Stone Legion

by Kane Hart at 12:46 AM
(1,334 Views / 0 Likes)
The Server is now Online! Please note this is a soft launch. Meaning if something blows up or break we might need to rollback but very unlikely to ever happen but we just want to warn you.

General Pages:
Modded Minecraft:

Please note VIP Members will not show up right away in the game it will take time as I have to wait you online.

Will update this thread on more info soon!

by Kane Hart at 10:11 AM
(1,332 Views / 1 Likes)
Good news everyone! The server should be launching around 12-14 Hours from this post. I think everything should be ready and set. There is always a possible for something to go wrong but we think we are ready and it's worth giving it a try.

Please Get your VIP / Applications done now! Since when the server launches I will be busy playing and recording!

I'm super tired and lacking sleep but I think it has been worth it for you guys!
by Kane Hart at 12:13 PM
(1,201 Views / 2 Likes)
Thank you everyone who helped test. I wanted to put a big thanks to a couple of our new members who helped a lot over the last couple days and were on Teamspeak @Sunshaker & @MuracoWolfpaw Also thanks again to @ElectroBot for always being there and @Bagline for participating and testing out a lot of mods out of his normal realm and @Parad0x13. I know others tested and ty just putting in thanks to the longer and teamspeak users.

I now consider us Gold. Meaning we are pretty much done and ready to launch besides some internal house keeping that we need to do. Right now as we speak the world is being generated:
[07:11:57] [Server thread/INFO]: Generated 113200 / 250000 chunks [ 45.28% ]

Server will now say Whitelist Required. Will have a signup Forum section rather do that then a thread later today. Right now even if you are whitelisted you will not access the server till the launch.

Our tasks Today/Tomorrow:
  • Generate the Overworld / Nether.
  • Permissions for VIP Members.
  • Automated Backup System.
  • More Permissions security checks mainly in commands.
  • Work on the Wiki Adding Rules, Tutorials/Guides, how to connect and a troubleshooting page for the Launcher.
  • More website cleanup / whitelist forum section added.
  • GUI Launch Message Update
  • Maybe add some BUpload Filters for Single Player.
  • Wipe my entire client make sure things work fine.
  • Try to build a new client exe wrapper that might try to require java 8/64bit?
  • Update Mods Wiki with a few changes.
I might have more tasks so I ask please let me know if there is something I should double check or look at. This is a community effort meaning that we need everyone to pitch in and make it a better place. Feel free to screw around remove mcupdate folder in %appdata% etc and report if you run into issues or if everything is fine.

PS you can still test in Single Player :)

This is what Spawn looks like. Unless you guys actually care a lot I deiced something more empty and flat. 2 Main reasons for this is flat is easy to work on a community spawn. Number 2 was not too many large hills, tree's etc. This means a very low lag spawn area for people who might normally have more issues then others.

Expected Launch of the Server is Wednesday Evening. Before or around or after super EST not clear but that is my goal. It will be a soft launch meaning we will not be advertising it all over the internet for the first days. If we hit a really big issue we might need to rollback wipe etc the first couple days.
by Kane Hart at 1:19 PM
(705 Views / 2 Likes)

We talk about the following topics:
  • Debugging / Profiling Lag Issues
  • Some Setbacks with Forge Essentials
  • Banned Items List
  • VIP Items List
  • Why We Ban and VIP Things.
by Kane Hart at 12:36 PM
(2,308 Views / 2 Likes)
So I just want to keep you guys and girls updated with Stone Legion, Minecraft, Stardale, & Miscellaneous Fansites we run.

So for people who don't know we have moved from our old datacenter and now fully running in a Canadian Datacenter. We did a lot of research on the location and costs and found it to be quite perfect. 90% of everyone seem to have lower ping times around the world. On top of that we had a better stable network. Less packet loss and disconnects.

So what did this cost us? I don't like to boast but we are paying around what we pay now accept a hefty setup fee. That is right nothing comes for free in this world. But we think it's worth it.

Our new Servers:
Server 1 - Minecraft and nothing else:

Intel Xeon E3 1245v2 3.4 GHz+
32 GB Ram
3 x 120 GB SSD

Server 2 - Websites:
Intel Xeon E3 1245v2 3.4 GHz+
32 GB Ram
3 x 120 GB SSD

Server 3 - Stardale:
Intel Xeon E3 1245v2 3.4 GHz+
32 GB Ram
3 x 120 GB SSD

Yes you are reading this right. We now have 3 Dedicated servers not just 1 for the price of the one we had before. This is not only more stable and secure but allows us to scale even further then ever before.

To give you an idea of our old Server it was a Nice Rig running a Intel Xeon E3-1240 v3 @ 3.40GHz with crap ton of SSD's and 32gigs of ram. But it ran not only 3 Minecrafts servers, Starmade, Teamspeak, Half Dozen Sites and more. It also ran a VPS Setup. Meaning we had 4-5 Linux VM's running and 1 Windows VM Running. Even with just 1 single VM your losing performance on visualization. Now you see how impressive our new server is it's pretty much 3 times the power 3 times the ram and much more!

Our Servers all come from Anti-DDoS with live packet monitoring and filtering. Meaning no more attacks no more worries completely automated and if it gets past they get alerted and manually deal with the attacks in house in real time.

On top of all that we have 100's of Gigs of backup off site and on site. So no data loss if something horrific were to ever happen and I assure you we take all the measures possible to prevent that.

So I hope this was a informative update on our new server capabilities and our clear long term commitment to the future of Stone Legion and our other projects. We are not going anywhere!
by Kane Hart at 11:25 AM
(927 Views / 2 Likes)

This is our First Pre Launch Update Video.

We talk about the following topics:
  • Setting up the Client
  • Setting up the Server
  • Setting up the Configs
  • Setting up Forge Essentials / Permissions etc.
  • Talking about the near future.
by Kane Hart at 11:29 AM
(4,453 Views / 3 Likes)
I highly recommend watching the video. I think a lot of you guys called this Kane's rent videos. In a way they did good sometimes I might have brushed people away but it has been many years and I think you will find this a very interesting video to listen too.

Please consider taking 18 Minutes and listening.

Mods and Mod Suggestions:

  • Modded 1.7.10
  • No Wipes
  • Industrial Server Goals (Cities, Big Builds, etc)
  • No Item ID's meaning 1.8 1.9 etc is possible
  • Use Builder, AE2, and other mods to move projects from old stale worlds to new ones as time goes on if desired by the community.
  • More Updates, More community interaction
  • Videos and lots of them. Kane's Update Series videos not just let's play but exploring updates on players cities etc.
  • One major goal to bring the entire community together. SL City!
  • Advertising, On mod sites, ftb, curse forums, videos, etc.
  • New Servers and Multiple Servers!

So what is this whole idea?
The idea is to provide a stable 1.7.10 server that will not be wiped and that will not get boring and stale. The main ways to solve this is actually announce a no wipe world. Meaning we put our foot down and we are not going to be creating any new Modded Minecraft servers nor will we take this on down.

We also stop running Vanilla servers for example. We keep splitting our community up every time there is a update or just new server. Will do small temp servers for fun for example 1.9 Might hit and some cool things we like to try out. They will be the very short term try it out legit like experience.

We also want to encourage players to do community projects. Like Godcraft City I think be great if we did something like SL City. I know Bagline has his own big underground hell layer he also like to make. I think in a Modded Server that would look amazing with all the blocks.

What happens when 1.8 or say 1.9 comes out?
We update... We don't have Block id's anymore so there is no need to not upgrade. If there is a mod missing as in not being update anymore we just move on. Blocks are easily removed and added now into minecraft. You even have mods to generate new ores into the world as well. So let's say some reason Industrial Craft never updates again and we used their Copper and Tin Generation. Game Over? NOPE... We can actually regenerate Tin and Copper on the fly from another mod and repopulate the planet. Sure a mod that we might used for some building blocks might die or not exist anymore. But we got so many tools to easily fix and update project and restore them that it would take days to fix. Better then losing a project you spent months on.

What happens if the world is ruined or we want new generation?
Depending on what the overall player want we can move our projects to a new world. This can be done with BC Builders that have been rewritten. AE2 actually has a way to take chunks of the world and zap it into digital storage and re-materialize elsewhere. Here it is: There is also other mods that would easily help you with this proccess plus more that could come in the future.

So the idea is we setup a new world slowly move things over there then when we are ready we can take down the old world. To prevent lag etc we can also visit players land using Opis and shutdown their machines etc. Remove chunk loading devices and really start fresh but not start fresh. For people who want 100% fresh experience for themselves they can leave things behind or start somewhere new on the new world and bring things over late.

What about Updates, Advertising, Youtube, etc?
So what will be doing is more frequent updates. Not daily but will be slowly progressing on updates overtime. This will keep us on the ball make sure we are updating and keeping bring a fresh amount of content to the community. This might also include adding new mods that might be requested overtime by the community.

Advertising and Youtube is our biggest project. I plan on not just doing a Let's Play Series of the server but also Update videos. Rather then calling them Day 1 of Stone Legion I think I have decided to call them Update #1 Update #2 etc. This will be things like news, to showing off projects, to announcing new community events and projects and much more. Consider it sort of a Paper but more tv news but with a lot less effort ;)

Will also be advertising on Curse Forums, FTB Forums, Other Forums even Tekkit that support misc Servers, then even the many Mods we use have server forums so will use those also to advertise like IC. We will also of course get a lot of advertising just through our Youtube videos and will try to encourage others to post in these threads but also try making some videos.

New Dedicated Servers?
We made a deal to get 3x Intel Xeon E3 1245v2 with 32gigs of ram and 3x 120gig SSD's. yes that is 96 Gigs of ram total and 9 x 120gig sdd's... Now this will be split up into 3 groups. Minecraft will have it's own server as well as any smaller game servers. The websides as in fansites, SL, GC, etc will have it's own. Then Stardale my entire future will be it's own server. The 2 servers will be more then double our ram and CPU power and we can use the web server also for game servers. In the end it means we are going have lots of hardware and more power.

Also we tested it the new server has better ping world wide less packet loss world wide and is located in Canada meaning a bit more stable infrastructure.

They mean everything to us. Right now we consider our running costs about $200 a month. This is for servers and software licenses even though their really not even calculated into the price.
Your $15 part time or full time means a lot to us. It's nothing from you and it's the cost of a movie ticket once a month.

Please consider supporting as it helps me not have to fork as much my money to it. Please note even if everyone stopped donating I would still keep things going. I love this community you guys are sort of like my family and I would try to keep things going.
by Kane Hart at 8:49 PM
(1,800 Views / 1 Likes)
Guest post by Ondrej Petrzilka - Space Engineers: Planets, scenarios and new multiplayer

Hello, I am Ondrej Petrzilka, for those who don't know me I am the lead developer for Space and Medieval Engineers. I joined Keen Software House in 2011 as a game programmer for Miner Wars 2081 and since then I have worked on various projects in the studio mostly on the development of Space Engineers. In this blog post I would like to put some light on our current and future plans with Space Engineers. Currently we’re working on three big things: planets, scenarios and new multiplayer.


Planets have been discussed many times and players have wanted them for a long time. I would like to give you more information about our intentions and the background of the idea.

When Space Engineers was released to Early Access, we were very pessimistic about planets, but that changed by the end of 2014, when the procedural asteroid generator was created. We realized that it could be possible to create bigger asteroids – more than 8 km across. When we discussed planets in the team, we’ve realized we don’t just want just big asteroids, we want planets with ‘everything’.

Planet features:
  • Decent size
  • Gravity (affecting ships too if possible)
  • Atmosphere
  • Terrain (mountains, canyons)
  • Vegetation (trees, bushes, grass)
  • Visible from big distance (1000+ km)

How big should the planet be? Currently we’re able to create ‘planets’ with a size of around 20 – 50 km. It’s quite small compared to Earth and technically, it’s not a planet. Even Pluto has a radius 1184 km and it’s classified as a dwarf planet. When we tried first prototypes of big asteroids, 8 km in diameter, it looked pretty big. With bigger sizes, gameplay issues emerged.

Imagine a planet with a radius of 100 km. You’ll get close to the planet to fill your screen from top to bottom. When you have default field of view (FOV in video options), you’ll be still 73 km away from the planet surface! When traveling at the maximum speed of 104 m/s, it will take you almost 12 minutes to reach the surface. That seems like too long.

How long would it take to fly around a 100 km planet? The circumference of a 100 km planet is 628 km. When traveling at maximum speed, it would take more than 90 minutes to fly around.

Solution. First we were thinking about changing the maximum speed, but it’s too problematic. We’re limited by physics stability, bullet-through-paper issues and other problems. We’ve decided to make planet size configurable in world options (minimum and maximum planet size). This way we can release planets soon and satisfy players who want small planets and also players who want huge planets. It’s possible that we will reevaluate maximum speed in future.

Gravity. Planets will have gravity which is similar to earth gravity. With distance from a planet, gravity will gradually decrease; bigger planets will have more gravity. We plan to apply planet gravity to ships as well.


Atmosphere. We plan to add atmosphere to certain planets; when there’s atmosphere, there will be vegetation. Other planets will be barren, without atmosphere. Vegetation should be very similar to what you see in Medieval Engineers. To achieve nice atmosphere effects, we’re planning to use a special shader which takes into account sun direction, air density, the distance light travels through air and other parameters. It will be possible to breathe freely and refill the oxygen tanks on a planet with atmosphere.


Visibility distance. Space Engineers has a default view distance of 20 km. If you were to fly toward a 30 km asteroid or planet, you would see nothing…nothing…nothing…and then suddenly a big planet would appear in front of you. This feels very weird and it would break the experience, so we had to come up with a solution.

One option was increasing view distance, but there’s still a limit of 50-70 km, because of Z-buffer precision. We wanted players to see planets from 1000 km distance or more. We’ve decided to render distant planets‘separately’. This allows players to see planets 10.000 km away, while other objects like ships and small asteroids are visible only to 20 km.


In last 15 months, we’ve added a large amount of game features, but we haven’t added much of the gameplay. Space Engineers is now sandbox game where you can do many crazy things…without any goal. We’re planning to add goals soon; you’ve probably seen the first scenario a week ago, this was just a testing scenario. More scenarios will follow; both single-player and multi-player.

The primary purpose of scenarios is to entertain players who seek goals and achievements in the game. The secondary purpose is to teach new players how to play the game and introduce them slowly to most of the game mechanics. A game like this, with a lot of features available at once, can be confusing for new players.

Single-player scenarios will consist of a series of objectives with possible branches (sometimes the player will be able to choose how to progress). Scenarios will take advantage of features which are already in game. First scenarios will be very straight-forward, to teach players certain mechanics, like mining or repairing the station. Then there will be more advanced scenarios with multiple ways of reaching the goal. An example can be: ‘destroy military output’. It will be up to the player to decide whether to build a heavily armored ship with missile launchers or to build decoys for distraction, blow one turret with a warhead and hack the rest of outpost. We haven’t decided yet whether it will be possible to play single-player scenarios in cooperative mode.

Multiplayer scenarios will be designed to bring some competitive gaming to Space Engineers. We’re discussing the designs of these scenarios in the team. There are ideas for classic scenarios like "defend station", "capture the flag", "death-match" and less common scenarios, for example where players compete in mining to deliver the largest amount of gold ore from a big gold asteroid to a merchant. Some scenarios will be team-based while others will be free-for-all.

Modding. We want to make scenarios fully modable, it should be possible for modders to create and script both single-player and multi-player scenarios. There will also be a simple scenario editor directly in-game; modders will be able to prepare a world and select victory conditions in the UI. Modders will be able to use prepared infrastructure, like victory/game-over screens, scoring screens, team selection, define player inventory, possible respawn count and more.

New Multiplayer

Update 01.015, which added multiplayer was released on Jan 16th 2014, more than a year ago. Multiplayer itself was written in 5 weeks. We knew it’s far from being perfect, there were connection issues, lags, desync issues, jittering, hackers and many many other issues. We didn’t want to spend 2 months rewriting multiplayer from scratch, so we decided to fix the things we could fix and focus on ‘better’ multiplayer later. We also knew that if we add infinite worlds, we’ll have to change multiplayer again.

Now we’re ready to rewrite multiplayer from scratch. The game has many more features and we can take these into account when rewriting multiplayer, especially infinite and procedurally generated worlds. We also have a bigger team, so we can keep adding features and also work on multiplayer.

In the current version of multiplayer, every client knows everything. When somebody is drilling 100.000 km away, the client gets this information from the server. It’s not necessary for the client to know it; the client should only get this information when he gets close to the drilled asteroid. In new multiplayer, clients will only receive information which is necessary and related to an area close to their position (or camera position in case they are looking through camera). This will reduce required bandwidth a lot; it will also allow many more players in the game (depending only on the server’s internet connection).

Information sent to the client will be prioritized; important things like position updates will have high priority. Less important things like battery capacity update or inventory changes will be sent with lower priority. This should reduce lags and make multiplayer more smooth.

Every client is now sending position updates to all other clients (it’s not going through server). This can reduce lag a little, but it also requires a bigger upload, because it’s necessary to send messages to every other client (not only to the server). It also makes connection issues much worse, because it’s necessary for each client to be connected to every other client. With more players on server, this issue has a much bigger impact.

In new multiplayer, the client won’t be connected to every other client, but only to the server. The server will validate data sent from the client (e.g. position updates) and send it only to other clients who need this information (clients who see the original client). This will prevent connection issues and reduce network bandwidth. It’s also a necessary step for increasing the number of players on server.

The current multiplayer uses the Steam Networking layer which allows us very easily to send data between players and it’s very easy to use. On the other hand it’s missing some advanced...
by Kane Hart at 11:26 PM
(2,819 Views / 0 Likes)
Just wanted to let you guys and girls know that GTA5 for PC is going be about 48 Hours from this post. I myself and I know Chris is getting the game. I think @Tanhii is also buying the game @Agility_ said he might get it a few days after. Not sure who else is considering it but will have to connect and get some groups going.

Here some PC Footage:
60 FPS:
(If the above video shutters or lag then it is 100% your PC Internet or handling such big video)

30 FPS:


System Requirements

    • OS: Windows 8.1 64 Bit, Windows 8 64 Bit, Windows 7 64 Bit Service Pack 1, Windows Vista 64 Bit Service Pack 2* (*NVIDIA video card recommended if running Vista OS)
    • Processor: Intel Core 2 Quad CPU Q6600 @ 2.40GHz (4 CPUs) / AMD Phenom 9850 Quad-Core Processor (4 CPUs) @ 2.5GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA 9800 GT 1GB / AMD HD 4870 1GB (DX 10, 10.1, 11)
    • Hard Drive: 65 GB available space
    • Sound Card: 100% DirectX 10 compatible

    • OS: Windows 8.1 64 Bit, Windows 8 64 Bit, Windows 7 64 Bit Service Pack 1
    • Processor: Intel Core i5 3470 @ 3.2GHz (4 CPUs) / AMD X8 FX-8350 @ 4GHz (8 CPUs)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
    • Hard Drive: 65 GB available space
    • Sound Card: 100% DirectX 10 compatible
Get GTA5 from 20-25% off:

Confirmed Players:
Kane Hart = Kane_Hart
Beno_Draft = Piratedreams
Chris = N/A
Togy = N/A