Page 20 of 22
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED)
Posted: Fri Apr 15, 2016 4:13 pm
by devilwarriors
NoPantsMcDance wrote:SERVER HAS MOVED. We're now located in Montréal, Canada. New server IP is modded.sugaming.us
niiiice.. can't wait to go home and see how low my ping is
![Razz :P](./images/smilies/icon_razz.gif)
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED)
Posted: Fri Apr 15, 2016 11:27 pm
by roy7
The mops.zip in 1st post doesn't contain 5dim and some other stuff server is running, btw.
Edit: I must have used the first link to
http://sugaming.us/games/factorio%20mods I guess. The other link does work.
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED)
Posted: Sat Apr 16, 2016 4:36 am
by NoPantsMcDance
I broke the new server so we're back to the original. sugaming.us:34196
Re: [Mods|0.12.30|US] MP Dedicated Server
Posted: Sat Apr 16, 2016 5:11 am
by kingarthur
just fyi was checking sugaming.us and the modded/vanilla servers are both listed as port 34197
Re: [Mods|0.12.30|US] MP Dedicated Server
Posted: Sat Apr 16, 2016 5:21 am
by NoPantsMcDance
kingarthur wrote:just fyi was checking sugaming.us and the modded/vanilla servers are both listed as port 34197
Fixed, thanks for the info
Re: [Mods|0.12.30|US] MP Dedicated Server
Posted: Sun Apr 17, 2016 5:48 pm
by roy7
I can't seem to find nickle ore anywhere. We're using the option where Gelena is only lead and not a mix, but that means nickel ore should spawn. And I can't find any on the map. Was the non-mix setting changed after the map was generated perhaps? I wanted to do some stuff with invar, which requires nickel...
Re: [Mods|0.12.30|US] MP Dedicated Server
Posted: Sun Apr 17, 2016 11:59 pm
by roy7
It was the K&L Inserters mod that caused the earlier crash and apparently corrupted the game state in such a way the rollback was needed (according to people in chat). I'd suggest not using that mod in next map, but not to remove it right now since it's used too often all over the base.
Re: [Mods|0.12.30|US] MP Dedicated Server
Posted: Mon Apr 18, 2016 10:02 am
by Robot721
That was insane, thanks for the awesome night guys...
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED AGAIN)
Posted: Wed Apr 20, 2016 3:49 am
by NoPantsMcDance
We moved back to the windows server! Use "su-servers.com" to connect! Goodluck and have fun. Still working on getting everything moved like the status page but I'm working on it.
SERVER SPECS PORN:
CPU: Intel i7-4790K
RAM: 32 GB of DDR3 1333 MHz
Using SSDS
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED AGAIN)
Posted: Fri Apr 22, 2016 12:06 am
by tetryon
When's the new map? Existing one is griefed.
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED AGAIN)
Posted: Fri Apr 22, 2016 12:14 am
by NoPantsMcDance
tetryon wrote:When's the new map? Existing one is griefed.
Whenever someone decides the new map and modpack. I assumed that was your job but it appears you rage quit
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED AGAIN)
Posted: Fri Apr 22, 2016 12:31 am
by roy7
tetryon wrote:When's the new map? Existing one is griefed.
I logged in earlier and was like "who all these belts!" then realized nothing was working properly.
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED AGAIN)
Posted: Fri Apr 22, 2016 12:49 am
by NoPantsMcDance
New map, new mods. Good luck and have fun. You can download the modpack from the usual place.
Mods: 40
Aircraft_1.0.4
AssemblyZero_0.1.1
better-vehicle-control_0.12.2
blueprint-string_2.3.1
bobassembly_0.12.7
bobconfig_0.12.3
bobelectronics_0.12.6
bobenemies_0.12.6
boblibrary_0.12.3
boblogistics_0.12.7
bobmining_0.12.3
bobmodules_0.12.9
bobores_0.12.7
bobplates_0.12.10
bobpower_0.12.6
bobtech_0.12.4
bobwarfare_0.12.9
color-coding_1.0.7
Diesel_Generator_0.3.0
DualWield_0.1.1
EvoGUI_0.4.15
FARL_0.4.41
Flare Stack_1.0.1
Flow Control_1.1.0
gravestone-mod_1.0.3
greenhouse-with-modules_0.1.1
K&L-Inserters_0.2.5
Minable Rock_0.0.2
mod-list.json
nixie-tubes_0.1.8
Pocket-Bots-Start_1.0.4
reverse-factory_1.1.5
Roboport_Quick_Charge_0.1.0
rso-mod_1.5.3
Squeak Through_1.1.0
SUG_Special_0.1.0
TheFatController_0.3.23
turrets-range_1.1.2
Warehousing_0.0.8
YARM_0.7.15
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED AGAIN)
Posted: Fri Apr 22, 2016 2:42 am
by roy7
K&L Inserters caused a crash last time, might want to remove it until this is a newer version with a bugfix.
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED AGAIN)
Posted: Tue Apr 26, 2016 5:18 pm
by Rapier31
I keep getting a desync upon connection...
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED AGAIN)
Posted: Tue Apr 26, 2016 6:46 pm
by tetryon
Rapier31 wrote:I keep getting a desync upon connection...
Restarted. All good.
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED AGAIN)
Posted: Tue Apr 26, 2016 8:50 pm
by Robot721
I vote for the following changes:
- Put back logistics bots. They are useful, and of course very fun.
- Remove gravestone. There should be real consequences for dying. If you're going on a risky mission, keep stuff in a personal chest at base.
- Dramatically increasing the amount of resources to launch a rocket. The simple/cheap solar panels for satellites get replaced with MK3 large panels. God module 5's for each rocket part. Adding end-game items in large amounts. Let's make it a serious effort to launch ONE rocket, so it actually means something. AND we have to climb the entire tech tree to get there, using all the fun technology along the way.
- Whether through mods and/or map settings, enemies are far more aggressive. The past 10 games, once we clear the few surrounding nests and have god mods installed, we're home free.
Re: [Mods|0.12.31|US] MP Dedicated Server (SERVER MOVED AGAIN)
Posted: Tue Apr 26, 2016 9:45 pm
by NoPantsMcDance
Updated to 0.12.31
Re: [Mods|0.12.31|US] MP Dedicated Server (SERVER MOVED AGAIN)
Posted: Fri Apr 29, 2016 12:37 pm
by sckuzzle
I'm putting my vote in for a more vanilla+ like experience! Since I'm not a fan of Bob's or any of the other complete overhaul mods but I still want to see MP take a while, I suggest:
Marathon / Scalar to prolong game time
RSO with small, infrequent patches of rich resources
8L Train Project / FARL / FAT / any other train mods for that train goodness
Mods I vote AGAINST:
AssemblyZero
Bob's mod
Diesel Generator
Flow Control
K&L Inserters
nixie tubes
All of these mods add unnecessary items without increasing functionality. What I mean is they just add extra items but don't allow you to do actually do anything more - you can make numeric displays, pump networks, factories, and inserters to do everything you need in vanilla factorio.
Re: [Mods|0.12.30|US] MP Dedicated Server (SERVER MOVED AGAIN)
Posted: Fri Apr 29, 2016 12:45 pm
by sckuzzle
Robot721 wrote:
- Whether through mods and/or map settings, enemies are far more aggressive. The past 10 games, once we clear the few surrounding nests and have god mods installed, we're home free.
Perhaps the following settings:
game.map_settings.pollution.ageing = 0.01 --reduces world pollution absorption by 99%
game.map_settings.enemy_expansion.min_base_spacing = 7 --Less dense enemy bases (you don't need lots of enemy bases when pollution spreads far and wide)
game.map_settings.pollution.expected_max_per_chunk = 50000 --Because we're going to have a lot more pollution
The trees will still absorb pollution. However, I still haven't managed to make heads nor tails of how exactly to fix that. Default values:
min_pollution_to_damage_trees = 3500,
pollution_with_max_forest_damage = 10000,
pollution_per_tree_damage = 2000,
pollution_restored_per_tree_damage = 500,
max_pollution_to_restore_trees = 1000
I've also experimented with increasing the enemy spawns to make it more difficult, but it creates too much of a load for multiplayer. Evolution factor increasing faster would be difficult to balance for multiplayer as well. So the best we can do is make sure a constant amount of enemies spawn.