Description
As the nature of modding evolves and changes, this pack has changed greatly with it. In some respect it is is a different beast than it was months ago - the mods have changed tremendously, and with them the feel of the pack. From the early days when I conceived a modpack centered around glorious sky bases sitting aloof above a scorched world, an arena for the eternal combat between science and magic to play out its struggle - to how it stands now - dynamic, ever changing, ever growing. By some measures it is a bastardized and superfluously bloated mockery of its former self (and perhaps a bit more 'dumbed down' as well), remembered as a fading monument to the death of a dream I once had.
But in this new - and perhaps better - pack I place a new dream: Vast cities of industry spreading across the landscape, taming the world and subjugating it to the whim of mankind, while beneath the streets in forgotten grottoes, chasms and caves, magicians, witches and warlocks undermine these machinations, rallying the enslaved world and its denizens to fight back. I suppose upon reflection, it would seem both the prequel and successor to the original dream, a world in which technology condemns us all to a monotonous subsistence, where it would perhaps seem almost whimsical to have the idea of magic as a real and present threat to the status quo.
But of course, these are just words about dreams to explain the tools I hand you. The direction you take is always up to you.
Emoniph - Witchery - Permission Granted (via MCF PM to mod creator Emoniph) - Forum Link Reika - RotaryCraft, ElectriCraft and ReactorCraft - Permission Granted (via MCF PM to mod creator Reika) - Forum Link
Supporting Mods & APIs and License Terms
Any mods in the above list which depend on another, separate file will naturally be supplied with said resources. As these files are often functionally hidden from the end-user, they are not included in the list above to avoid clutter but are present in the pack itself (as it would be silly to make a modpack that doesn't work because you were lacking an essential API). For those who have put many hours of hard work into making these files, this is not intended to de-value your efforts but - as stated - conserve space on a crowded list.
Licenses for modpacks are a bit complex. Each mod has provided its own, much more concise and detailed agreements. For specific details about a mod, see the above links. But, as a general guideline for the mods in the pack, I have taken the liberty of boiling it down to a few key points:
Pertaining to the mods within the pack:
- You are free to play with the mods, run a server hosting the mods, create secondary content (videos, images etc.) of the mods and/or examine the source code of the mods (if available).
- You may not monetize the mods, claim false authorship of the mods, redistribute the mods modified from their original form.
These are of course just guidelines, and many exceptions do exist. In the instance of a conflict between what is stated above and the mods actual license, the mods' license takes precedence.
Pertaining to the pack as a whole:
- You are free to play the modpack, host a server running the modpack and/or create additional content (videos, images etc.) featuring the modpack.
- You may not monetize the pack, claim false authorship of the pack, or redistribute a modified copy of the modpack.
The above section is neither legally binding nor really a proper license at all - it's just my way of saying "be respectful, don't be a douchenugget, have fun". The consequences of not adhering to the modpack license equates to me being sad at you and thinking you're a bit of a jerk.
Wasteland seems a bit counter intuitive in this pack since you're using atg, pam's mods (assuming you're using all of them), and small boats. You could drop the rotten flesh to leather and craftable chainmail mods, and just use minetweaker to do what those mods are doing. You can add a recipe to smelt rotten flesh in to leather with minetweaker, and use (as an example) steel tool bindings from tinkers construct as the recipe material for chain armor. I suggest using steel because when smelted down in a tinkers smeltery, chain armor gives steel back which would invalidate using tinkers' steelworks mod. I would also remove the recipe for steel from artifice mod, since that makes steelworks a bit pointless as well (if you haven't already that is).
*** EXTRACTED FROM KIMITECH INDUSTRIES CENTRAL HQ ARCHIVES, APRIL 7TH, 2014 ***
To: *@*.*; [email protected]
Date Sent: [REDACTED]
Date Read: [REDACTED]
Subject:
It seems the Cipher protocol has been compromised, but it does not matter - everyone who could use this information against me is dead. Most of the world is dead now. We made a mistake - a miscalculation. An error most greivous.
It started with project 43 - the autonomous resource exctractor. It seems when we synthesized the nanites we didn't account for the source input-triggered evolution. As they consumed their target material, they used that material to change. To evolve. To grow in number and complexity.
But they're gone now. Wiped out by thermouclear hellfire and nearly 6,000 simultanous EMP detonations. With them they took our facilities, and most of our technology. They left only ash and scorched earth, barren charred wood and crumbling ruins.
By our own hand we dammed ourselves to this! This world, this wasteland...
So here we are - two survivors with possibly the last surviving communication link. So I ask you - will you join me? Will you help me rebuild? I know I have been blunt, arrogant even, in the past, but times have changed - the red tape that bound me to secrecy is gone, along with most of the secrets I guarded.
If you are reading this, please respond. Please. I'm scared.
Kimiro Loorn, former Facility 8 Director
[END ORIGINAL MESSAGE]
Description
What we'd like to call a "magi-tech-supported exploration/building modpack".
However, rather than adding a ton of disjointed and random mods that loosely fit that admittedly broad-reaching theme, we have hand-picked the selection using the following as a guide:
1.) The world needs to be resource-rich, capable of suporting multiple players in a small area.
2.) There always needs to be something to do beyond "sit back and collect resources".
3.) Avoid using BuildCraft and IndustrialCraft-related mods. There are other modpacks for that.
4.) Try to showcase the little guys as much as is feasable.
5.) Be as light-weight on server resources as possible.
6.) Avoid the need for Bukkit-style plugins and commands; as much as possible utilize in-game blocks and items for functions.
FAQ - Where the adage "There's no such thing as a stupid question." disappears in a puff of logic.
Q: Haven't I seen this somewhere? A: If you mean a hipsterific collection of mods, probably. If you mean this modpack, then I would hope not.
Q: Why would I want to play this pack? A: A lot of reasons. But mainly because there is a lot of diversity within the pack itself, ranging from arcane to technological to just plain tweaks that make the game better, so you're never starved for new things to try.
Q: Can you add mod X? A: I'd love to! Provided three conditions: It's compatible with the current mod list, it doesn't depend on the BuildCraft and it isn't already covered by a mod in the pack. Another minor point is that the mod author should allow the mod to be used in modpacks - if I can't obtain permission I won't include it.
Q: Can I make a video showcase? A: Please do! If it's good enough I'll even add it in here!
Q: Will you be my friend? A: Why not!
Q: Why do you hate BuildCraft so much? A: It isn't that I hate BuildCraft per se, but more that I don't enjoy the mod as a whole concept. It's a matter of taste, really. (It has almost nothing to do with a certain kind of exploding device that may or may not have blown up my favorite house.)
Q: Why did you create this pack? A: Originally, I created this pack as a fork/derivative of the Technic Pack based around removing redundant functionality. Subsequently it was updated to be a derivitive of Tekkit Classic. Eventually, though, as the development of both Technic and Tekkit went on it became easier to just create a new pack and thus the first non-derived KimiTech pack was born. Long story short, multiple evolutions of the pack have lead to this.
Q: How can I contact you? A: Either via my Skype - kimiroloorn - or via in-game chat on the official KimiTech server.
Mod List - This will be updated as mods are added/removed over various updates!
BalkondeurAlpha - Archimedes Ship Mod - Permission Granted (via MCF PM to mod creator BalkondeurAlpha) - Forum Link Emoniph - Witchery - Permission Granted (via MCF PM to mod creator Emoniph) - Forum Link Reika - RotaryCraft, ElectriCraft and ReactorCraft - Permission Granted (via MCF PM to mod creator Reika) - Forum Link
Supporting Mods/APIs/Misc.
Rather than have to sort through dependencies and whatnot, I'll basically summarize it as this: If a mod requires an additional download, such as an API or resource pack, it will be included without being explicitly listed here for simplicity. And for the record, this Modpack uses Forge.
Alright already! Just give me a smegging download link you bloody tart!
Great! Now give me a sever you crazy syrup-soaked Canuck!
The information for the official server is contained in the pack itself - just launch the pack, open up the multiplayer dialogue and select the official server - no whitelist, no complex rules.
As an added bonus, the server will always be up to date with the current pack version and is 24/7 (barring crashes and downtime due to updates and whatnot).
Two special notes: The current map is generated by the "Wasteland" mod, and the current map may not be totally permanent.
Enjoy the Modpack and Want to Help Out?
Awesome. I don't want your money. The best thing you can do to help the pack is to help the modders (ie. with donations, support or kind words) whos hard work I am utilizing and tell them "KimiTech sent me". Why? Reputation is more important to the pack than funding.
But more importantly, all I did was gather a group of what I thought were the best mods around, spanner and spaded them into a working pack and uploaded it to a website for easier access. Compared to the hundreds of manhours spent creating the mods, I've done nothing anyone else couldn't have done had they the motivation.
and most modpacks don't want your money. I do not know why you would say that... also my modpack does not ask for money... click my signature to see if you would like.
Wasteland seems a bit counter intuitive in this pack since you're using atg, pam's mods (assuming you're using all of them), and small boats. You could drop the rotten flesh to leather and craftable chainmail mods, and just use minetweaker to do what those mods are doing. You can add a recipe to smelt rotten flesh in to leather with minetweaker, and use (as an example) steel tool bindings from tinkers construct as the recipe material for chain armor. I suggest using steel because when smelted down in a tinkers smeltery, chain armor gives steel back which would invalidate using tinkers' steelworks mod. I would also remove the recipe for steel from artifice mod, since that makes steelworks a bit pointless as well (if you haven't already that is).
Just a bit of food for thought.
That's only the current map. There are plans in the future to impliment a custom multiworld mod I've been half-baking since about beta 1.5. For now, though, the challenge shall remain. Mostly because, despite all the development time I've spent on that project it still isn't as nice as I'd like it to be. -.-
And yeah, I'm aware of the chainmail issue, though I like the way the mod implements it as a multi-step thing (which doesn't lend itself to utterly supplanting the high oven due to the convoluted and non-stacking nature of the method). I dunno. I like the mod, so I may just modify the recipe to use steel ingots and call it done.
And yeah, Artifice has never had it's steel recipe turned on.
The leather smelting thing is actually kind of a relic from before minetweaker. I guess it's a bit redundant. lol
Probably gonna fix it by way of custom recipes or somesuch.
But I have a terminal case of the lazies. T-T
and most modpacks don't want your money. I do not know why you would say that... also my modpack does not ask for money... click my signature to see if you would like.
Fix'd. We now don't want your chocolate.
And thanks for being honest guys, nit-picking will lead to a leaner, cleaner, stronger pack. :]
EDIT: Okay, three things:
One, Rotten Flesh To Leather has been removed. As it turns out, Witchery apparently adds this functionality. Who'd've thunk it.
Two, the Craftable Chainmail mod is still in, but now uses steel to avoid exploitative use. As a bonus I disabled the vanilla recipe which uses fire.
Three, I found a couple ID and recipe conflicts that I hadn't noticed before. They're now fixed.
Potato, I added another conversion recipe: Witchery's Quicklime is now interchangeable with the one from RotaryCraft, though they still use different items for each respective mods purposes. Crafting one by itself gives the other. It bugged me I guess. Salt is salt is salt after all.
Duck, I updated Reika's mods to v20c. :3
In the process of updating things pack-side and server-side, but it will be up soon!
Ever thought of adding Ex Aliquo? I mean, you have Ex Nihilo, you have AM2, you have TCon... Ex Aliquo would help with the 'supporting many players on a small space' part.
I'd also suggest TC4, mainly because of the Forbidden Magic addon having a stronger Blood Orb, but that doesn't comply with 'showing off the smaller mods', unfortunately. And that requires Thaumic Tinkerer.
That's only the current map. There are plans in the future to impliment a custom multiworld mod I've been half-baking since about beta 1.5. For now, though, the challenge shall remain. Mostly because, despite all the development time I've spent on that project it still isn't as nice as I'd like it to be. -.-
And yeah, I'm aware of the chainmail issue, though I like the way the mod implements it as a multi-step thing (which doesn't lend itself to utterly supplanting the high oven due to the convoluted and non-stacking nature of the method). I dunno. I like the mod, so I may just modify the recipe to use steel ingots and call it done.
And yeah, Artifice has never had it's steel recipe turned on.
The leather smelting thing is actually kind of a relic from before minetweaker. I guess it's a bit redundant. lol
Probably gonna fix it by way of custom recipes or somesuch.
But I have a terminal case of the lazies. T-T
Fix'd. We now don't want your chocolate.
And thanks for being honest guys, nit-picking will lead to a leaner, cleaner, stronger pack. :]
EDIT: Okay, three things:
One, Rotten Flesh To Leather has been removed. As it turns out, Witchery apparently adds this functionality. Who'd've thunk it.
Two, the Craftable Chainmail mod is still in, but now uses steel to avoid exploitative use. As a bonus I disabled the vanilla recipe which uses fire.
Three, I found a couple ID and recipe conflicts that I hadn't noticed before. They're now fixed.
Potato, I added another conversion recipe: Witchery's Quicklime is now interchangeable with the one from RotaryCraft, though they still use different items for each respective mods purposes. Crafting one by itself gives the other. It bugged me I guess. Salt is salt is salt after all.
Duck, I updated Reika's mods to v20c. :3
In the process of updating things pack-side and server-side, but it will be up soon!
EDIT AGAIN: Done. Thanks again for the input. ^^;
ya no problem... and i am glad I can keep my chocolate
Ever thought of adding Ex Aliquo? I mean, you have Ex Nihilo, you have AM2, you have TCon... Ex Aliquo would help with the 'supporting many players on a small space' part. I'd also suggest TC4, mainly because of the Forbidden Magic addon having a stronger Blood Orb, but that doesn't comply with 'showing off the smaller mods', unfortunately. And that requires Thaumic Tinkerer.
I have actually considered TC4, and it is certainly a well executed and very deep mod, but personally I find it tedious. It's not a mod I terribly enjoy, and as a matter of personal taste I wouldn't include it.
As for Ex Aliquo, that's something I hadn't actually considered, namely because out of all the mods it supports it doesn't (currently) support ReactorCraft - which is surprisingly important to me (perhaps I'll toss the Ex Aliquo dev a line and suggest it, *shrug*), and while the extra features in support of Tinkers are nice they're not terribly useful on normal-ish maps.
I have actually considered TC4, and it is certainly a well executed and very deep mod, but personally I find it tedious. It's not a mod I terribly enjoy, and as a matter of personal taste I wouldn't include it.
As for Ex Aliquo, that's something I hadn't actually considered, namely because out of all the mods it supports it doesn't (currently) support ReactorCraft - which is surprisingly important to me (perhaps I'll toss the Ex Aliquo dev a line and suggest it, *shrug*), and while the extra features in support of Tinkers are nice they're not terribly useful on normal-ish maps.
I may take your chocolate personally, because I'm evil like that.
Hey, you don't be going being like dat... it is not right XD
Hey, you don't be going being like dat... it is not right XD
It was delicious.
[Breathing Intensifies]
*Ahem*
But to the point of this post: Version 1.24 has been pushed!
As the changelog on Platform will say, I replaced Enchanting Plus (due to it corrupting my inventory one too many times) with Craft and Enchant (a new approach to the same thing) and updated Witchery. :3
But to the point of this post: Version 1.24 has been pushed!
As the changelog on Platform will say, I replaced Enchanting Plus (due to it corrupting my inventory one too many times) with Craft and Enchant (a new approach to the same thing) and updated Witchery. :3
The Meaning of Life, the Universe, and Everything.
Join Date:
1/28/2012
Posts:
359
Minecraft:
Kimiro
Member Details
Well I have good news and bad news.
The good news is that this pack is gonna stick around for a while yet, so if you enjoy it don't worry about that.
The bad news is, since times are a bit tough right now, I won't be able to run the server any longer - despite only paying $10 a month for the service things aren't looking too bright right now and I need every little bit I can scrape together. As part of the pack's policy I have never accepted donations (as utilizing other peoples hard work for profit is fraudulent) and I'm not about to start now. That said, the server will eventually be back as I enjoy being able to say "Yeah, I've got a server.", so don't worry too much!
TL;DR: No more server, pack still here, server back later.
Oh, and on the slightly brighter side of things, the pack will be upgrading to 1.7.2 as soon as a few more key mods step up!
The Meaning of Life, the Universe, and Everything.
Join Date:
1/28/2012
Posts:
359
Minecraft:
Kimiro
Member Details
Double-post FTW.
Updated the pack to include latest from Reika. Pack version 1.24.2 for latest (though the launcher should prompt you to update anyways.
Edit: I've also updated the pack logo and background to be more in-line with the banners. I may also be working on putting together a resource pack for it - but if I am it's slow going.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/28/2012
Posts:
359
Minecraft:
Kimiro
Member Details
Triple post FTEW!
Updated to 1.26.1 (missed a few updates in there - changelog on the platform page has all the info for that).
Main features: 4 new mods - StopGap by Othlon, and 3 WAILA tweak mods by squeek502, updated Reika's mods and an updated Steelworks, at the demand of the mod author. XD
Shouldn't break any worlds, but drop a line if you find any bugs!
The Meaning of Life, the Universe, and Everything.
Join Date:
1/28/2012
Posts:
359
Minecraft:
Kimiro
Member Details
Quintuple post! And you thought I'd let it die! 8 months between posts and god damn it feels good to be back (even if I am necro-ing my own thread).
Biggest news of course first: KimiTech Next is on 1.7.10 (and has been for several sub-versions)! A lot of the look and feel of the pack has been changed with the update, the mod list has shortened a fair bit (currently sitting around ~50 with all the non-content mods), while the amount of content in this 50-ish mods has exploded to something on the order of 3 kilo-Minty of stuff to do (1 Minty is entertainment equivalent to 1 hour of Vanilla MineCraft content... I just made that up on the spot).
One of the biggest changes in my humble opinion is the inclusion of ComputerCraft, allowing a much more refined degree of control over the various mods that support the programming features.
The next biggest would be the final assembly of the irritatingly-illusive server pack. You can find the link to said pack inside the install folder, as a link in a plain *.txt file - latest server us always compatible with the latest client.
(Full details here.)
Description
As the nature of modding evolves and changes, this pack has changed greatly with it. In some respect it is is a different beast than it was months ago - the mods have changed tremendously, and with them the feel of the pack. From the early days when I conceived a modpack centered around glorious sky bases sitting aloof above a scorched world, an arena for the eternal combat between science and magic to play out its struggle - to how it stands now - dynamic, ever changing, ever growing. By some measures it is a bastardized and superfluously bloated mockery of its former self (and perhaps a bit more 'dumbed down' as well), remembered as a fading monument to the death of a dream I once had.
But in this new - and perhaps better - pack I place a new dream: Vast cities of industry spreading across the landscape, taming the world and subjugating it to the whim of mankind, while beneath the streets in forgotten grottoes, chasms and caves, magicians, witches and warlocks undermine these machinations, rallying the enslaved world and its denizens to fight back. I suppose upon reflection, it would seem both the prequel and successor to the original dream, a world in which technology condemns us all to a monotonous subsistence, where it would perhaps seem almost whimsical to have the idea of magic as a real and present threat to the status quo.
But of course, these are just words about dreams to explain the tools I hand you. The direction you take is always up to you.
- Kimiro
Mod List
ChickenBones - NEI, Translocators, ChickenChunks and EnderStorage - Forum Link
cpw - Iron Chests - Forum Link
CrazyPants - Ender IO - Forum Link
dan200 - ComputerCraft - Website
FyberOptic - Hopper Ducts and Redstone Paste
GrygrFlzr - Glowstone Wire - Forum Link
Greg Ewing - Greg's SGCraft - Website[/url
Kobata - InvTweaks - Forum Link
Leonelf - ExtraCells (AE Addon) - Forum Link
MatrexsVigil - Pam's Mods - Forum Link
Mineshopper - Carpenter's Blocks - Forum Link
Mine and Blade Team - Mine and Blade: Battlegear - Forum Link
Nuchaz - BiblioCraft - Website
panicnot42 - Warp Book - Forum Link
Parker8283 - Hunger Overhaul - Forum Link
pokefenn - Chisel - Forum Link
ProfMobius - JABBA and WAILA
RWTema - Extra Utilities - Forum Link
Shukaro - Artifice - Forum Link
smbarbour - Autopackager - Curse Link
sor1n - Jewelry Craft - Forum Link
sourcecode293 - CustomLANPort and DigitalXP
squeek502 - AppleCore, The Spice of Life, HarvestCraft WAILA Fix and WAILA Harvestability
StanH - MineTweaker - Forum Link
tyler1555 - Death Chest - Forum Link
UnstoppableN - Invasion - Forum Link
WayofTime - Blood Magic - Forum Link
Xhamolk - Advanced Crafting Table - Forum Link
Emoniph - Witchery - Permission Granted (via MCF PM to mod creator Emoniph) - Forum Link
Reika - RotaryCraft, ElectriCraft and ReactorCraft - Permission Granted (via MCF PM to mod creator Reika) - Forum Link
Supporting Mods & APIs and License Terms
Any mods in the above list which depend on another, separate file will naturally be supplied with said resources. As these files are often functionally hidden from the end-user, they are not included in the list above to avoid clutter but are present in the pack itself (as it would be silly to make a modpack that doesn't work because you were lacking an essential API). For those who have put many hours of hard work into making these files, this is not intended to de-value your efforts but - as stated - conserve space on a crowded list.
Licenses for modpacks are a bit complex. Each mod has provided its own, much more concise and detailed agreements. For specific details about a mod, see the above links. But, as a general guideline for the mods in the pack, I have taken the liberty of boiling it down to a few key points:
Pertaining to the mods within the pack:
- You are free to play with the mods, run a server hosting the mods, create secondary content (videos, images etc.) of the mods and/or examine the source code of the mods (if available).
- You may not monetize the mods, claim false authorship of the mods, redistribute the mods modified from their original form.
These are of course just guidelines, and many exceptions do exist. In the instance of a conflict between what is stated above and the mods actual license, the mods' license takes precedence.
Pertaining to the pack as a whole:
- You are free to play the modpack, host a server running the modpack and/or create additional content (videos, images etc.) featuring the modpack.
- You may not monetize the pack, claim false authorship of the pack, or redistribute a modified copy of the modpack.
The above section is neither legally binding nor really a proper license at all - it's just my way of saying "be respectful, don't be a douchenugget, have fun". The consequences of not adhering to the modpack license equates to me being sad at you and thinking you're a bit of a jerk.
Just a bit of food for thought.
And yeah, I'm aware of the chainmail issue, though I like the way the mod implements it as a multi-step thing (which doesn't lend itself to utterly supplanting the high oven due to the convoluted and non-stacking nature of the method). I dunno. I like the mod, so I may just modify the recipe to use steel ingots and call it done.
And yeah, Artifice has never had it's steel recipe turned on.
The leather smelting thing is actually kind of a relic from before minetweaker. I guess it's a bit redundant. lol
Probably gonna fix it by way of custom recipes or somesuch.
But I have a terminal case of the lazies. T-T
Fix'd. We now don't want your chocolate.
And thanks for being honest guys, nit-picking will lead to a leaner, cleaner, stronger pack. :]
EDIT: Okay, three things:
One, Rotten Flesh To Leather has been removed. As it turns out, Witchery apparently adds this functionality. Who'd've thunk it.
Two, the Craftable Chainmail mod is still in, but now uses steel to avoid exploitative use. As a bonus I disabled the vanilla recipe which uses fire.
Three, I found a couple ID and recipe conflicts that I hadn't noticed before. They're now fixed.
Potato, I added another conversion recipe: Witchery's Quicklime is now interchangeable with the one from RotaryCraft, though they still use different items for each respective mods purposes. Crafting one by itself gives the other. It bugged me I guess. Salt is salt is salt after all.
Duck, I updated Reika's mods to v20c. :3
In the process of updating things pack-side and server-side, but it will be up soon!
EDIT AGAIN: Done. Thanks again for the input. ^^;
I'd also suggest TC4, mainly because of the Forbidden Magic addon having a stronger Blood Orb, but that doesn't comply with 'showing off the smaller mods', unfortunately. And that requires Thaumic Tinkerer.
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
As for Ex Aliquo, that's something I hadn't actually considered, namely because out of all the mods it supports it doesn't (currently) support ReactorCraft - which is surprisingly important to me (perhaps I'll toss the Ex Aliquo dev a line and suggest it, *shrug*), and while the extra features in support of Tinkers are nice they're not terribly useful on normal-ish maps.
I may take your chocolate personally, because I'm evil like that.
[Breathing Intensifies]
*Ahem*
But to the point of this post: Version 1.24 has been pushed!
As the changelog on Platform will say, I replaced Enchanting Plus (due to it corrupting my inventory one too many times) with Craft and Enchant (a new approach to the same thing) and updated Witchery. :3
And as always, don't eat the yellow snow.
Also, I made a small derp with ID conflicts. 1.24.1 fixes this, and nothing* else. 9 Shadow Ingots no longer gives a scroll of sharpness.
*May fix other things.
The good news is that this pack is gonna stick around for a while yet, so if you enjoy it don't worry about that.
The bad news is, since times are a bit tough right now, I won't be able to run the server any longer - despite only paying $10 a month for the service things aren't looking too bright right now and I need every little bit I can scrape together. As part of the pack's policy I have never accepted donations (as utilizing other peoples hard work for profit is fraudulent) and I'm not about to start now. That said, the server will eventually be back as I enjoy being able to say "Yeah, I've got a server.", so don't worry too much!
TL;DR: No more server, pack still here, server back later.
Oh, and on the slightly brighter side of things, the pack will be upgrading to 1.7.2 as soon as a few more key mods step up!
Updated the pack to include latest from Reika. Pack version 1.24.2 for latest (though the launcher should prompt you to update anyways.
Edit: I've also updated the pack logo and background to be more in-line with the banners. I may also be working on putting together a resource pack for it - but if I am it's slow going.
Updated to 1.26.1 (missed a few updates in there - changelog on the platform page has all the info for that).
Main features: 4 new mods - StopGap by Othlon, and 3 WAILA tweak mods by squeek502, updated Reika's mods and an updated Steelworks, at the demand of the mod author. XD
Shouldn't break any worlds, but drop a line if you find any bugs!
Version 1.somethingsomethingsomething. Just another batch of updates. Check the changelog as always. Shouldn't be world breaking etc.
Also, work on the resource pack has been delayed due to a bit of file corruption. >.> I shouldn't keep my active projects on USB sticks.
Biggest news of course first: KimiTech Next is on 1.7.10 (and has been for several sub-versions)! A lot of the look and feel of the pack has been changed with the update, the mod list has shortened a fair bit (currently sitting around ~50 with all the non-content mods), while the amount of content in this 50-ish mods has exploded to something on the order of 3 kilo-Minty of stuff to do (1 Minty is entertainment equivalent to 1 hour of Vanilla MineCraft content... I just made that up on the spot).
One of the biggest changes in my humble opinion is the inclusion of ComputerCraft, allowing a much more refined degree of control over the various mods that support the programming features.
The next biggest would be the final assembly of the irritatingly-illusive server pack. You can find the link to said pack inside the install folder, as a link in a plain *.txt file - latest server us always compatible with the latest client.
Anyways, fun times await!