I find that Tinkers Construct gets added to too many packs. And it is compelling for the very reasons that I dislike it.
1. Ore doubling. Previously your only source of ore doubling in the adventure pack was a deep investment into thaumcraft. With TiC, a determined player can make grout and have an ore-doubling smeltery set up before the sun sets on their very first day.
2. The tools. Are excellent. They never break, stone tools are effective and can be repaired with stone. Coupled with the ore doubling above, the only limitation to the TiC end game tools - 4 iron blocks - is easy to attain very early, allowing the construction of tools that dig 3x3 tunnels, chop trees down even faster than treecapitator allows. Which is not so much a problem but again tools with these capabilites in other mods require a lot more investment.
3. The tools. Finding cobble stone bypasses the need to even repair the tools and weapons. easy auto repair for the win.
4. The tools. Your current max damage sword (the zelda one?) will no longer be used by any players as TiC tools can be boosted and boosted and boosted and boosted.
5. The tools. Do not require any XP to enchant. Making xp collection redundant. A single piece of lapis on a pickaxe given enough use will transform it to fortune III.
In a nutshell, your modpack has less content after TiC, not more.
I find that Tinkers Construct gets added to too many packs. And it is compelling for the very reasons that I dislike it.
1. Ore doubling. Previously your only source of ore doubling in the adventure pack was a deep investment into thaumcraft. With TiC, a determined player can make grout and have an ore-doubling smeltery set up before the sun sets on their very first day.
2. The tools. Are excellent. They never break, stone tools are effective and can be repaired with stone. Coupled with the ore doubling above, the only limitation to the TiC end game tools - 4 iron blocks - is easy to attain very early, allowing the construction of tools that dig 3x3 tunnels, chop trees down even faster than treecapitator allows. Which is not so much a problem but again tools with these capabilites in other mods require a lot more investment.
3. The tools. Finding cobble stone bypasses the need to even repair the tools and weapons. easy auto repair for the win.
4. The tools. Your current max damage sword (the zelda one?) will no longer be used by any players as TiC tools can be boosted and boosted and boosted and boosted.
5. The tools. Do not require any XP to enchant. Making xp collection redundant. A single piece of lapis on a pickaxe given enough use will transform it to fortune III.
In a nutshell, your modpack has less content after TiC, not more.
Okay, fair points.
Can you perhaps suggest another, more balanced mod that has 3x3 digging tools then?
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Okay, fair points.
Can you perhaps suggest another, more balanced mod that has 3x3 digging tools then?
I know that you already have Thaumcraft in there, but the Primal Crusher is only available once you've cleared out an Outerlands dungeon so perhaps is harder than you want. I find it a worthwhile thing to strive for however.
I know that you already have Thaumcraft in there, but the Primal Crusher is only available once you've cleared out an Outerlands dungeon so perhaps is harder than you want. I find it a worthwhile thing to strive for however.
Yeah that's kinda too late-game for my liking.
I'm thinking a system similar to Tconstruct, early-game weak tools, and late-game powerful tools.
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
Once I find a better alternative to Tconstruct's hammers and stuff, I will replace it.
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
1.2 - Config changes 'n stuff 1.
*Config: Configured (you guessed it) Lycanite's Mobs to spawn less from sources like fire or lava, configured Nether Souls spawn weight/rate to less.
-Removed Fastcraft, apparently with it's world-gen modifications Thaumcraft didn't like it. This is still experimental however as perhaps Better World Generation 4 is the real culprit.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Issue that I've had since the beginning of the resource intensive version:
So I've been having mobs show up as "invisible" for one player in multiplayer, not sure about singleplayer, these "invisible" mobs are un-hittable/killable by one player while the other player sees it and can fight it just fine. This seems to occur completely randomly.
Anyone know where this bug is coming from?
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
1.3 - The crash-solving update?
* Updated Doomlike Dungeons.
+ Added Fastcraft again, it's in the other pack which has Thaumcraft, so it can't be the one causing crashes.
- Removed Tinkers' Construct, was OP and made the True Master Sword worthless. (Plus, this might solve the crash.)
And the "ghosting" enemies in multiplayer...I don't even know.
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Added dragon mounts mod,it gives a nice medieval and magical feeling.
i also added mo creatures,the wyverns are cool.(but i had to tweak with JAS a bit.)
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Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
Added dragon mounts mod,it gives a nice medieval and magical feeling.
i also added mo creatures,the wyverns are cool.(but i had to tweak with JAS a bit.)
I might add Dragon Mounts officially, it is pretty balanced.
In terms of Mo' Creatures...I dunno, while the mobs are cool, there are a lot of animals that are basically:
- Take a cow.
- Change model/texture of meat and mob.
- Tweak stats just a little bit.
- New mob guys!
(In other words, a lot of clones, sure they look different, but y'know...Plus they take quite a portion of the spawn limit.)
Basically, I don't want to tweak a config file of spawning for...3 months again, was it? (*cough* Lycanite's Mobs.)
You're free to send me a config file though, I'll give you credit.
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I don't see why not! It'll be added next update, along with Dragon Mounts. (To be honest, the reward for finishing The End is pretty wimpy right now.)
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I don't see why not! It'll be added next update, along with Dragon Mounts. (To be honest, the reward for finishing The End is pretty wimpy right now.)
i can disable most of mobs of MoC i can left the:
wyverns(pretty cool),big cats,elephants,sharks,crocodiles,snakes,werewolfs(epic fight),scorpions,MoC horses,ostriches.
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
i can disable most of mobs of MoC i can left the:
wyverns(pretty cool),big cats,elephants,sharks,crocodiles,snakes,werewolfs(epic fight),scorpions,MoC horses,ostriches.
Sure, that sounds about right, the big golem was a pretty cool boss fight too, but other then that I think I wouldn't want any more mobs. (I could always enable them later.)
That other mod I will keep an eye on, it looks like it'd be really cool when it comes out...Well, if it comes out, the devs might be shooting just a little too high.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Sure, that sounds about right, the big golem was a pretty cool boss fight too, but other then that I think I wouldn't want any more mobs. (I could always enable them later.)
That other mod I will keep an eye on, it looks like it'd be really cool when it comes out...Well, if it comes out, the devs might be shooting just a little too high.
Ik the guy that makes those mods is definetly gonna come out
Rollback Post to RevisionRollBack
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
MO creatures isnt allowed to be used in a modpacks sadly only if its manually downloaded
Check out Hammer time! it adds everything that Tconstruct added but balanced
Hmm, okay then...
Thanks for that Hammer Time! mod suggestion, it'll be implemented into both versions, since the next update now contains 3 update points, I'll update the packs today. (Adding, removing, and updating count as update points, still not updating too often, as I know you guys have manually installed mods.)
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I find that Tinkers Construct gets added to too many packs. And it is compelling for the very reasons that I dislike it.
1. Ore doubling. Previously your only source of ore doubling in the adventure pack was a deep investment into thaumcraft. With TiC, a determined player can make grout and have an ore-doubling smeltery set up before the sun sets on their very first day.
2. The tools. Are excellent. They never break, stone tools are effective and can be repaired with stone. Coupled with the ore doubling above, the only limitation to the TiC end game tools - 4 iron blocks - is easy to attain very early, allowing the construction of tools that dig 3x3 tunnels, chop trees down even faster than treecapitator allows. Which is not so much a problem but again tools with these capabilites in other mods require a lot more investment.
3. The tools. Finding cobble stone bypasses the need to even repair the tools and weapons. easy auto repair for the win.
4. The tools. Your current max damage sword (the zelda one?) will no longer be used by any players as TiC tools can be boosted and boosted and boosted and boosted.
5. The tools. Do not require any XP to enchant. Making xp collection redundant. A single piece of lapis on a pickaxe given enough use will transform it to fortune III.
In a nutshell, your modpack has less content after TiC, not more.
Okay, fair points.
Can you perhaps suggest another, more balanced mod that has 3x3 digging tools then?
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I know that you already have Thaumcraft in there, but the Primal Crusher is only available once you've cleared out an Outerlands dungeon so perhaps is harder than you want. I find it a worthwhile thing to strive for however.
Yeah that's kinda too late-game for my liking.
I'm thinking a system similar to Tconstruct, early-game weak tools, and late-game powerful tools.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Atum swords are quite nice do it.
Also balkons wepons mod has some nice ones.
Once I find a better alternative to Tconstruct's hammers and stuff, I will replace it.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Resource intensive version update:
1.2 - Config changes 'n stuff 1.
*Config: Configured (you guessed it) Lycanite's Mobs to spawn less from sources like fire or lava, configured Nether Souls spawn weight/rate to less.
-Removed Fastcraft, apparently with it's world-gen modifications Thaumcraft didn't like it. This is still experimental however as perhaps Better World Generation 4 is the real culprit.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Issue that I've had since the beginning of the resource intensive version:
So I've been having mobs show up as "invisible" for one player in multiplayer, not sure about singleplayer, these "invisible" mobs are un-hittable/killable by one player while the other player sees it and can fight it just fine. This seems to occur completely randomly.
Anyone know where this bug is coming from?
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Update for the resource intensive version:
1.3 - The crash-solving update?
* Updated Doomlike Dungeons.
+ Added Fastcraft again, it's in the other pack which has Thaumcraft, so it can't be the one causing crashes.
- Removed Tinkers' Construct, was OP and made the True Master Sword worthless. (Plus, this might solve the crash.)
And the "ghosting" enemies in multiplayer...I don't even know.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Added dragon mounts mod,it gives a nice medieval and magical feeling.
i also added mo creatures,the wyverns are cool.(but i had to tweak with JAS a bit.)
I might add Dragon Mounts officially, it is pretty balanced.
In terms of Mo' Creatures...I dunno, while the mobs are cool, there are a lot of animals that are basically:
- Take a cow.
- Change model/texture of meat and mob.
- Tweak stats just a little bit.
- New mob guys!
(In other words, a lot of clones, sure they look different, but y'know...Plus they take quite a portion of the spawn limit.)
Basically, I don't want to tweak a config file of spawning for...3 months again, was it? (*cough* Lycanite's Mobs.)
You're free to send me a config file though, I'll give you credit.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Okay, so I have an idea for a mod in this pack
(dunno if you still take suggestions)
SkinPort! Have your fancy 1.8 skin in 1.7!
Even works on multiplayer!
http://www.curse.com/mc-mods/minecraft/234948-skinport
Hello!
I don't see why not! It'll be added next update, along with Dragon Mounts. (To be honest, the reward for finishing The End is pretty wimpy right now.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
i can disable most of mobs of MoC i can left the:
wyverns(pretty cool),big cats,elephants,sharks,crocodiles,snakes,werewolfs(epic fight),scorpions,MoC horses,ostriches.
or we could wait this too....http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light?page=48
Sure, that sounds about right, the big golem was a pretty cool boss fight too, but other then that I think I wouldn't want any more mobs. (I could always enable them later.)
That other mod I will keep an eye on, it looks like it'd be really cool when it comes out...Well, if it comes out, the devs might be shooting just a little too high.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Ik the guy that makes those mods is definetly gonna come out
XyCraft is still in dev too.
MO creatures isnt allowed to be used in a modpacks sadly only if its manually downloaded
Check out Hammer time! it adds everything that Tconstruct added but balanced
Hmm, okay then...
Thanks for that Hammer Time! mod suggestion, it'll be implemented into both versions, since the next update now contains 3 update points, I'll update the packs today. (Adding, removing, and updating count as update points, still not updating too often, as I know you guys have manually installed mods.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Check out Cursevoice it means easier modpack making and you can even put mods in that are on curse but arent allowed to be used in modpacks!
Ony downside to that is you cant add mods that arent from curse into the pack or it will not be allowed but some mods are https://docs.google.com/spreadsheets/d/1SUxIEfbAf8tqAJP-HXnT0sPOY3atCF1OKy56cHxKNdk/edit#gid=0