAND TIME no :^)
  263. fyi; no new mods are going to make it for Saturday.
  264. If it adds Worldgen/Oregen/Structures, it needs to have a retrogen option because serb is being primed with a multi-thousand block area in the overworld. (I'll make a 2k by 2k area for Hell/End/etc).
  265. If its a removal (like the potential Maids have because that load time burden is hideous) it probably won't make it unless its severe (like ww2 mod was with breaking player hitbox)
  266.  
  267. I highly suggest we de-centralize. We will need some form of railroad hub, maybe even a small town where we trade or whatever the fuck, but as I learned on Hoboserb a Commune is not necessary for fun, and TS1's turned into an erratic motherfucker. I will try to lead the charge with trains, but who knows whats going to happen. yes, a railroad hub with free locomotives for people to come to my shop and buy my shit Free locomotives should be a charitable donation from those of us who can make them, like we did on the first serb.
  268. dont give good shit for free i want max shekol
  269. absolutely going to try to avoid a central thing like Commie on ts1. that thing was an FPS pit.
  270.  
  271. I also highly suggest the absolute trainfags of us work out some plans together. Are we going to treat our fellow serb-dwellers as potential customers? Traffic control is something we need to work out (working on that myself).
  272. yes $1/mile for rhodesia rail
  273.  
  274. QuarryFixer https://zi.bymarcin.com/QuarryFixer/QuarryFixer.md it's just a utility that adds a block that you can place next to BC quarries and click them to clear any fluids in the quarry area and make the walls into solid stone to reduce lag
  275. does it complete delete fluids? flowing and all? think so, it's also in ZettaIndusties, but that'd be yet another mod. the alternative is quarry+, which does have some liquid clearing mmmm. quarry fixer leaves behind some flowing water blocks nevermind it just does a couple passes.
  276. aw dam i was hoping that quarryfixer was on its own. lemme look up quarry+, that i know does have some kind of liquid handler
  277. done added Q+ is it just Q+ quarry that does it, or does it alter BC one too? unfortunately only the Q+. I will adjust recipes as necessary still, >256x256 quarries not sure i want to leave Q+'s chunkloading on or not, but, mmm, we'll see.
  278. Q+ doesn't have any way to adjust its chunkloading so i'll assume it'll be fine and nothing bad can happen evermight as well just disable bc quarries and replace with q+'s quarriesmight as well kill ourselves because quarries are taking so much fucking energy
  279.  
  280. WE NEED CURRENCY
  281. gib currency pls emeralds were a suggestion but you can find them in the world. does IC2 still have those uncraftable tokens? it has the tokens yeah. i can add a crafting recipe for those. no dont, just spawn a load in for the central bank If we are making a "central" anything, I strongly advise we do not allow any industrial construction or warehousing in it. Give yourself a little shop and fuck off with the rest. nah central shops is aids, customers should come to you
  282. >no commie
  283. fuck yes. fuck communism
  284.  
  285. :^)
  286. add GoG :^) need market stall sluts for CNPCs Fuck GoG HOSTILE MOBS AND GIRLS MONSTERU GIRLU no gog, no hmag who will keep me company then Your fucking trains, man.i'd fuck a train TFW your loyal steam locomotive is always there to keep you warm on cold Taiga mornings I'd fuck taiga too
  287.  
  288. gieb wireless redstone (no, wireless computers or block signals are not a viable solution) which wireless redstone mod chickenbones probably, already have chikencoad probably for v2 mawpc feel free to disable the handheld remotes i'm just not autistic enough to make a chain of 10 networked computes just to get my tracks to do what I want
  289.  
  290. gib zettaindustries for muh OC addons like nfc and IE-style wires and forestry mail integration and the xboxhueg battery
  291.  
  292. Oregen is controlled by CoG, configured to be very rich. Ores are not biome-specific, but some are biome weighted. Coal for example will show up more in mountains.
  293. Where it isn't by biome it is by HEIGHT, more to do with Strata's layers than anything else. Iron is abundant in the middle layer (~y25-50), Redstone is most common near sea level, Coal is easily found in tall mountains.
  294. Worldgen + Oregen
  295. #todo; i have to fill in the rest of this section with stuff relevant to space mining
  296.  
  297. Troubleshooting
  298. Why can't I see FairyLights crafting recipes in NEI?
  299. I dunno. Author's a retard I guess? They're here tho: https://mods.curse.com/mc-mods/minecraft/233342-fairy-lights
  300.  
  301. Hey, why can't I see some things in NEI, like every single tool part ever?
  302. I've bundled InPureCore--a scripting utility for hiding stuff in NEI. A lot of 'junk', like containers with fluids--IC2's universal fluid cell is a big example--take up to FOUR PAGES of NEI, which is not only dumb but these items USUALLY lag the shit out of NEI when you scroll to them.
  303. So with IPC, when you load in and open NEI for the first time it runs and cleans up the pages. I've cut trainserb down to around sixty pages or so. You can turn it off by just removing the InPureCore mod from your modfolder, or modify it yourself! The syntax is pretty simple.
  304.  
  305. What the fuck is up with my trains?
  306. Traincraft's chunkloading is slightly fucked. Unless you're in it or near them, they don't load properly leading to all sorts of interesting problems like the train reordering itself, flipping around, or jumping the track.
  307. No fix in sight.
  308.  
  309. What the fuck is this weird shading/lighting thing going on?
  310. It might well be Optifine. Lemme know in-game or here what you're having trouble with. I have a feeling most issues like this will be a case-by-case basis, but its nothing to stress about.
  311.  
  312. Holy shit how the fuck does Techguns even work what?
  313. https://github.com/pWn3d1337/Techguns/wiki/Multiblock-Machines
  314. https://github.com/pWn3d1337/Techguns/wiki/Ore-Drills
  315. Here's some information about its multiblocks. They're neat.
  316.  
  317. MODLIST as of RC04
  318.  
  319. 4Space
  320. ABO (AdditionalBuildcraftObjects)
  321. AdminCommandsToolbox (only on the server leading up to saturday) >inb4 undecorated RTG terrain like on hoboserb i would not be surprised. i am testing this thing now, hopefully it doesn't happen cause fuck i will be livid -- so far, decoration is operating properly
  322. Advanced-Machines
  323. AgriCraft
  324. AppleCore
  325. AppleMilkTea2
  326. AromaCore
  327. AromaBackup
  328. Automagy
  329. BetterStorage
  330. BiblioCraft
  331. Boilerplate (dep for MoarCarts/OpenTransport)
  332. BugFixMod
  333. BuildCraft
  334. BuildCraft Compat
  335. Carpenter's Blocks
  336. CartLivery
  337. catwalks
  338. cfm (Crayfish Furniture Mod)
  339. Chisel
  340. CodeChickenCore
  341. CoFHCore
  342. CookieCore
  343. cookingbook
  344. CosmeticArmourReworked
  345. CustomNPC
  346. CustomOreGen
  347. Decocraft
  348. dimensional-anchor
  349. DummyCore (dep for T.Bases)
  350. Et.Futurum (1.5.5spec)
  351. fairylights
  352. fognerf
  353. Forestry
  354. gadomancy
  355. GalacticraftCore
  356. GalacticraftPlanets
  357. growthcraft (minus milk module)
  358. HelperTools
  359. ibench
  360. IC2NuclearControl
  361. ImmersiveEngineering
  362. ImmersiveIntegration
  363. immibis-core
  364. immibis-microblocks
  365. industrialcraft2-2.2.825-exp
  366. INpureCore (NEI filtering script engine. I can help! ask if you need)
  367. IvToolkit
  368. logisticspipes
  369. Mantle (dep for TCon)
  370. MicdoodleCore (dep for Galacticraft)
  371. MineTweaker
  372. moarcarts
  373. ModTweaker2
  374. neiaddons
  375. NEIIntegration
  376. NetworksManager
  377. NodalMechanics
  378. NotEnoughItems
  379. OpenComputers
  380. OpenModsLib (dep for OC, I assume) nope, for openperipherals
  381. OpenPeripherals
  382. Optifine HD_U_D6 (Try D1 if you experience weird bullshit. so far works with everything. delete if you want)
  383. PlanetguyLib (dep for something) ( might be 4space ) no its for remain in motion, you spelled it wrong
  384. Railcraft
  385. Railcraft Cosmetic Additions
  386. RecurrentComplex
  387. redlogic
  388. RemainInMotion
  389. RTG
  390. SimpleRedstone
  391. StacksOnStacks
  392. StorageDrawers
  393. StorageDrawers Misc Pack
  394. Strata
  395. tcinventoryscan this needs to be serb side too, btw it is
  396. tcnodetracker
  397. TConstruct
  398. Techguns
  399. Technomancy
  400. Thaumcraft
  401. thaumcraftneiplugin
  402. ThaumicBased
  403. Thaumic Dyes
  404. TheKitchenMod
  405. ThermalFoundation
  406. TiCTooltips
  407. TMechworks
  408. Traincraft
  409. TravellersGear (see th.c note) (dep for WG)
  410. Treecapitator
  411. TSteelworks
  412. Uncomplication
  413. Waila
  414. Wawla
  415. WitchingGadgets
  416. WorldEdit (its in the pack, but marked as disabled. Once the server is live, it will be removed serverside. so no giant squares of ... i dunno, mushroom blocks? what do people grief with anyway) regular players cant use worldedit in multiplayer anyway
  417. YAFM
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