Until Reika releases v10 which, in theory, fixes the issue, there's not much I can do about it. It's blowing up for me too, so I completely feel your pain.
Oh cool! Glad to hear it's on the radar then. Soldier on, my good man! Love the pack, having a blast, and keep it up!
Ok haggle i've searched long and hard for a way to get in contact with you and this is the only way i've found successful so far. I would like to join your server. I'm not sure if there is an application I need to file or if all I need to do is message you, that's all it says to do on your server page. Come to think of it im not even sure if it is your server... well it is the official server so it must be.... anyway. The IGN is legitairsoft123 same as on here... I think.. idk. btw if it is your server you should make it more obvious on how to get in contact with you. its freaking imposssible...
Besides posting to this forum, you can also send me a private message here, or through twitter (ID in main post).
I keep instructions for the dev server somewhat hidden on purpose, in order to filter out people who really want to play on the server from those that just kinda want to play on the server.
It seems that if you shift click when crafting for some quests, it will only count as if you have crafted it once. Also, The blast furnaces in one of the quests requires nether items, that it says it shouldn't. Otherwise, I'm thoroughly enjoying the pack. A few suggestions: Veinminer, This is a mod that means you can mine a whole ore vein in one mine, and saves a lot of time; Reducing the xp needed for pickaxes mining levels to level up, this would be really helpful, and I think you should half the xp. Thanks, keep up the good work.
You're welcome to add vein miner to your personal instance of the pack, but it won't be making an appearance in the official pack. The ore gen in this pack is already considered 'generous', once you figure out where everything is. As far as levelling tools, getting from flint to copper is a pain, but succeeding levels are pretty quick.
As far as the counting crafted items issue, please report that to the HQM mod author on their issue tracker:https://github.com/lorddusk/HQM/issues, as there's nothing I can do about it.
I see the blast furnace quest issue -- I don't recall Ieldra asking me to change the recipe, but there it is. In the mean time, you can just venture into the nether for the required materials. I promise, no harm will come to you, whatsoever. The nether is just like Disneyland...only in red.
Wheels wtihin wheels quest line the rare stuff quest needs alumionum powder insted of aluminum flakes. As the aluminum powder is the byproduct u want from redstone and lapis ore. Aluminum flakes cna be gottne just by puttig aluminum ore throu the grinder.
edit:
Also is it intended that the "no such thing as "too much power"" and " filling the tanks" gives you the same amount of jetfuel and lube back that you give as the quest task?
Wheels wtihin wheels quest line the rare stuff quest needs alumionum powder insted of aluminum flakes. As the aluminum powder is the byproduct u want from redstone and lapis ore. Aluminum flakes cna be gottne just by puttig aluminum ore throu the grinder.
That's quickfix for a bug. Previously there was an invalid type of aluminium in there, and I couldn't find out what the required type should be. Thanks for telling me. I see that I can include that in the next update.
edit:
Also is it intended that the "no such thing as "too much power"" and " filling the tanks" gives you the same amount of jetfuel and lube back that you give as the quest task?
Yes, that is intended. The "story idea" behind this is that you create stores of the stuff for yourself. In other places, the idea is that you made stuff for others, and there you won't get it back. It's just that the best way to track this with a quest is a consume task.
It worked fine in my last test. That was in the previous version of the pack, but I can see no reason why it shouldn't work. Pam's Harvestcraft recipes are generally unproblematic. Do you have a problem?
Just a thing: rather than changing the crafting recipe for the blast bricks for the quest, separate out the first and second part of the quest, with the reward for the first part being the parts needed to make the blast bricks.
The reason why I didn't do this was that I don't know how hard Haggle intends the progression to steelmaking to be. For the same reason, I don't hand out RotaryCraft gating items before the tier you need them for is unlocked, at least not enough to skip a progression step. As it is, steelmaking requires either Nether access or the ability to mine osmium.
Just a quick question: How does armour crafting work? Also, is there meant to be a way to craft Chain armour (Thaumcraft? Amber + stick -> fire -> Chain armour, I think).
Vanilla armors aren't craftable, other than leather armor. The easiest starter armor is HSLA Steel armor, or the travellers gear. If you absolutely need a suit of vanilla armor, venture into a roguelike dungeon or collect pieces from killing zombies.
Open question to the player community: what should I work on next that will get more people interested in playing (and continuing to play) this pack?
I uploaded a questline update to the github repository:
(1) Relaxed bee detection in initial bee quest even further (now any species counts for both princesses and drones)
(2) Changed redstone ore to redstone dust in The Miner's Path
(3) Split "Basic Smelting". "Basic Steelmaking" is now a separate quest, and "Basic Smelting" hands out all the Nether resources you need for the following quest (but not a single piece more, so be careful).
(4) Changed aluminium flakes to aluminium powder in "The Rare Stuff".
If you want to get these changed before Haggle pushes them into the pack, download "quests.hqm" from the repository and copy it into your config/hqm folder.
@Haggle:
In response to your question: my impression is that the pack would profit from being less difficult in terms of fighting in the early game (only). For SSP games that doesn't matter so much but if you set up a server, people are stuck with the recommended mod settings and usually standard difficulty. In my short foray into the dev server a while ago, being killed by sheep and cows three times in a row didn't exactly motivate me to go on, and as I understand it, people can be unlucky in their spawn point and land in dangerous biomes. I'd look into ways to mitigate these factors.
Apart from that, I don't think the pack needs a lot of work, apart from keeping things up to date and stable, and making sure new updates don't break old worlds. This is a pack designed for long games, so stability is most important. It's the type of pack where I might want to come back after a few weeks of absence (I do play other games, you know) and be able to continue with my old world, only with the newest pack update. So far things have been pretty good in that regard, so I'll say: please continue that way.
There may be ways how the progression aspect of the pack can be improved - more recipe tweaking I suppose. Atm, I don't have any specific ideas, but I'll mention it if something occurs to me.
@all:
After playing for quite a while, I still haven't found a taint biome in my world. Does anyone else have one?
And I miss wireless redstone chicken bones edition.
Overall a very well put together pack. The %100 bloodmoon may a bit much though. Tinker i/o promises a solid fuel (o.p. ?) and ways to speed up the tinker's smelter never tried it though. The mods above are just a couple I miss having around not sure if the pack is really missing anything you asked for a few suggestion though. Nice work on the pack few bugs in the quest lines but not a big deal as they seem to be getting addressed quickly. Thank you for you all for your efforts on a most enjoyable pack.
I'm playing this pack for some days now. Having found a mushroom island biome to bulld my base in has made things easier.
I built a RotaryCraft solar tower today but it doesn't seem to work. Has this been disabled?
If yes: Where can I enable it again? Didn't find anything in the config files.
Solar towers are not disabled. For server play, I don't recommend they be built, as they're very hard on TPS, but for single-player, they're a great mid-progression option. The most common problem I've seen with solar towers is the misconfiguration of the bottom block.
Mushroom island biomes shouldn't spawn in either Biomes o' Plenty and ATG world types, so I'm guessing you left it on the default world type. While this doesn't present a gameplay issue per se, we've had players report horrible lag when playing with a mushroom island in the area of loaded chunks. If it's not affecting you, no worries.
After playing for quite a while, I still haven't found a taint biome in my world. Does anyone else have one?
If you're playing in an ATG world type, they're very rare, but definitely spawn. I have a note on my todo list to flatten out the ATG hills a bit, to give more room for the rare biomes to spawn, but I haven't gotten to it yet. If you're not finding one anywhere, I see no problem with popping into creative mode with a Bottle o' taint and making one yourself...there's no reason to ruin your experience because of RNG.
I played with Biomes O' Plenty, and found a mushroom island biome (Thats what it looked like, and thats what the minimap said). It did not give me lag, but for the first quest, they counted as cows.
Also, rather than have ATG as an alternative option, make it the default generation, with 'Original Default' (or something more catchy) as the alternative.
If it's the gray island with mooshrooms, then it should be disabled in the BoP configuration and hence, not generate. If its a Fungi Forest, then those are okay.
Oh cool! Glad to hear it's on the radar then. Soldier on, my good man! Love the pack, having a blast, and keep it up!
Besides posting to this forum, you can also send me a private message here, or through twitter (ID in main post).
I keep instructions for the dev server somewhat hidden on purpose, in order to filter out people who really want to play on the server from those that just kinda want to play on the server.
Reinstall v1.2.1.0 to get the updated quests. The launcher will not prompt you for an update, since this is a configuration-only change.
When I joined the server I got a mod rejections screen. My modpack is in 1.2.1.0 like the server is (according to the server page) pls help
nvm got it
You didn't click 'Select Recommended' when installing the optional mods, as indicated in the message.
You're welcome to add vein miner to your personal instance of the pack, but it won't be making an appearance in the official pack. The ore gen in this pack is already considered 'generous', once you figure out where everything is. As far as levelling tools, getting from flint to copper is a pain, but succeeding levels are pretty quick.
As far as the counting crafted items issue, please report that to the HQM mod author on their issue tracker:https://github.com/lorddusk/HQM/issues, as there's nothing I can do about it.
I see the blast furnace quest issue -- I don't recall Ieldra asking me to change the recipe, but there it is. In the mean time, you can just venture into the nether for the required materials. I promise, no harm will come to you, whatsoever. The nether is just like Disneyland...only in red.
Wheels wtihin wheels quest line the rare stuff quest needs alumionum powder insted of aluminum flakes. As the aluminum powder is the byproduct u want from redstone and lapis ore. Aluminum flakes cna be gottne just by puttig aluminum ore throu the grinder.
edit:
Also is it intended that the "no such thing as "too much power"" and " filling the tanks" gives you the same amount of jetfuel and lube back that you give as the quest task?
That's quickfix for a bug. Previously there was an invalid type of aluminium in there, and I couldn't find out what the required type should be. Thanks for telling me. I see that I can include that in the next update.
Yes, that is intended. The "story idea" behind this is that you create stores of the stuff for yourself. In other places, the idea is that you made stuff for others, and there you won't get it back. It's just that the best way to track this with a quest is a consume task.
is the quest with rainbow curry working?
It worked fine in my last test. That was in the previous version of the pack, but I can see no reason why it shouldn't work. Pam's Harvestcraft recipes are generally unproblematic. Do you have a problem?
The reason why I didn't do this was that I don't know how hard Haggle intends the progression to steelmaking to be. For the same reason, I don't hand out RotaryCraft gating items before the tier you need them for is unlocked, at least not enough to skip a progression step. As it is, steelmaking requires either Nether access or the ability to mine osmium.
@Haggle:
What do you think about this?
I actually like this better -- keeps people out of the nether if they don't want to go.
OK, then I'll split the quest. May be a day or two, since I'm busy with other stuff atm.
Vanilla armors aren't craftable, other than leather armor. The easiest starter armor is HSLA Steel armor, or the travellers gear. If you absolutely need a suit of vanilla armor, venture into a roguelike dungeon or collect pieces from killing zombies.
Open question to the player community: what should I work on next that will get more people interested in playing (and continuing to play) this pack?
I uploaded a questline update to the github repository:
(1) Relaxed bee detection in initial bee quest even further (now any species counts for both princesses and drones)
(2) Changed redstone ore to redstone dust in The Miner's Path
(3) Split "Basic Smelting". "Basic Steelmaking" is now a separate quest, and "Basic Smelting" hands out all the Nether resources you need for the following quest (but not a single piece more, so be careful).
(4) Changed aluminium flakes to aluminium powder in "The Rare Stuff".
If you want to get these changed before Haggle pushes them into the pack, download "quests.hqm" from the repository and copy it into your config/hqm folder.
@Haggle:
In response to your question: my impression is that the pack would profit from being less difficult in terms of fighting in the early game (only). For SSP games that doesn't matter so much but if you set up a server, people are stuck with the recommended mod settings and usually standard difficulty. In my short foray into the dev server a while ago, being killed by sheep and cows three times in a row didn't exactly motivate me to go on, and as I understand it, people can be unlucky in their spawn point and land in dangerous biomes. I'd look into ways to mitigate these factors.
Apart from that, I don't think the pack needs a lot of work, apart from keeping things up to date and stable, and making sure new updates don't break old worlds. This is a pack designed for long games, so stability is most important. It's the type of pack where I might want to come back after a few weeks of absence (I do play other games, you know) and be able to continue with my old world, only with the newest pack update. So far things have been pretty good in that regard, so I'll say: please continue that way.
There may be ways how the progression aspect of the pack can be improved - more recipe tweaking I suppose. Atm, I don't have any specific ideas, but I'll mention it if something occurs to me.
@all:
After playing for quite a while, I still haven't found a taint biome in my world. Does anyone else have one?
http://4space.mods.center/#
http://minecraft.curseforge.com/projects/another-one-bites-the-dust
http://projectredwiki.com/wiki/Version_archive
http://minecraft.curseforge.com/projects/blue-power
http://minecraft.curseforge.com/projects/enchanting-plus <----wife asked me to mention i think it's a little overpower could it be gated to late game?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288184-inventory-tweaks-1-59-march-31
http://minecraft.curseforge.com/projects/metallurgy would need nerfing on some metals i would think.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291613-lycanites-mobs-environmental-mobs-aggressive spawn issues?
And I miss wireless redstone chicken bones edition.
Overall a very well put together pack. The %100 bloodmoon may a bit much though. Tinker i/o promises a solid fuel (o.p. ?) and ways to speed up the tinker's smelter never tried it though. The mods above are just a couple I miss having around not sure if the pack is really missing anything you asked for a few suggestion though. Nice work on the pack few bugs in the quest lines but not a big deal as they seem to be getting addressed quickly. Thank you for you all for your efforts on a most enjoyable pack.
Solar towers are not disabled. For server play, I don't recommend they be built, as they're very hard on TPS, but for single-player, they're a great mid-progression option. The most common problem I've seen with solar towers is the misconfiguration of the bottom block.
Mushroom island biomes shouldn't spawn in either Biomes o' Plenty and ATG world types, so I'm guessing you left it on the default world type. While this doesn't present a gameplay issue per se, we've had players report horrible lag when playing with a mushroom island in the area of loaded chunks. If it's not affecting you, no worries.
If you're playing in an ATG world type, they're very rare, but definitely spawn. I have a note on my todo list to flatten out the ATG hills a bit, to give more room for the rare biomes to spawn, but I haven't gotten to it yet. If you're not finding one anywhere, I see no problem with popping into creative mode with a Bottle o' taint and making one yourself...there's no reason to ruin your experience because of RNG.
I'll push an update soon with the updated quests.
How do I disable ore dictionary tooltip information? Along with all the other detailed information? It looks very messy like this.
I tried changing the setting in NEI and that didn't do anything.
If it's the WAILA tooltip, press NUMPAD0 to access its menu.
If it's the gray island with mooshrooms, then it should be disabled in the BoP configuration and hence, not generate. If its a Fungi Forest, then those are okay.