The Meaning of Life, the Universe, and Everything.
Join Date:
4/18/2014
Posts:
58
Member Details
Seems to me that eldritch studies isn't necessarily "dead." I mean if the same people are creating a similarly themed mudpack, then it would seem to me that we have ourselves a resurrection of eldritch studies. I'm really looking forward to coming back to this pack. It was one of the most well put together packs I have played to date and brings a lot of nostalgia. Now seems like it would be a good time to start up the pack because most of the mod authors have taken a stop due to the 1.8 update. I hope to see this modpack up soon.
It will be similar in many ways to Eldritch Studies, as many of the mods will cross over, but quite a few have been cut for balancing issues. The list of mods I have is nearly finalized and will not be subject to additions once it's up.
I will release it on the Technic platform.
It's still a long way away, but I'm making steady progress. There is a lot of config tweaking and writing to be done. A lot. I also need to learn how to properly configure JustAnotherSpawner.
One mod author has already made a custom mod from scratch specifically for this pack, and I'll be putting out a request for a second brand new mod once I have the details finalized. The nearly-completed mod adds a single item. The second mod will add a persistent penalty for death as well as a way to reverse it. And surprises.
One of the bigger parts of this project includes adding a comprehensive web of lore to Minecraft, implementing in-universe explanations for every dimension and creature in the game via Father Toast's Lost Books mod. I will put up a playable version of the pack for bug-testing before all of this lore is added.
The world itself will be dangerous and unforgiving. There will be more to worry about than monsters and traps.
I'll have a lot more free time over the next few months, so I expect to get a lot of work done on it soon. If all goes well, I expect to make it available near the beginning of fall.
If anyone is interesting in helping bug test, let me know, and I'll notify you when I have something playable.
Updates will come slowly. When I make the new forum page, I'll post here.
I can probably do bug and balance testing in my spare time. If you could give an idea of the intended balance of the pack, like how the 'power curve' going into the 'endgame' should be, balance between mods, time to get to 'endgame', etc., it would be really useful.
My goals for balance are simple. I don't want anything in the pack that offers a significantly easier, cheaper or faster method of doing what Witchery and Thaumcraft already do. The pack is centered around those two, and to my knowledge they're pretty well balanced on their own.
I'll be removing offending items with minetweaker. Hardcore Ender Expansion is the biggest concern, as it adds a lot of very powerful items.
The Meaning of Life, the Universe, and Everything.
Location:
The oort cloud
Join Date:
7/18/2012
Posts:
114
Minecraft:
Agent_Desmond
Member Details
yes, two years of waiting and finally some closure and even a bright light on the horizon to make it better.
I thank you, we all do.
on an unrelated note would the name strange aeons have anything to do with the poem "that not dead which can eternal lie in strange aeons even death may die."?
Nikolomara, we have no plans of updating Eldritch Studies, but if you liked this pack, keep up to date on this thread because a new pack is on the way.
Nikolomara, the majority of the mods you've listed will not be included in the new pack. If you're looking for tech mods or any sort of automation beyond what vanilla Thaumcraft offers via golems, this one may not be your cup of tea.
Don't get me wrong, they're great mods, but they don't fit the particular world I'm attempting to build.
I will look into HQM, however. It sounds like it has potential. Thanks for the suggestions.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/18/2014
Posts:
58
Member Details
If you want the RPG feel you could add CustomNPC's. It lets you add NPC's with various items and tools and they can say be used in boss battles or to carry dialogue. Also, will there be any Thaumcraft addons? Thaumic horizons, thaumic expansion, witching gadgets, all of those are really good addons. If the mudpack is focused around 2 mods we should ensure that there's plenty to do.
Nothing but a placeholder yet, but if you'd like to keep up to date on the new pack in the works, all information will be released [gradually] on this page:
Glad to hear it, Tarmunora. I'll make sure you're in the loop.
Seems to me that eldritch studies isn't necessarily "dead." I mean if the same people are creating a similarly themed mudpack, then it would seem to me that we have ourselves a resurrection of eldritch studies. I'm really looking forward to coming back to this pack. It was one of the most well put together packs I have played to date and brings a lot of nostalgia. Now seems like it would be a good time to start up the pack because most of the mod authors have taken a stop due to the 1.8 update. I hope to see this modpack up soon.
Here's what I can tell you about the new pack...
It will most likely be called "Strange Aeons."
It will be similar in many ways to Eldritch Studies, as many of the mods will cross over, but quite a few have been cut for balancing issues. The list of mods I have is nearly finalized and will not be subject to additions once it's up.
I will release it on the Technic platform.
It's still a long way away, but I'm making steady progress. There is a lot of config tweaking and writing to be done. A lot. I also need to learn how to properly configure JustAnotherSpawner.
One mod author has already made a custom mod from scratch specifically for this pack, and I'll be putting out a request for a second brand new mod once I have the details finalized. The nearly-completed mod adds a single item. The second mod will add a persistent penalty for death as well as a way to reverse it. And surprises.
One of the bigger parts of this project includes adding a comprehensive web of lore to Minecraft, implementing in-universe explanations for every dimension and creature in the game via Father Toast's Lost Books mod. I will put up a playable version of the pack for bug-testing before all of this lore is added.
The world itself will be dangerous and unforgiving. There will be more to worry about than monsters and traps.
I'll have a lot more free time over the next few months, so I expect to get a lot of work done on it soon. If all goes well, I expect to make it available near the beginning of fall.
If anyone is interesting in helping bug test, let me know, and I'll notify you when I have something playable.
Updates will come slowly. When I make the new forum page, I'll post here.
I can probably do bug and balance testing in my spare time. If you could give an idea of the intended balance of the pack, like how the 'power curve' going into the 'endgame' should be, balance between mods, time to get to 'endgame', etc., it would be really useful.
I would be grateful for your help.
My goals for balance are simple. I don't want anything in the pack that offers a significantly easier, cheaper or faster method of doing what Witchery and Thaumcraft already do. The pack is centered around those two, and to my knowledge they're pretty well balanced on their own.
I'll be removing offending items with minetweaker. Hardcore Ender Expansion is the biggest concern, as it adds a lot of very powerful items.
yes, two years of waiting and finally some closure and even a bright light on the horizon to make it better.
I thank you, we all do.
on an unrelated note would the name strange aeons have anything to do with the poem "that not dead which can eternal lie in strange aeons even death may die."?
this modpack is dead
Nikolomara, we have no plans of updating Eldritch Studies, but if you liked this pack, keep up to date on this thread because a new pack is on the way.
Devilsgamer, you just may be on to something.
Nikolomara, the majority of the mods you've listed will not be included in the new pack. If you're looking for tech mods or any sort of automation beyond what vanilla Thaumcraft offers via golems, this one may not be your cup of tea.
Don't get me wrong, they're great mods, but they don't fit the particular world I'm attempting to build.
I will look into HQM, however. It sounds like it has potential. Thanks for the suggestions.
I'd be happy to help with anything not involving java scripting
Thanks. I'll need help with bug testing later, but nothing for now.
If you want the RPG feel you could add CustomNPC's. It lets you add NPC's with various items and tools and they can say be used in boss battles or to carry dialogue. Also, will there be any Thaumcraft addons? Thaumic horizons, thaumic expansion, witching gadgets, all of those are really good addons. If the mudpack is focused around 2 mods we should ensure that there's plenty to do.
Er, could we get a new thread so we aren't continuously necroing this one all the time?
that would be a good idea
I'll try to put something together this weekend. Avoid being bitten by the zombiethread until then.
Is that thread ever going to happen? Its been a month now...
Nothing but a placeholder yet, but if you'd like to keep up to date on the new pack in the works, all information will be released [gradually] on this page:
Strange Aeons
almost thought you did another run away on us.
Nope, it's just been a busy summer.