On our PvE server, we would like to allow our players to play fair when competing against one another, for this we ask everyone to follow the rules below. We punish players for breaking these rules.
Please refrain from excessive trolling or being an unpleasant person, there is no competitiveness here, let's keep it enjoyable for each other.
Examples of this are: putting bags / pouches / satchels / strongboxes /shulkerboxes or other containers inside each other or putting filled ME storage cells inside bags / pouches / satchels / strongboxes / shulkerboxes or other containers.
When too many items with all of their metadata are nested in containers, that single container exceeds the string limit of data one player inventory slot can hold, and it will corrupt your player data. It can also have very adverse effects on server performance.
This pertains to all kinds of vegetables, fruits, berries, seeds, fibers, trees, bushes or any other crop from, but not limited to Minecraft crops, Pam's Harvestcraft, GrowthCraft, Forestry and Mystical Agriculture
This pertains to land plots with passive and active animal breeding and/or stocking where animals are kept alive. We call this an animal pen.
This is a setup that spawns and kill animals and/or monsters. It uses cursed earth, vanilla spawners, Ender IO powered spawners, Industrial Foregoing Mob Duplicators or magical ways of spawning monsters, and uses any source or form of damage, or machines, to kill the mobs.2 types of mob grinders
One of the main phenomenon that has been the basis for the creation of these guidelines is the tendency many players have to literally become Amazon, owning hundreds of thousands of items, sometimes even millions, way beyond what is ever consumed.
Producing, processing and hoarding this many items requires increasing item storage capacities, for which large ME storage cells are required. Producing them requires a lot of resources to be gathered, processed and crafted, which requires all the machinery for it, it's a self-propelling cycle that ends up fueling inflation and lag and creates problems for you that you have to solve by creating more problems.
Don't get us wrong, we are not against you becoming rich in-game, but how many players have down-scaled or dismantled their factories and farms after having produced millions of items? No one stops, they keep going, and that further pushes item prices down, increases lag and makes the experience for all players worse.
Guidelines on a per-machine basis would be way too long, so we instead ask to carefully read this section and the energy production section and make your own conclusions and adapt your base accordingly. We can and will also address players personally if we see bases not being adjusted in a timely manner.
Thermal Evaporation Plant (Mekanism)
Induction Matrix (Mekanism)
Fusion Reactor (Mekanism)
Big/Extreme Reactor (Extreme Reactor)
Smeltery (Tinker's Construct)
Crafting Module (Applied Energistics 2)(A Crafting Module is the combination of Crafting Storage blocks + Co-processing Unit blocks)
Laser Drills (Industrial Foregoing)(We refer to Laser Drills as 4 Laser Drills + 1 Laser Base)
Dynamic Tank (Mekanism)NOT ALLOWED - Use a Black Hole Tanks or Demonically Gargantuan drums instead
One of the main phenomenon that has been the basis for the creation of these guidelines is the tendency many players have to literally become a national power plant in-game, excessively producing RF or EU, way more than they actually need, thus also filling their power banks/storage rather quickly, or not even have power storage and rely on direct power injection from their production facilities.
Many players have an inefficient power production setup, giving them less RF/t for the amount of tech used than is possible, so they upscale, making it worse; Low TPS reduces the operation cycles of everything, including power production, giving people the feeling they're not producing RF fast enough, so they upscale, making it worse; On top of that, players often have inefficient tech setups, consuming more RF to achieve their goals than what is usually necessary, thus trying to justify the need to produce enough to power it all; To combat the negative effects on server performance, the following rules must be followed:
Permanent chunk loading is not allowed. In rare occasions, unintended interactions between multiple blocks from different mods may cause this. Report any incident where you believe permanent chunk loading is present by submitting a ticket.
Intentional uses of this permanent chunk loading mechanic at farms or grinders will be punished.
The only allowed chunk loaders are Iron Blocks with Blaze Rods, see 1122-faq.
Ticking TileEntities (also known as a block entity) are a MAJOR contributor to lag. These essentially store additional information and are found in/embedded in chests, dispensers, droppers, hoppers, barrels, shulker boxes, beacons, spawners, pistons, enchanting tables, jukeboxes, note blocks, sensors, beds, cauldrons, obviously all types of machinery, and more notably in this modpack in:
The number of such blocks, often used decoratively and aesthetically must be limited. Some of you have built whole walls and floors using these blocks, turning their base into a more severe lag source with just walls, floors and ceilings than those who have a lot of machines!
There is no way to put specific numbers on this, but these blocks must not be used excessively. We are able to detect them and we will ask players to fix this when we do find out, but we expect you all to reduce the number of these blocks used in your builds on your own as well.
Punishments for market violations may include, but are not limited to: