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Messages - Vekseid

Network Servers / Re: Network Launch
You know more than most the path running E led me down. I'd be fine with a "We expect you to act like a responsible member of cybersociety." blurb, personally. If someone is a jerk, we boot them and move on. Mumble will of course continue to be age restricted.

For our purposes (you can do quite a bit with them) regions are build restricted zones. You log in, 'claim' a region, go there and build, without worry of griefing. It makes working together more complicated though, and it seems like it's a bit anathema to community development.
Network Servers / Network Launch
So, it's finally ready. Or at least ready-ish. Staff will probably want to make some final touches, though I doubt the Lobby will ever truly be done. >_>

Server address will be announced publicly once Myobi is willing to put her stamp of approval on things. Meanwhile, you can ask to be whitelisted ahead of time.

Server List

Servers in various stages of proposal and completion. Each server will get its own thread for discussion.

Note that all worlds have basic a basic suite of protection plugins installed -

Creative: Effectively finished.
- Discussion Thread:

Flatland: Creative flatland server. Mostly finished save for some discussion items:
- Discussion Thread:

Easy: Survival server on normal difficulty, with loads of plugins (mcMMO, Races and Classes, many others. eventually want to include MagicSpells also). Almost ready.
- Discussion Thread:

Semi: Proposed survival server, if there is demand for it. Since 'Easy' and 'Hard' will be so plugin-heavy, I wanted to find if there was interest in a semi-vanilla map. Essentially the only gameplay modifications allowed are /home, /sethome, and /spawn. Much more straightforward than
- Discussion Thread:

Hard: Proposed survival server, many plugins like 'Easy', but with much more brutal settings.

Seventeen: 1.7.10 Modpack server. Not going to be able to work on this this week, probably not going to be ready until May. Not accessible from the Lobby, requires a direct connection, but global chat still functions.
- Modpack forum:

Individual adventure map and competition servers will also be a thing, but they'll need their own portals. Right now the ability to reset is somewhat limited, unfortunately, but I can easily create servers that reset e.g. every night, with advanced warning. Daily skyblock wars? Sure thing.

Discussion points:

1) What should the age limit for the network be? As I've mentioned, I really, really want to get out from under Elliquiy/Blue Moon's thumb. I'd prefer to avoid 'adult only'. On the other hand, we would have an easy time taking the 'largest adult Minecraft network' crown.

2) Which servers should we focus on after the main four (Creative, Flatland, Easy and Seventeen)? Outside of the creative servers (where hopping over to see what your friend is up to and doing whatever is a whopping two commands), I'm leery of fragmenting our player base too much. I'm much more keen on opening survival servers on an as-demanded basis. I'm leaning towards setting up Semi (since it's relatively straightforward and provides something more genuinely different) and leaving Hard out of the picture for now.

3) Should we implement regions? We have logblock, regular snapshots, and the survival servers will have LWC. Regions and/or town systems are fairly typical, but they are far from transparent. Normal players will never see LogBlock or snapshots interfere with anything they do, and LWC is almost as transparent.

Thoughts are welcome.
Network Servers / Post your minecraft username here for whitelisting!
So we can ad you quicklike : )

We still need you to post here (on the off chance that you changed your name, for example).

Moderators: All of you can add (and remove) members to/from the Whitelist, but only from the Lobby (because everything is symlinked to its list):

/whitelist add username


/whitelist remove username
- if you typo.

In order for members to log into other servers, their whitelist will need to be reloaded. I have the servers reloading the whitelist every five minutes, but if you're showing a member around, you may need to manually hit it on the first server they want to see:

/whitelist reload

You will need to be on that specific server, of course.

To check if someoneone is in the list, you can use

/whitelist list

to get a list of currently whitelisted members.

Network Servers / Network Command Reference
By default, all messages typed are sent globally across the network. This is one of those elements that's been very important to me, and that I wouldn't budge one when deciding what would go together in the finished setup. If things get active enough that we have to drop individual servers from global chat, that would be awesome.

Important commands:

/server [name]
- Sends you to the sever specified by [name], or lists servers you have access to if the server name is omitted. Useful if you don't care for exploring Myobi's tree. You monster.

- Displays server rules. Generally just don't make us regret whitelisting you.

- Teleports you to spawn on most servers.

/g [Text here]
- Where global chat is not the default (on adventure map or minigame servers, for example), /g lets you talk globally anyway.

/l [Text here]
- The opposite of the above, local chat on global servers.

/me Emote. Note that this is not currently sent globally, but I plan to do something about that.

[spoiler=Less important universal commands]
/afk - Set away from keyboard.

/motd - Display the message of the day that you see on login.

Commands common to all survival and creative servers.

/sethome Sets your character's home.

/home Teleports you to your home. Default 60 second cooldown. Creative has a 1 second warmup, survival servers have a 6 second warmup.

/spawn Teleports you to the server's spawn. Same warmup/cooldown as /home does.

Network Servers / Server Thread: Easy
Server Name: Easy
Difficulty: Normal
On-line: Restricted
Regions: Outposts Only
Worldgen: Largebiomes

Survival world with many plugins. 'Easy' because, well, players get a lot of goodies and only a few penalties.

Largely ready, but the intent is to develop it over time by fleshing out and balancing the plugins involved.
Network Servers / Server Thread: Flatland
Server Name: Flatland
Difficulty: Easy (monsters won't spawn naturally)
On-line: Yes
Regions: PlotSquared
Worldgen: Flat Plot

This is a flat, plot-based creative server.

Click on "Help!" at Flatland spawn for instructions on how to claim a plot and set a home warp.

Server Perks & Attributes:
  • Players are able to use WorldEdit commands.
  • Think of your plot as your own personal server within a server. You can do whatever you want to it, including changing the gamemode (survival, adventure, or creative) and permanently setting the time and weather to your preference.
  • Other players cannot build/break/interact with blocks on your plot without your express permission. Command may be found in the below links.
  • Players BEWARE! If you allow explosions on your plot, Veks may use it as cannon testing grounds. You've been warned.

Spawning creatures is enabled from eggs, but they will die if they wander onto the road.

Useful Links:


Network Servers / Server Thread: Communal
Server Name: Communal
Difficulty: Peaceful
On-line: Yes
Regions: Portal/spawn area only
Worldgen: Largebiomes


Players on the Communal server can talk to people peeking in on the Communal Dynmap by typing the /l command at the beginning of their message.

Player Commands:
  • /spawn - teleport to spawn
  • /sethome - sets your home
  • /home - teleport home

The intended theme for this server is that players work together to build something interesting and interconnected, so regions would get in the way more than they would on the Flatland server.

Need to work out some issues between the Citizens plugin, so approved people can make their own talking npcs.

I tested out GriefPrevention and other protection mods, but I think protecting the spawn is about all that's needed. We have LogBlock if we need it.

Open question:

1) NPCs using monster mob types will get auto-erased on peaceful difficulty, so moving to Easy may be desirable.
Modpack Development / Re: Legends of a World Unbent: Ye Shall Be
Gameplay Mods

a.k.a. Everything Else. Also open for discussion.

NPC mods aren't currently listed, as I haven't settled on which to use yet, but there will be at least one.

Advanced Genetics by TeamDNA

AnimationAPI by thehippomaster21

Another One Bites the Dust by ganymedes01

Applied Energistics by AlgorithmX2

Armourer's Workshop by RiskyKen

Ars Magica 2 by Mithion

AsieLib and Computronics by asiekierka
- May also add AsieTweaks

Atum, Journey to the Sands by ShadowClaimer and friends

Automagy by Tuhljin - Permission

Battlegear 2 by Mine and Blade Admin

Baubles and Thaumcraft 4 by Azanor

Better Records by Stumblinbear

Better Storage by copygirl

Bibliocraft (with BoP, Forestry and Natura addons) by Nuchaz

Big Reactors by ErogenousBeef

Biomes O Plenty by Glitchfiend

Binnie's Mods by Binnie

Blood Arsenal

Blood Magic by AWayofTime

Blood Utils and WaslieCore by wasliebob

Botania, and Emotes, by Vazkii

Carpenter's Blocks by Mineshopper

Chisel 2 by TheCricket26

CoFHCore, Thermal Expansion, Thermal Foundation, Nether Ores, MineFactory Reloaded, and Redstone Arsenal by Team CoFH
- Redstone Arsenal is a bit of a stretch for this pack, but including for now for people who like their machines.

Crafting Pillars and by Dawars

Custom Music Discs, Lots of Food, and Improving Minecraft by pifou92000

Dense Ores by RWTema (Currently bugged)

Dynamic Sword Skills by coolAlias

Enchanting Plus (source) by mssodin28 & GnRSlash. Originally by Qizzok & xkyouchoux

Ender Storage, Forge Multipart, and Wireless Redstone by Chicken Bones
- ChickenChunks is on the menu also, currently included as a 'requires players to be online' chunkloader.

EnderCore by - tterrag1098 and CrazyPants

EnderIO and Ender Zoo by CrazyPants

Enhanced Portals 3 by Alz454

Epic Siege Mod by Funwayguy

EvilCraft by kroeser

Extra Cells by Leonelf

Extra Utilities by RWTema (Not currently compatible)

ExtraTic by Glassmaker

EvilCraft by CyclopsMC

Forbidden Magic by SpitefulFox

Forestry by SirSengir

FlatSigns, InfiniBows and ObsidiPlates by Myrathi

Garden Stuff, and Storage Drawers, by jaquadro

Gendustry and BDlib by BDew

Grim3212 Core, Fancy Pack, and Fireplaces by Grim3212

Grimoire of Gaia 3 by Silentine

Guide API by TehNut and friends

Hardcore Ender Expansion by chylex - Permission

Lava Monsters and Mob Properties by FatherToast

Magical Crops by Mark719

Magic Bees by MysteriousAges/Arkandos

Malisis Core and Malisis Doors by Ordinastie

Mantle and Tinker's Mechworks by mDiyo

MineTweaker 3 by StanH

Mob Amputation by iChun (Everyone adds his hats. I want to see limbs fly >_>)

ModTweaker 2 by joshie, now maintained by Jared.

Mr Crayfish's Furniture Mod by Mr Crayfish

Natura, currently maintained by progwml6

Oceancraft by thomassu. Permission granted woot : )

OpenBlocks, OpenModsLib, and OpenPeripheral All-in-One by OpenMods Team
- Debating on OpenEye

OpenComputers by Sangar

Primitive Mobs by Daveyx0

Project Red, Forge Relocation, and MrTJPCore by MrTJP

Project Zulu by soultek101

RFTools by McJty

Roadblocks by SgtPunishment

Router Reborn by TomEVoll

Runic Dungeons by MrComputerGhost

Sanguimancy by Tombenpotter

Secret Rooms Mod by AbrarSyed

Ships Mod by Cuchaz (Currently not working on this pack but that will probably be resolved by the time this gets released).

Solar Expansion (Basic) by TedTheRusSB624

Soul Shards the Old Ways by TeamWhammich

Sprinkles for Vanilla by Vikestep

Steve's Workshop by Vswe

Tainted Magic by YorkeMC

Technomancy by theflogat

Thaumcraft Mob Aspects by Parker8283

Thaumic Energistics by Nividica

Thaumic Horizons by TheKentington

Thaumic Infusion by DrunkMafia

Thaumic Revelations by drullkus

Thaumic Tinkerer by pixlepix

Tinker's Construct, currently maintained by boni

Tinker's Steelworks and CookieCore by Ephys

Torch Levers by HitchH1k3r

Traveller's Gear by Dawn_1006

Treecapitator in enchantment mode, by bspkrs

Twilight Forest by Benimatic
- I'd like to find more extra dimension mods, but many are not quite polished enough : / After adding BoP there are only 4 biome slots left though. Could probably squeeze a small one in

Witchery by Emoniph - PM sent as requested.

Witching Gadgets by BluSunrise

Xeno's Reliquary by x3n0ph0b3

Removed Mods - Gameplay mods removed for one reason or another.

Revamp by rivvest
- Pointless with MCA

Villager's Nose by StarSheep
- Not compatible with MCA.

Alternate Terrain Generation by TTFTCUTS
- This is awesome, but without a way to constrain by drainage/hilliness it's hard to divide things between plains and such.

Vanity Blocks by AnarchySage
- Too much overlap with other mods, and rather old to boot. Most of the rest I can do myself.

Adventurer's Amulets by GustoniaEagle
- Filled a niche when I first set out to make this pack... not so much now.

AlchemyPlusPlus by jakimfett
- Simply not functional

Enchiridion 2, and Mariculture, by joshie
- I don't want to, but this is a massive tech mod that steps on a lot of other stuff in the game - modded and not - while not providing the best control. Even ModTweaker can't address some of the issues.

Repose and Farseek] bu delvr
- Would be nice on a restricted map pack or something.

Jabba, and RPG Advanced Mod, by ProfMobius
- Router Reborn does better.

Cosmetic Armor by dmillerw - Armorer's Workshop

Mithril Mod by Dawars
- Like AA, fills a gap that no longer exists
Modpack Development / Re: Legends of a World Unbent: Ye Shall Be
Client and Server Mods

Open for discussion, like everything else.

Note to mod devs: If you don't see your Patreon/support page here, it is because I did not find it. Feel free to PM me letting me know where. : )

Client/Server Mods: Generally core library mods, run independently on both server and client. Some graphical mods run on the server to sync players.

bspkrsCore by bspkrs
- ArmorStatusHUD and StatusEffectHUD won't be included in this pack release, as Ars Magica 2 also adds these elements (though you can turn them off and swap if you wish). In a purely vanilla+ pack, they would be nice additions, though.

CodeChickenCore and CodeChickenLib by Chicken Bones

Foxlib and Tails by Kihira

Gender by iPixeli

iChunUtil by iChun

Waila(What Am I Looking At) by ProfMobius

Ping by dmillerw

What Are We Looking At by Darkhax

BetterFPS by Guichaguri

Client Mods: Only run on the client.

Better Foliage by OctarineNoise (Can be disabled to improve performance)

Better Title Screen by Girafi

FastCraft by Player (disable at your own peril)

Hit Splat Damage Indicators by rich1051414

INpureCore by denoflions

Inventory Tweaks by Kobata

Minemenu by dmillerw

NotEnoughItems by Chicken Bones

Not Enough Keys by Mr_okushama

NEI Addons by BDew

NEI Integration by tonius11

SoundFilters by tmtravlr

Waila Harvestability by squeek502

Waila Plugins by tterrag1098

YAMPST by Marius Lindvall and Tim Miller

Server Mods: Currently a sekret >_>


Key Bindings Overhaul by elix_x
- Awesome, but rather buggy.
Modpack Development / Legends of a World Unbent: Ye Shall Be
So, I decided to put together my own modpack for 1.7.10.

There are several reasons for this, but ultimately, we can't go with any 'public' modpack without making it impossible to communicate across servers, and that's a feature I'm not willing to budge on. This means we need to build and maintain our own pack.

This also means that support for mods in the pack goes through here/me, even if some mods didn't require it outright. I've got a YAMPST account and will be using it. We're going to be stuck with some bugs, at least until if/when Sponge 1.7.10 comes out, that's how the cookie crumbles. : /

Another reason for building our own pack is no major, well-supported pack currently has NPC acquisition as a thing, and I kind of want it to be for our next server. >_> Still working on selecting one for examination.

Comments are of course welcome. If you want to help out, there are a number of things that could be done:
  • Need player skins that I can redistribute, for whatever NPC mods we go with. That don't look anything like Steve.
  • Suggestions for Creative Commons songs that could be interesting to have on in-game records are welcome. I don't want to include too many (twelve, tops), but having a few extras would be nice. I have a couple of my own that I could toss in if I could find them. Way back from when I was playing with ModTracker >_>
  • People more familiar with current versions of the mods themselves can help point out balance issues.
  • In general, a few guinea pigs to help root out duplicate blocks, ores, recipes, and so on in order to prune this abomination down, and give it some polish.
  • People who can double-check that I'm handling licensing and attribution properly.
  • People who want to build some random structures to litter the worlds with.
  • If someone wants to do a thorough analysis of NPC mods we could use, that would be awesome. Current ones I am looking at are Ancient Warfare 2 (open source, currently my favorite), Custom NPCs (for NPCs, the most polished, but primarily intended for people in Creative), Minecraft Comes Alive (replaces standard villages, and would need to put Minetweaker on the crown recipes), Millenaire (buggy - even by the standards of everything I'm putting in the pack - and intrudes on the standard Minecraft feel a rather lot), and Sim U Kraft Reloaded (looks like would need permission to redistribute. Cute, but seems to be very much its own thing)

This modpack will include FastCraft by Player, enabled by default. It drastically improves ingame performance, and the modpack is nearly unplayable without it.

In addition to turning down graphics settings and installing OptiFine, you may want to disable Better Foliage, which is a purely graphical enhancement mod. SoundFilters likewise only improves audio, but it does not run in the main client thread, so removing it will not help lag.

This pack is going to require that you have a machine with at least 8 gigabytes of RAM, though you may get away with six if you are thorough about cleaning out every other running program on your machine. We will probably end up pruning the mod list in testing, but likely it won't be enough to seriously change the footprint of this thing.

For those of you who don't have the machines for this, we'll still be running our vanilla servers, and you will be able to talk to/harass the people playing on the modded server.
Minecraft / Re: State of Ultimate and Horizons?
Finally worked out the last serious bug in my proposed pack (ExtrabiomesXL apparently undoes Cauldron/Fastcraft optimizations somehow... damn that was frustrating).

Server is now performing at about the same level as it handled FTB Ultimate, despite the immense increase in RAM requirements.

So I'll be making a proposed list in a bit.

It's huge, though. Comparable in size to FTB Monster/Infinity if not larger. My laptop is actually not capable of sustained single-player play - the only way for me to play it is on my server.