hello im trying to do a youtube for your modpack but im having trouble setting it up in lan is there anything special i need to do or failing that could you provide some instructions for using the server id appreciate it thanks!
Version 2.0.2
Thanks for the pack Talonos. I've been enjoying it so far.
Bug:
The mod Natura is adding a food item, Mushroom Stew, made by using the normal Minecraft Mushroom Stew recipe. The food is being ignored by Spice of Life I think because I don't get any diminishing returns. Whatever the reason I can a diet of 100% Natura's Mushroom Stew and not have any diminishing returns. I'm trying not to use it, but it's so easy to cheat
Also, I found a huge floating island/continent that has Glowstone and Astral Silver. It has a beacon I couldn't active. Maybe because I'm not on the scouting mission for it yet? Or is the Beacon bugged?
Chit Chat:
I started at Alpha Bio-dome and spent most time exploring with the scouting missions and trying to complete Xenobilogy. I died a bunch around Erie Island trying to get up. I've been wearing only Wooden Armor so far and using Tinkers Tools made mostly our of Fusewood, saplings I got from Driskol. I'm requisitioned lots of Bonemeal and Animal Bags, got a breeding pair of all animals except Cow/Mooshrooms. I've been generally enjoying myself. Thanks again!
hey there, Im Trying to play on koramins server through the technic launcher, but it crashes after i try to join his world. how would i go about grabbing a log for you
Having a weird problem. I was playing with some friends on a lan world in a party with shared lives. We had 2 lives left and one of my friends died, he was banned since we were "out of lives" even though it said the party still had 2 lives left. We did some mucking about and managed to unban him but weren't able to disable hardcore mode. We then re-invited him to the party, and he died again. At this point we now apparently had 218 lives despite no additional lives being purchased. In addition to this all undiscovered teleport beacons appear to have died as ones we discovered after this point were empty. Is there anything that can be done or will we have to restart?
The Meaning of Life, the Universe, and Everything.
Join Date:
6/24/2012
Posts:
395
Minecraft:
Modbder
Member Details
So, played this modpack with my friends(we played alone, each of us in a separate bio-dome, no teaming). It was cool, I must admit this - the idea is awesome, the realization is pretty cool too!
However, despite all the good things, there is, of course, a negative side - there always is one. So, here are some general complains me and my friends have:
1)The difficulty. We expected something hard - you are headed towards an alien planet, after all, with something like "Hive Mind" - I expected that to be really challenging. It actually wasn't. I've started in the mesa biome, and I had no trouble whatsoever. I understand the idea - there is no grass, and there is a very limited supply of dirt, but in actuality there wasn't. But that is another complain) Right now I'm talking about exploration. I don't know, it seems too easy - I only had a certus quartz sword on me, no armor, and some generic food - carrots, potatoes and some bread+cookies. I expected a challenge - I found none. Dealing with tainted mobs was extremly easy, the tainted landscape wasn't a threat - it was an annoyance. In a matter of an hour and a half I was able to explore 40% of the map without any problems. And we played hard difficulty.
My suggestions: You can deal with this problem in some ways - I suggest either buffing the tainted mobs - make more of them, make them stronger, faster and healthier(or just make them scale with the difficulty. The buffs can easily be applied using forge entity events ), or you can increase the punishment for walking among the tainted lands - maybe player would gain warp, and the taint poison would last longer, maybe some more events with taint? I understand, that for most people it is going to get really hard to complete the map then, so maybe the changes would scale with your difficulty level?
2)The hunger. From what I've read on this forum post I was expecting a pretty tough time fighting hunger - spice of life + hunger overhaul always makes for a pretty hard hunger fights. There wasn't - I even didn't have to request a food supply even once. You can easily get potatoes and carrtos from either a village, or from the seed request. Once you have carrots+potatoes+bread - you are set for hunger. You can eat raw potatoes to fill up your spice of life food detection thingy, and you can bake them - and suddenly it is another food, that you have not eaten recently. And bread+carrots make it extremly easy to fill up your hunger then.
My suggestions: Tweak the Hunger Overhaul .cfg file, so food is more challenging, but maybe start the player with full saturation for some time? Also it would be extremly nice to nerf the food, that restores half of a hunger bar value(1), since you can eat up to 4-6 of that food untill it has no hunger restoration in spice of life.
3)The requesting. Maybe we've just been lucky - maybe it is really how it is, but requests seem way too imbalanced. And I mean those random bags, like a machine bag. You can easilly gain mission outlook by exploration(after exploring those 40% I had 315 outlook), or just by creating a huge field of wheat and some cocoa beans - the cookies are extremly easy to get - only 2 stacks are 16 total crafts, which are 32 wheat and 16 cocoa beans. Then, you can request different bags - and oh my, they are overpowered! We've managed to get a full MineFactoryRewarded mod worth of machines from those bags, couple of caches, some deep storage units, and other stuff. Also, giving the reactors to the player is really imbalanced - since Big Reactors are pretty imbalanced by nature. So what was that? After completely skipping the mining stage, and just exploring the world we were able to get a full MFR mod worth of loot, without even having to find a single piece of tin. And both of us got no wrenches from those bags(untill we got a full flux tool set from one).
My suggestions: Again, apart from increasing the exploration difficulty I suggest... No, not changing the rewards you get from bags, but re-balancing it, so you are really likely to get a wrench from most of them(it also fits the story - you always grab tons of wrenches with your machines.). Maybe, you can also increase the cooldown of those requests, so the player can get a machine bag... Let's say, once per 8 days. That would make it much more interesting.
Also - is there a way to get diamond tools, since I believe, that you need a diamond pickaxe to create an arcane bore, and you certainly need those tools to get yourself a set of Bound Tools? We are not sure on that, have not gone too far into Blood Magic so far.
Anyway, great job! The modpack is finally something new and refreshing from most other modpacks, the story is pretty well thought and interesting to look at, the theme is really original, and me and my friends had, and will have, I am sure, very amazing time playing your map. Thanks for creating it and sharing it!
I am overly impressed with the concept though! My suggestion would be to push back the stable and/or recommended build until you find all the bugs in this one.
Lots of people are complaining that the modpack has been too hard, hunger has been too much of an issue, etc. That was not my experience, but a game designer's purpose is to create fun experiences for their players, not to dictate to their players what "fun" should mean, so I've been slowly backing off on a lot of stuff and making the pack slightly easier.
I really like the idea of using difficulty to adjust settings beyond monster HP. When I get time to overhaul Blightfall, I like the idea of having "hard mode" include more scary stuff associated with it. I like the idea of random taint events, buffs to tainted mods given by a forge eventHandler, etc. Might do some of that stuff.
But for now, I need to fix bugs. I've finally figured out solder, so I can start developing Blightfall again. I need to do stuff like fix the osmotic enchanter bug, fix a glitchy server file, make sure flint is craftable from gravel, and everything else everybody has reported in the last 4 pages or so. But I appreciate your comments, and will see what I can do with them!
TLDR: Somebody thinks the taint is too easy and the food situation is perfectly fine! (He may be a minority opinion, and I won't code "normal" mode to please him but it makes me happy people like him exist, and I want to support people of his ilk in "hard" mode.)
so, i downloaded 2.0.2 today via the Technic launcher, and Hardcore Mode isn't enabled. I can apparently die infiinite times and i can't eat the hearts you get from the BUY A NEW CLONE option. Did i miss something when starting the map? /hqm hardcore doesn't work...
I'd like to know how you're able to change the text displayed next to "mining tier" when you use one of the picks... I've always wanted to change them as well but I have no idea where I need to go to make my changes... Is it something in TCon, Waila or a different mod?
Hello, i have found a error in the server download. The "Minecraft_server.1.7.10" is vanilla. Please fix that!
First time running a modded server, I take it? You're running the wrong .jar file. Try the Forge one.
I've got a bit of a gamebreaking bug. Tried to log on to my server yesterday, and every quest that I hadn't already completed was completely gone from the book, and I was able to reclaim rewards from the ones still there.
---To clarify, the "Scout" section is apparently 100% completed (green text and everything) with 2/2 quests complete.
Yeah the taint is really not a big issue. What I'd like to see is better mob spawning control- either somehow convince minecraft that taint-related mobs don't count against the hostile mob cap, or make the tainted passive mobs despawn while allowing them to spawn in tainted biomes using the hostile spawn rules (but only on the surface). It'd be nice to see more of a variety of tainted mob spawns underground as well, not just mostly-harmless thaumslimes... but only tainted creepers and those little spiders make sense for that. There aren't any tainted versions of other hostile mobs, after all. Maybe that would be enough. Considering how annoying it is to try to explore tainted caves though, maybe there shouldn't be very many spawns down there anyway.
So.. how exactly do we till soil? All the mattock does is uplift the grass from dirt; it doesn't till the land so you can plant on it.
I've been playing modded 1.6.4 for the longest time (barely touched 1.7/1.8 vanilla) and the mattock tills soil there, so pardon if I'm missing something horribly obvious, but right now I'd have to spawn in a hoe to get plantable groundEdit: Apparently even hoes don't till soil. How the heck do I plant seeds? The book doesn't mention anything. I have to till soil near water. Well I learned something new.
As for bugs I've noticed: Big obvious one is the loud sound that plays when loading into the game.
There's an issue with keybinds as well; one of the binds is called "key.control" and it's bound to control: What does it do?
There's also duplicate sneak binds and changing it from the default causes it to no longer work. If I spam the controls (shift and my custom bind) the client ends up crashing with this error:
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at codechicken.translocator.BlockCraftingGrid.func_149689_a(BlockCraftingGrid.java:207)
at codechicken.translocator.BlockCraftingGrid.placeBlock(BlockCraftingGrid.java:184)
at codechicken.translocator.CraftingGridKeyHandler.onKeyPressed(CraftingGridKeyHandler.java:55)
at codechicken.translocator.CraftingGridKeyHandler.tick(CraftingGridKeyHandler.java:35)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_497_CraftingGridKeyHandler_tick_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:330)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2053)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at codechicken.translocator.BlockCraftingGrid.func_149689_a(BlockCraftingGrid.java:207)
at codechicken.translocator.BlockCraftingGrid.placeBlock(BlockCraftingGrid.java:184)
at codechicken.translocator.CraftingGridKeyHandler.onKeyPressed(CraftingGridKeyHandler.java:55)
at codechicken.translocator.CraftingGridKeyHandler.tick(CraftingGridKeyHandler.java:35)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_497_CraftingGridKeyHandler_tick_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:330)
I tried to update a few mods, but the CoFH ones seem to have some big changes and conflict horribly after updating and I can't fix them. The crash seems to be related to translocator, so I'm gonna try updating codechicken's mods now.
Edit: Okay well updating didn't fix the double keybinding, but it's working for now.. Might break again if I restart the client or change a bind as I had it working before on a fresh pack install with my copied config file but then broke after I changed other binds.
Did you check if you have a source of water around the place you want to till?
IIRC, the mattock looks for any water in a 4 block radius around where you right-clicked. As long as there is water (doesn't have to be a sourceblock, flowing water also works), the block gets tilled, otherwise you just dig around and unearth some seeds.
I start it, it says it's starting game, then it says it's initializing, then it says it's reloading resources, then it crashes. https://www.mediafire.com/?l9c746c8x8dlmk0
I have been crashing at the Mojang screen! the loading bar says initializing and then goes back to the launcher! I really want to play this modpack, it looks really cool...
Thanks for the pack Talonos. I've been enjoying it so far.
Bug:
The mod Natura is adding a food item, Mushroom Stew, made by using the normal Minecraft Mushroom Stew recipe. The food is being ignored by Spice of Life I think because I don't get any diminishing returns. Whatever the reason I can a diet of 100% Natura's Mushroom Stew and not have any diminishing returns. I'm trying not to use it, but it's so easy to cheat
Also, I found a huge floating island/continent that has Glowstone and Astral Silver. It has a beacon I couldn't active. Maybe because I'm not on the scouting mission for it yet? Or is the Beacon bugged?
Chit Chat:
I started at Alpha Bio-dome and spent most time exploring with the scouting missions and trying to complete Xenobilogy. I died a bunch around Erie Island trying to get up. I've been wearing only Wooden Armor so far and using Tinkers Tools made mostly our of Fusewood, saplings I got from Driskol. I'm requisitioned lots of Bonemeal and Animal Bags, got a breeding pair of all animals except Cow/Mooshrooms. I've been generally enjoying myself. Thanks again!
However, despite all the good things, there is, of course, a negative side - there always is one. So, here are some general complains me and my friends have:
1)The difficulty. We expected something hard - you are headed towards an alien planet, after all, with something like "Hive Mind" - I expected that to be really challenging. It actually wasn't. I've started in the mesa biome, and I had no trouble whatsoever. I understand the idea - there is no grass, and there is a very limited supply of dirt, but in actuality there wasn't. But that is another complain) Right now I'm talking about exploration. I don't know, it seems too easy - I only had a certus quartz sword on me, no armor, and some generic food - carrots, potatoes and some bread+cookies. I expected a challenge - I found none. Dealing with tainted mobs was extremly easy, the tainted landscape wasn't a threat - it was an annoyance. In a matter of an hour and a half I was able to explore 40% of the map without any problems. And we played hard difficulty.
My suggestions: You can deal with this problem in some ways - I suggest either buffing the tainted mobs - make more of them, make them stronger, faster and healthier(or just make them scale with the difficulty. The buffs can easily be applied using forge entity events ), or you can increase the punishment for walking among the tainted lands - maybe player would gain warp, and the taint poison would last longer, maybe some more events with taint? I understand, that for most people it is going to get really hard to complete the map then, so maybe the changes would scale with your difficulty level?
2)The hunger. From what I've read on this forum post I was expecting a pretty tough time fighting hunger - spice of life + hunger overhaul always makes for a pretty hard hunger fights. There wasn't - I even didn't have to request a food supply even once. You can easily get potatoes and carrtos from either a village, or from the seed request. Once you have carrots+potatoes+bread - you are set for hunger. You can eat raw potatoes to fill up your spice of life food detection thingy, and you can bake them - and suddenly it is another food, that you have not eaten recently. And bread+carrots make it extremly easy to fill up your hunger then.
My suggestions: Tweak the Hunger Overhaul .cfg file, so food is more challenging, but maybe start the player with full saturation for some time? Also it would be extremly nice to nerf the food, that restores half of a hunger bar value(1), since you can eat up to 4-6 of that food untill it has no hunger restoration in spice of life.
3)The requesting. Maybe we've just been lucky - maybe it is really how it is, but requests seem way too imbalanced. And I mean those random bags, like a machine bag. You can easilly gain mission outlook by exploration(after exploring those 40% I had 315 outlook), or just by creating a huge field of wheat and some cocoa beans - the cookies are extremly easy to get - only 2 stacks are 16 total crafts, which are 32 wheat and 16 cocoa beans. Then, you can request different bags - and oh my, they are overpowered! We've managed to get a full MineFactoryRewarded mod worth of machines from those bags, couple of caches, some deep storage units, and other stuff. Also, giving the reactors to the player is really imbalanced - since Big Reactors are pretty imbalanced by nature. So what was that? After completely skipping the mining stage, and just exploring the world we were able to get a full MFR mod worth of loot, without even having to find a single piece of tin. And both of us got no wrenches from those bags(untill we got a full flux tool set from one).
My suggestions: Again, apart from increasing the exploration difficulty I suggest... No, not changing the rewards you get from bags, but re-balancing it, so you are really likely to get a wrench from most of them(it also fits the story - you always grab tons of wrenches with your machines.). Maybe, you can also increase the cooldown of those requests, so the player can get a machine bag... Let's say, once per 8 days. That would make it much more interesting.
Also - is there a way to get diamond tools, since I believe, that you need a diamond pickaxe to create an arcane bore, and you certainly need those tools to get yourself a set of Bound Tools? We are not sure on that, have not gone too far into Blood Magic so far.
Anyway, great job! The modpack is finally something new and refreshing from most other modpacks, the story is pretty well thought and interesting to look at, the theme is really original, and me and my friends had, and will have, I am sure, very amazing time playing your map. Thanks for creating it and sharing it!
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
I am overly impressed with the concept though! My suggestion would be to push back the stable and/or recommended build until you find all the bugs in this one.
Lots of people are complaining that the modpack has been too hard, hunger has been too much of an issue, etc. That was not my experience, but a game designer's purpose is to create fun experiences for their players, not to dictate to their players what "fun" should mean, so I've been slowly backing off on a lot of stuff and making the pack slightly easier.
I really like the idea of using difficulty to adjust settings beyond monster HP. When I get time to overhaul Blightfall, I like the idea of having "hard mode" include more scary stuff associated with it. I like the idea of random taint events, buffs to tainted mods given by a forge eventHandler, etc. Might do some of that stuff.
But for now, I need to fix bugs. I've finally figured out solder, so I can start developing Blightfall again. I need to do stuff like fix the osmotic enchanter bug, fix a glitchy server file, make sure flint is craftable from gravel, and everything else everybody has reported in the last 4 pages or so. But I appreciate your comments, and will see what I can do with them!
TLDR: Somebody thinks the taint is too easy and the food situation is perfectly fine! (He may be a minority opinion, and I won't code "normal" mode to please him but it makes me happy people like him exist, and I want to support people of his ilk in "hard" mode.)
First time running a modded server, I take it? You're running the wrong .jar file. Try the Forge one.
I've got a bit of a gamebreaking bug. Tried to log on to my server yesterday, and every quest that I hadn't already completed was completely gone from the book, and I was able to reclaim rewards from the ones still there.
---To clarify, the "Scout" section is apparently 100% completed (green text and everything) with 2/2 quests complete.
I've been playing modded 1.6.4 for the longest time (barely touched 1.7/1.8 vanilla) and the mattock tills soil there, so pardon if I'm missing something horribly obvious,
but right now I'd have to spawn in a hoe to get plantable groundEdit: Apparently even hoes don't till soil. How the heck do I plant seeds? The book doesn't mention anything.I have to till soil near water. Well I learned something new.As for bugs I've noticed: Big obvious one is the loud sound that plays when loading into the game.
There's an issue with keybinds as well; one of the binds is called "key.control" and it's bound to control: What does it do?
There's also duplicate sneak binds and changing it from the default causes it to no longer work. If I spam the controls (shift and my custom bind) the client ends up crashing with this error:
java.lang.NullPointerException: Unexpected error
at codechicken.translocator.BlockCraftingGrid.func_149689_a(BlockCraftingGrid.java:207)
at codechicken.translocator.BlockCraftingGrid.placeBlock(BlockCraftingGrid.java:184)
at codechicken.translocator.CraftingGridKeyHandler.onKeyPressed(CraftingGridKeyHandler.java:55)
at codechicken.translocator.CraftingGridKeyHandler.tick(CraftingGridKeyHandler.java:35)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_497_CraftingGridKeyHandler_tick_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:330)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2053)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at codechicken.translocator.BlockCraftingGrid.func_149689_a(BlockCraftingGrid.java:207)
at codechicken.translocator.BlockCraftingGrid.placeBlock(BlockCraftingGrid.java:184)
at codechicken.translocator.CraftingGridKeyHandler.onKeyPressed(CraftingGridKeyHandler.java:55)
at codechicken.translocator.CraftingGridKeyHandler.tick(CraftingGridKeyHandler.java:35)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_497_CraftingGridKeyHandler_tick_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:330)
I tried to update a few mods, but the CoFH ones seem to have some big changes and conflict horribly after updating and I can't fix them. The crash seems to be related to translocator, so I'm gonna try updating codechicken's mods now.
Edit: Okay well updating didn't fix the double keybinding, but it's working for now.. Might break again if I restart the client or change a bind as I had it working before on a fresh pack install with my copied config file but then broke after I changed other binds.
I don't mean to sound rude, but I can't help the way people interpret my words.
IIRC, the mattock looks for any water in a 4 block radius around where you right-clicked. As long as there is water (doesn't have to be a sourceblock, flowing water also works), the block gets tilled, otherwise you just dig around and unearth some seeds.
https://www.mediafire.com/?l9c746c8x8dlmk0
http://pastebin.com/jqrVveuU