Difficult enough to please most folks who were looking for a Minecraft that wasn't afraid of them even in Diamond Armor
Allowing for Large, Comprehensive, and Aesthetically pleasing builds
Rewarding Exploration of both World and Game
I was inspired by a few Modpacks that exist out there today, including Hubris, There Will be Blood, and Simplicity. The Truth is that I really liked these modpacks, but each of them had their own elements that really didn't fit with my play style. Hubris world was almost Too harsh, There Will Be Blood's progressions system broke so much from traditional Minecraft that it was difficult to get settled into, and Simplicity was fun and had at it's core what I wanted but lacked certain touches that I felt made the world harsh enough.
The objective of the Mod pack is to make the world Harsh and Unforgiving but at the same time still allowing the player to build magnificent structures that show they really can and did tame the world. Exploration should be rewarded with more then simply finding more of an item you can already craft, it should be unique things that don't make the game impossible without, but do make it easier.
And Finally I didn't wish to break Minecraft's simple formula too much. Iguana Tweaks and Tinker's construct, these mods are fine on their own right, but I feel that they take away from the heart of Minecraft, they make it so that someone who knows vanilla but doesn't know the modded world would be so horribly at a loss they wouldn't know where to start. I wanted to make it possible for a Vanilla minecraft player to feel like they could get started without Feeling completely at a loss.
Version 0.1.13
Mod Downgrades
- Zombie Awareness Downgraded to Verion 1.9.6 (TPS Lag resulting in 50% lag on some servers)
Mod Updates
- Rotarycraft (12E -> 13A)
- DragonAPI (12E -> 13B)
- Immersive Engineering (.75 -> .77)
- Applecore (1.3.0 -> 1.3.1)
- Roguelike Dungeons (1.4.4 -> 1.5.0)
- Fastcraft (1.2.1 -> 1.2.3)
- Journey Map (10.5.1.4 -> 10.5.1.4p1 )
- Railcraft ( 9.10 -> 9.12 )
- CookingForBlockheads (1.3.4 -> 1.4.0)
Config Changes
- Silex were getting to frisky and lagging servers, made them a hint less frisky
- Adjusted Spawn Weights of Jengu / Zephyr / Silex
- Adjusted Ika SPanw rate
- Vanilla Versions of the normal mobs will spawn rather then special versions of those mobs
- Meteorite Ore no longer has natural ore generation, you have to get it from falling meteros
Quest Changes
- Chapter 1 - Swiper No Swiping - Bigger and better now a detection quest and using a different backpack.
- Chapter 1 - Vroom Vroom Shroom - Mushroom Soup Bowl detection updated
- Quest book forgot what heart canisters were, it was reminded.
Version 0.1.12
Mods Added
- Gany's Nether Mod
- Squidless
Mods Modified
- Difficult Life
Mods Updated
- Updated to Weather / Storms (2.3.9 -> 2.3.10)
- Updated FTB Libs / Util ( 0.13.3 -> 0.17.6 )
- Railcraft (9.9.0.0 -> 9.10.0.0)
- Immersive Integration (0.6.7 -> 0.6.8)
- Rotarycraft (11 -> 12e)
- DragonAPI (11 -> 12e)
- Immersive Engineering ( 0.7.4 -> 0.7.5)
- Forge Multi Part (1.2.0.345 -> 1.2.0.347)
- StorageDrawers (1.9.4 -> 1.9.7)
- Reosurce loader (1.2 -> 1.3
Config Changes
- Added Tags for Tame the World for Open Eye
- Increased chance of Blood Moon from 1/100000 to 1/1000
- Zombies won't reach Warp speed anymore
- Turned growthcraft Bee Generation off (again)
Script Changes
- Added soulGlass.zs to fix Gany's Glass / Natura Soul Sand glass compatability
- Added Gany's Nether Cooked Bat Wing to cooked Meats
Quest Changes
- New Chapter - Into the Firey Depths (Nether / Gany's Nether / Natura)
- Chapter 1 - Slightly reorganized!
- Chapter 1 - Leather Tis Nobler now has a reward
- Chapter 1 - A crooked Salesmen - Changed subquest around a bit
- Chapter 1 - Weathered Down now has a reward
- Chapter 1 - charcoal quest now has a reward
- Chapter 1 - New Quest for Mushrooms / Mushroom Stew
- Chapter 1 - New Quest for door
- Chapter 1 - Swiper No Swiping - Tanning your Skins - Now detection rather then crafting
- Agriculture - Removed Rainbow Curry as quest requirement (As it is uncraftable)
- Decoration - New quest for Topiary Grass
- Decoration - Factor it in - Now a detection quest
- Decoration - New Quest for Armor Stands
- Chapter 2 - You're a Wizard Harry - Players First Wand - Set to NBT Independent Detection
- Chapter 2 - Redstone - Redstone Comparator no longer required for quest completion
- Chapter 2 - Fuming with Envy - Now a detection task
- Chapter 2 - It's getting hot in here - Set t detection for the clay jars
- Thaumaturgy - Reordered quest a bit.
Other
- Added wget.exe to libraries folder, it went missing at some time
Version 0.1.11
Mods Added
- Cooking for Blockheads
- FTB Utilities
- FTB Lib
- Not Enough Resources
- Bakcpacks mod
Mods Removed
- Aroma Core
- Aroma Backup
Mods Updated
- Botania (Was Version r1.8 247 - now r 1.8 249 )
- Hardcore ender Expansion (was 1.8.4 now 1.8.5)
- Automagy (Was 0.27 now 0.28.2 )
- Forbidden Magic (Was 0.572 now 0.573 )
- Immersive Engineering ( Was 0.651 now 0.74 )
- Immersive Integration (Was 0.66 now 0.67)
- Growthcraft Community Edition ( Was 0.2.3.1 now 0.2.4.0 )
- Roguelike Dungeons (was 1.3.6.3 now 1.4.4)
- Ruins (Now 15.4)
- Storage Drawers ( Was 1.7.5 now 1.7.8 )
- Spiace of Life (Was 1.3.0 now 1.3.1 )
- Arcane Engineering (Was 0.2.1 now 0.2.6)
- Maliscore ( Was 0.14.0 now 0.14.3)
- Malis Doors ( Was 1.13.0 now 1.13.2)
- MobProperties (Was 0.4.2 now 0.4.3)
- Specialmobs (Was 3.2.1 now 3.2.2.)
- Journey Map (Was
- Malisis Doors (Was 0.13.0 now 0.13.1 )
- Railcraft (9.8.0.0 - 9.9.0.0
- Nei integration (1.1.1 - 1.1.2)
- Jouryney map (5.1.3 - 5.1.4)
- Dragon API - 10d - 11b
- Storage drawers ( 1.7.8 - 1.9.4 )
- Roatarycraft ( 10d 11b )
Config Updates
- Removed Apples from Default spawn for FTB util
- Changed Default MOTD
- Turned on the Creative Thaumonomicon
- Reduced Taint Spread a bit
- Turned Hungry spiders back on
- Set enablecropspecialplanting to False (To fix cranberries and seaweed)
- Weather machine no longer makes tornadoes (Blame Az)
Script
- Created fruitSap.zs to help with Cherry Quest
- Created Bibliofix.zs to put the Bibliocraft furniture into it's own oredictionary
Quest
- Created two new Chapters for Rotarycraft and Thaumcraft
- Chapter 1 - How to use the Book - Added a reward of wood
- Chapter 1 - Added quest for Backpacks
- Chapter 1 - Sieving with Envy - Changed to Ore Dictionary Detection
- Agriculture - Added Quest to accomodate the addition of Cooking for Blockheads
- Agriculture - Changed Falling Far From the Tree to Ore Dictionary Detection
- Decoration - Shelved away - Set all quest for Ore Dictionary Detection
- Decoration - Don't Table this quest - Set quest for ore dictionary detection
- Chapter 2 - You're a Wizard Harry - Changed Quest from Crafting to Detection
- Chapter 2 - You're a Wizard Harry - Nuggets - Decreased number of times to craft to 2 (Was 10)
- Chapter 2 - Added quest for Spectral Key
- Chapter 2 - Corrected Botania petal Apothocary Quest to now be Detection based
- Chapter 2 - Circular Logic - Added reward for quest
- Immersed in Engineering - Quest 420 - Changed to Detection for Hemp
- Immersed in Engiineering - Industrial Expansion - Updated for 0.70 Update
- Immersed in Engineering - Winding up - Low Voltate Fun - Changed LV Capacitor to NPT Independent Detection
- Immersed in Engineering - Added quest for "Improved Blast Furance
- Immersed in Engineering - Steeling the Show - Decreased number of times to Craft to 14 (Was 27)
- Immersed in Engineering - I sell Coke Ovens - Decreased number of times to craft to 14 (Was 27)
- Immersed in Engineering - Byproduct - Decreased number of times to craft to 1 (Was 8)
- Immersed in Engineering - Up up and Away- Balloon changed to normal
- Botaniacal Relevance - Weaving a Destiny - Fixed the Cowl (I think)
Version 0.1.10
Mods Added
- Aroma Backup
- YAMPST
- UpdateCheckerMod
- Immersive Integration
- Version Checker
Mods Updated
- Updated Chisel (Was 2.9.3.9 now 2.9.4.10)
- Updated Forbidden Magic (Was 0.57 now 0.572)
- Updated Journey Map (Was 5.1.1 now 5.1.3)
- Updated Malis Doors (Was 1.12 now 1.13)
- Updated Malis Core (Was 0.12 Now 0.14)
- UPdated ModTweaker (Was 0.9.4 now 0.9.5)
- Updated NEI Integration (Was 1.0.13 now 1.1.1 )
- Updated Pam's Harvestcraft (Was 1.7.10k now 1.7.10Lb)
- Updated Storage Drawers (Was 1.6.3 now 1.7.5)
- Updated Botania (Was .242 now .247)
- Updated HQM (Was 4.4.2 now 4.4.4)
- Updated Ruins (No Version Number given)
- Updated Rotarycraft (Was 9b now 10d)
- updated DragonAPI (Was 9b now 10d)
- Updated Immersive Integration (Was .65 now .66)
- Updated Immersive Engineering ( Was .64 now .6.5.1)
Config Changes
- Cleaned up the Config folder a bit
- Decreased spawn cap of Raiko by 1 (Was 3 now 2)
- Turned Waila Back on by default
- Exported HQM Quest to JSON
- Reduced Item Damage on Death (was 32 Now 10)
- Reduced Growth Time on Sugar cane and Saplings
- Added Wool of Bat to Several Bat Mob Drop List
- Added Creeper Heart to Several Creeper Mob Drop List
- Added Spectral Dust to Several Undead Mob Drop List
- Added Witch Hand to several Witch Drop List
- Added Tongue of Dog to Several Dog Drop List
Scripts
- Created railIECook.zs to hide Railcraft's Coke Oven and Blast Furnace Blocks
- created wormWood.zs to fix the fact that you can't make wormwood seeds normally
- Added a shapeless recipie for Seaweed / Cranberries seeds (Temp)
Quest
- Adding 2 New Chapers Witchery and Railcraft with over 70+ New Quest
- Chapter 2 - Library Card - Changed Bookshelf Requirements
- Immersed in Engineering - Grit your Teeth - Changed Flavor text for "Butter is required" Quest
- Reorganized Quest in Chapter 1 ( Cutting Edge Technology > A Crooked Salesmen > Bedding with the Enemy)
- Moved Quest "Weathered Down" In Chapter 2 to Chapter 1 after Diamonds are Forever
- Chapter 2: Botanical Thoughts - Updated to a detection quest with the most recent version of Botania
- Chapter 1: Hard as Glass > Almost Hit Bedrock. Reduced Obsidian from 15 - 10
- Chapter 2: You're a Wizard Harry > Nuggets - Changed Nuggets to Thaumcraft Nuggets, and made detection ore dictionary
- Add potions to reward bags
- Moved Quest around Chapter 1: Diamonds are Forever now leads to Chapter 2 Panning for Gold, which unlocks all but the enchanting quest
- Chapter 1: Bedding with the Enemy - Added a reward!
- Chapter 2: Added New quest
- Chapter 2: Set some reverse triggers up so that the entire chapter is not revealed all at once.
- Agriculture - Seeds of Beginning - Now a Detection Quest not crafting
- Agriculture - Hopped Up - Quest 2 - Set to be Detection not Crafting
- Chapter 1: Added Quest - Travel By Sea
- Updated Agriculture - Seedy Buisness to now use Barley seeds instead of garlic seeds
Other
- Cleaning up Github
Version 0.1.9
Config Changes
- Flipped B:machine.alpha.coke.oven=false to True to correct Furnace bug.
Blood Magic - I actually added blood magic initially but pulled it from later releases for multiple reasons. The most obvious is that while Witchery, Thaumcraft, and others have a very internalized progression system. Blood Magic's ultimately revolves around it's most central aspect, the blood alter. What it added to the game was more grindy (To me) then thought provoking. Beyond that There were already 3 very competent Magic mods on the list and I felt the addition of a 4th would be overkill
AE2 - In Truth? I don't feel it really fits with the spirit of to the mod. It has it's own internalized complexity sure, but much like Tinker's construct (which I am about to get into) I feel it takes an element of Minecraft and devalues it (storage and crafting) to the point where it is no longer really the same game. Sure Botania's little ring hud does similar, but I feel as if AE2 takes an element of play and lessens it. (it was considered though I promise)
Tinkers Construct - I like Ticon, I think it's a perfectly good mod... just not for what I'm looking for. I felt that TiCon not only makes the Vanilla Tools Obsolete, but it also makes obsolete the other tools offered by other mods. It completely strips any other mod of their tools because frankly they just won't ever be better. And the primary way to balance it (Iguana Tweaks) makes the game even more unfriendly to new players
Ender IO - Aestetically and thematically I just wasn't a fan, nothing against Ender IO, it just wasn't the right mod to feel tine "Industrial side" of the pack
CoFH - I thought about this one for a long time, and ultimately I decided the the COFH family of mods just wasn't the right fit. The Progressions wasn't right and It just didn't fit with the Steam Punk feel that i was trying to achieve.
What is ____ doing here?
Trophy Slots - This one I'm still on the Fence about and I'd like to see how it plays out in Testing. Ultimately I think it could be a very interesting mod for early game, forcing the player to think about their inventory and storage solutions, what is really important on them in those adventures. If it proves to just be an absolute thorn in my side and the players side then we'll drop or tweak it, but for right now I find it interesting
Ex Nihilo - What's a Skyblock mod doing in an adventure game you ask? Welll... at it's core I wanted this to really be an options mod. To give the player a choice about how they wanted to move forward with their resource gathering. I'd like to keep it, even if we need to make some changes to help balance it so it's not the /optimal/ source of resources, I want to make sure at the very least if you really just aren't feeling like caving that you do have an option
Will you add ____ ?
Ultimately this all depends on how good an argument can be made for it to join the pack, that it fits not only the theme, but the intended vision of game play. For instance I'm keeping a close eye on Mariculture because I feel like that could fit the theme and be interesting, but It's one of those things that I'm going to have to test out and feel out where it fits in. There's also things that may still be removed, Maybe Pneumaticraft just feels to different, or perhaps 3 Magic mods is to many, maybe no one actually wants to go to the twilight forest. At this stage I think this is important to sort through
Development Stages Alpha
These initial builds are basically going to be figuring out /which/ mods I want to move forward with, which really exemplify the theme of the pack the best, helping sort out which ones feel good, and which ones don't. There could be many world resets during these stages as we try to get a handle on the world Generation (What kind of Ores are going to make to the final cut, etc). Think of this as Engine Development
Beta
Once we've settled on the mods, I'd like to begin to do bug testing and more cross mod integration. At this stage I'd like to add HQM so that we can begin creating not only a lore but also a structure to help the player progress, a guide to let them know exactly what it is, tools wise, that they have at their disposal. Initial balancing tweaks as well in terms of health / etc. All that fun stuff
RC
Settled on Mods this would be purely balancing trying to get things right, making sure the game feels right at every stage, from the very first time you log into the world, until you are standing upon a monument to your own arrogance
Release
This will ultimately be mod updates, and keeping things in check
Upcoming Changes
Version 0.1.13
Please let me know what you think, I'm happy to hear all feedback positive and negative and I'm more then excited to see what players do in the environment. Without player feed back i'm just one lonely guy making a very weird collection of Java files work together.
Changes:
Version 0.1.4
- Changed Spawn Rate of some dungeons in DungeonPack (More simple dungeons FAR LESS boss dungeons
- Added Rotarycraft (With Permission) & Readme.txt
- Changed ID for Rotarycraft Freezing Potion
- Decreased Ruins Spawning rate
- Incraesed chance of Heart spawning in Dungeon quest
- Added Mob Properties
- Set drop rate for Heart Canister from Battle Tower Golems to 100%
- Fixed properties for Dense Ores for Immersive Engineering
Also if folks are interested I have a Dedicated Server which will be running the most recent public version (warning as this is Alpha Still during the Alpha stages [though hopefully VERY minimal] it is possible world resets will occur). PM Me here if you would like the Server details
- Disabled Blaze Rod / Ender Pearl Barrel Recipies / Soul Sand Recipies
- Decreased drop rate from using a Sieve by a factor of 2 (May adjust in the future)
- Turned off Diamond Recipie in Pressure chamber
- Updated Botania ( Was r1.7-226 now r1.7-228 )
- Updated Bibliocraft ( Was 1.11.12 now 1.11.13 )
- Added Dr. Cyano's Lootable Bodies
- Adjusted Silverfish Vein Spawning rate (was 10 now 2 )
- Added Antique Atlas, I thought I had but apparently I hadn't.
- Fixed the images so that now they are PNG's
I'm looking into some odd spikey lag, I suspect that it's being caused by difficult-life and doing a lot of IO operations every minute or so, but I can't confirm that.
KNOWN BUGS: The Server pack that was published with this one has the Libraries for Forge Version 1517, You'll need to download and replace them with the forge Libraries for 1448. I am getting together a bug fix for 0.1.7 However it may take a bit to get that released. I apologize for this inconvenience .
Changelog:
Version 0.1.6
- added Silex as a fish
- Changed Chisel 2 to Chisel in light of some forking going on.
- Decreased the Area limit on Silex
- Removed Lapis as a drop from Silex
- Reduced Hoe Damage Modifier
- Allowed Stone / Wooden Hoe Recipies
- Added Malis Doors
- Adjusted Market Price in Harvestcraft for Seeds and Saplings (was 1 Now 10 Emeralds)
- Removed Market to sell Animals
- Downgraded Forge version to stable release (1448)
- Updated Readme
- Updated Immersive Engineering to 0.6 (Was 0.54)
Version 0.1.7 Has Been Released, here is the Full Changelog:
Version 0.1.7 (Pruning Update)
Mods Removed
- Removed Pneumaticraft (This may cause the need for a Map Reset)
- Removed In Game Wiki
- Removed Iron Chest
- Removed JABBA
- Removed Twighlight Forest
- Removed Antique Atlas
Mods Added
- Added Arcane Engineering
- Added Storage Drawers
- Added Journey Map
- Added Growthcraft
- Added Natura
- Added Hardcore Ender Expansion
- Added HQM
- Added Modtweaker2
Mods Updated
- Updated Botania (Was 1.7-228 now r 1.7-235)
- Updated Immersive Engineering (Was 0.60 now 0.61)
Config Updates
- Updated food.zs to remove twighlight forest references
- Fixed a bug that /may/ have been causing Battletower Golems not to drop a heart canister
- Turned Off In Natura Cotton, Barley and Clouds
- Set Recipie Crash for HEE to false
- Turned off Growthcraft Bees / Hid Bee Related Recipies
- Turned off Berry Garden
- Set Candleberrys to be a possible drop from grass
- Removed Rice / Grape Seed Recipie
- Hid Growthcraft Fishtrap and removed it's recipie
- Reduced Dirt Slime Spawn Chance, also buffed the Small and Medium Slimes
- Placed Cap on Gorgomite Spawn at 3 (Was 20)
- Disabled Lycanite Mob Mounting
- Disabled Hungry Spider Spawning from Special mobs until That bug can be isolated (Emergency update was perfromed on test SMP Server )
- Removed Glowstone Dust from Sieve, Removed Redstone -> Glowstone In Botania (You're going to have to go the nether for this one)
- Fixed Server Library bug
- Fixed compatability between Botania and Chisel Ganite / Diorite / Andersite blocks
- Enabled Corpse Decay but only when empty, set for 10 Minutes
- Decreased the chance a blood moon would happen (was 5% now .1% Chance)
- removed apple sapling recipie and hid from NEI
- Updated to add Glowstone to Soul Sand
- Decreased cinder area limit to 1 (Was 3)
- Chicken's reminded that sometimes they lay eggs (Time Delay was 4 now 3)
Questing
- Added 4 New Chapters to the HQM book with 150+ Quest
A few things to note here as I imagine there may be some curiosity about choices on Mod Removal
Pneumaticraft / In Game Wiki was a hard decision because it is still a very popular and very well known tech mod, BUT I ultimately felt that while it was steam related it didn't truthfully fit in with the other two tech mods in terms of look and feel. There ended up being a fair amount of overlap between it and Rotary craft at the end of the day.
Twilight forest - As discussed above, a highly internalized progression that seemed independent of the outside game + the large amount of resources required in relation to other mods
Iron Chest / Jabba - Ultimately I felt that Storage Drawers did the job Better
Antique Atlas - After a LOT of talk with test players Antique Atlas simply didn't feel substantial enough compared to Journey maps and there was nothing that Journey Maps was really doing that one couldn't do on their own. I see Journey Maps as a Quality of Life mod, though I do wish there was a way to disable it's underground rendering by default
The real focus of this update was getting HQM out there, and letting HQM really serve as a guide for the player, for anyone playing I would greatly appreciate any reports where HQM is failing
NOTE: This may require a World Reset for Several Reasons
Massive Changes to the End / Nether / Overworld thanks to Natura / Hardcore Ender Expansion as well as the removal of Oil thanks to the removal of Pneumaticraft. A world reset is STRONGLY suggested. At this time we still technically remain in Alpha however I feel that we are drawing very close to a beta state.
Thank you everyone for your notes and feedback thus far, I want you to know it is incredibly important and considered. Also I am /incredibly/ interested if someone has a server setup or is doing a Let's play I'd love to watch it to get a better feel for how other players experience the mod pack.
Forge Update
- Updated Forge to Version 1558 (Was 1448)
Mods Added
- Railcraft
- Unqiue Arifacts
Mods Updated
- Updated Botania ( was 1.7r - .235 Now 1.7r-.242)
- Updated Walia Harvastability (Was 1.1.3 Now 1.1.5 )
- Updated Automagy (Was 1.7.10 .26 now .27 )
- Updated Ex Nihilo (Was 1.38.48 now 1.38.49)
- Updated HQM (Was 4.3.3 now 4.4.2 )
- Updated Storage Drawers (Was 1.6.2 Now 1.6.3)
- Updated Special Mobs (Was 3.2.0 Now 3.2.1)
- Updated Malis Doors (Was 1.9 now 1.12)
- Updated Journey Map (Was 5.1.0 now 5.1.1)
- Updated Immersive Engineering (Was 0.6.1 Now 0.6.4)
Config Updates
- Festive and Rocket Creepers now spawn far less often (or they should)
- Disabled Copper Coke Oven (Railcraft) As IE Already has one
- Disabled Ore Gen for Copper / Iron / Gold / Lead in Railcraft
- Turned off the Copper / Lead Blocks in Railcraft to prevent overlap
- Turned off Blast Furnace (Railcraft) As IE Already has one
- Turned off Creosote Oil (Railcraft) Buckets and Bottles (To prevent overlap)
- added Dense Ore config for Railcraft ores
- Put additional Distance between battletowers
- Decreased overall spawn rate of general dungeons
- Decreased spawn rate of Wizard Towers
- Removed Floater.tml from possible spawn configurations
- Added some optional Nether structure .tml files
- Turned off Zombie Awareness Sound (Also turned off on SMP Server) because it was causing a bug when mixed with Battletower golems
- Decreased the total number of hearts you could find in a chest and lowered their overall spawn rate
- Lowered Hunger Loss Rate from 133% to 110%
- You no longer are lose hunger for being afk.
- Increased time between Lycanites Mobs event by a factor of 4
- Added a terrible looking image for HQM
Script Updates
- Created Garlic.zs (To bring Pam's Harvestcraft / Withcery garlic into line )
Quest
- Chapter 1: The Path To Knowledge - Rule 74 changed from crafting quest to detection quest
- Chapter 1: Stoking the Fires / Light Em Up Switched places
- Chapter 1: You're boned - Added some quest descriptions that were missing
- Agriculture: Starting quest now tied to "Putting Bread on the Table" Not the Path to Knowledge
- Decoration: Starting quest now tied to "Sandy Shores"
- Decoration: Take it for Granite - Now properly recognizes both Botania and Chilsel varieties of the rocks
- Decoration: Paint me like one of your - Now has a reward
- Decoration: On Display - Now has a reward for completing the quest
- Chapter 2: We're taping - Now has a reward for completing the quest
- Chapter 2: Hunting Games - Now has a reward for completing the quest
- Chapter 2: New quest Shard Belief following Thaumaturgy
- 2 New chapters for book (Botanical Relevance/Immersed in Engineering) Adding over 70+ New quest
Edit: There is a known bug with Furnaces being caused by a Railcraft config. I am going to release a new version as soon as I can to combat this issue.
In the meantime, under /config/railcraft/blocks.cfg on line 91 change
Version 0.1.10
Mods Added
- Aroma Backup
- YAMPST
- UpdateCheckerMod
- Immersive Integration
- Version Checker
Mods Updated
- Updated Chisel (Was 2.9.3.9 now 2.9.4.10)
- Updated Forbidden Magic (Was 0.57 now 0.572)
- Updated Journey Map (Was 5.1.1 now 5.1.3)
- Updated Malis Doors (Was 1.12 now 1.13)
- Updated Malis Core (Was 0.12 Now 0.14)
- UPdated ModTweaker (Was 0.9.4 now 0.9.5)
- Updated NEI Integration (Was 1.0.13 now 1.1.1 )
- Updated Pam's Harvestcraft (Was 1.7.10k now 1.7.10Lb)
- Updated Storage Drawers (Was 1.6.3 now 1.7.5)
- Updated Botania (Was .242 now .247)
- Updated HQM (Was 4.4.2 now 4.4.4)
- Updated Ruins (No Version Number given)
- Updated Rotarycraft (Was 9b now 10d)
- updated DragonAPI (Was 9b now 10d)
- Updated Immersive Integration (Was .65 now .66)
- Updated Immersive Engineering ( Was .64 now .6.5.1)
Config Changes
- Cleaned up the Config folder a bit
- Decreased spawn cap of Raiko by 1 (Was 3 now 2)
- Turned Waila Back on by default
- Exported HQM Quest to JSON
- Reduced Item Damage on Death (was 32 Now 10)
- Reduced Growth Time on Sugar cane and Saplings
- Added Wool of Bat to Several Bat Mob Drop List
- Added Creeper Heart to Several Creeper Mob Drop List
- Added Spectral Dust to Several Undead Mob Drop List
- Added Witch Hand to several Witch Drop List
- Added Tongue of Dog to Several Dog Drop List
Scripts
- Created railIECook.zs to hide Railcraft's Coke Oven and Blast Furnace Blocks
- created wormWood.zs to fix the fact that you can't make wormwood seeds normally
- Added a shapeless recipie for Seaweed / Cranberries seeds (Temp)
Quest
- Adding 2 New Chapers Witchery and Railcraft with over 70+ New Quest
- Chapter 2 - Library Card - Changed Bookshelf Requirements
- Immersed in Engineering - Grit your Teeth - Changed Flavor text for "Butter is required" Quest
- Reorganized Quest in Chapter 1 ( Cutting Edge Technology > A Crooked Salesmen > Bedding with the Enemy)
- Moved Quest "Weathered Down" In Chapter 2 to Chapter 1 after Diamonds are Forever
- Chapter 2: Botanical Thoughts - Updated to a detection quest with the most recent version of Botania
- Chapter 1: Hard as Glass > Almost Hit Bedrock. Reduced Obsidian from 15 - 10
- Chapter 2: You're a Wizard Harry > Nuggets - Changed Nuggets to Thaumcraft Nuggets, and made detection ore dictionary
- Add potions to reward bags
- Moved Quest around Chapter 1: Diamonds are Forever now leads to Chapter 2 Panning for Gold, which unlocks all but the enchanting quest
- Chapter 1: Bedding with the Enemy - Added a reward!
- Chapter 2: Added New quest
- Chapter 2: Set some reverse triggers up so that the entire chapter is not revealed all at once.
- Agriculture - Seeds of Beginning - Now a Detection Quest not crafting
- Agriculture - Hopped Up - Quest 2 - Set to be Detection not Crafting
- Chapter 1: Added Quest - Travel By Sea
- Updated Agriculture - Seedy Buisness to now use Barley seeds instead of garlic seeds
Other
- Cleaning up Github
Mods Added
- Cooking for Blockheads
- FTB Utilities
- FTB Lib
- Not Enough Resources
- Bakcpacks mod
Mods Removed
- Aroma Core
- Aroma Backup
Mods Updated
- Botania (Was Version r1.8 247 - now r 1.8 249 )
- Hardcore ender Expansion (was 1.8.4 now 1.8.5)
- Automagy (Was 0.27 now 0.28.2 )
- Forbidden Magic (Was 0.572 now 0.573 )
- Immersive Engineering ( Was 0.651 now 0.74 )
- Immersive Integration (Was 0.66 now 0.67)
- Growthcraft Community Edition ( Was 0.2.3.1 now 0.2.4.0 )
- Roguelike Dungeons (was 1.3.6.3 now 1.4.4)
- Ruins (Now 15.4)
- Storage Drawers ( Was 1.7.5 now 1.9.4 )
- Spiace of Life (Was 1.3.0 now 1.3.1 )
- Arcane Engineering (Was 0.2.1 now 0.2.6)
- Maliscore ( Was 0.14.0 now 0.14.3)
- Malis Doors ( Was 1.13.0 now 1.13.2)
- MobProperties (Was 0.4.2 now 0.4.3)
- Specialmobs (Was 3.2.1 now 3.2.2.)
- Journey Map (Was
- Malisis Doors (Was 0.13.0 now 0.13.1 )
- Railcraft (9.8.0.0 - 9.9.0.0
- Nei integration (1.1.1 - 1.1.2)
- Jouryney map (5.1.3 - 5.1.4)
- Dragon API - 10d - 11b
- Roatarycraft ( 10d 11b )
Config Updates
- Removed Apples from Default spawn for FTB util
- Changed Default MOTD
- Turned on the Creative Thaumonomicon
- Reduced Taint Spread a bit
- Turned Hungry spiders back on
- Set enablecropspecialplanting to False (To fix cranberries and seaweed)
- Weather machine no longer makes tornadoes (Blame Az)
Script
- Created fruitSap.zs to help with Cherry Quest
- Created Bibliofix.zs to put the Bibliocraft furniture into it's own oredictionary
Quest
- Created two new Chapters for Rotarycraft and Thaumcraft
- Chapter 1 - How to use the Book - Added a reward of wood
- Chapter 1 - Added quest for Backpacks
- Chapter 1 - Sieving with Envy - Changed to Ore Dictionary Detection
- Agriculture - Added Quest to accomodate the addition of Cooking for Blockheads
- Agriculture - Changed Falling Far From the Tree to Ore Dictionary Detection
- Decoration - Shelved away - Set all quest for Ore Dictionary Detection
- Decoration - Don't Table this quest - Set quest for ore dictionary detection
- Chapter 2 - You're a Wizard Harry - Changed Quest from Crafting to Detection
- Chapter 2 - You're a Wizard Harry - Nuggets - Decreased number of times to craft to 2 (Was 10)
- Chapter 2 - Added quest for Spectral Key
- Chapter 2 - Corrected Botania petal Apothocary Quest to now be Detection based
- Chapter 2 - Circular Logic - Added reward for quest
- Immersed in Engineering - Quest 420 - Changed to Detection for Hemp
- Immersed in Engiineering - Industrial Expansion - Updated for 0.70 Update
- Immersed in Engineering - Winding up - Low Voltate Fun - Changed LV Capacitor to NPT Independent Detection
- Immersed in Engineering - Added quest for "Improved Blast Furance
- Immersed in Engineering - Steeling the Show - Decreased number of times to Craft to 14 (Was 27)
- Immersed in Engineering - I sell Coke Ovens - Decreased number of times to craft to 14 (Was 27)
- Immersed in Engineering - Byproduct - Decreased number of times to craft to 1 (Was 8)
- Immersed in Engineering - Up up and Away- Balloon changed to normal
- Botaniacal Relevance - Weaving a Destiny - Fixed the Cowl (I think)
Warning: You may need to run DFML Confirm on servers as Aroma Core and Aroma backup were both removed
Liking the pack so far, good work. Could I suggest however a mod like mousetweaks, really makes inventory management and crafting a tad more fluid. Also maybe something like Dynamic surroundings to spice up the ambience a bit, especially in caves and with Lycanites installed.
Sir, I think you you have lost all focus in this modpack. You have added every single Kill the player kill him now mod out there and only the hardest most mystically difficult to find any information on mods to combat the evil in your pack.
My biggest issue is Rotarycraft. Immersive Engineering is a great mod, and you can build a great base around it, but you need some basic stuff to get it up and running, and Rotarycraft just aint it. How about IC2? They have a nice following, their mod is well balanced, and scales nicely to end game, they actually have armor / weapons that can find equal footing with the mobs you have in the pack if you can keep them powered and active.
I found your pack when looking for a steam punk themed modpack that my son and I could play together, but he refused to play minecraft now because of this pack, it essentially ruined minecraft in my house with 1 night of a hundred deaths. I spent some time with the pack solo to see if there was a work around for the early game imbalance and found that even getting basic storage and farming up and running I am faced with Rotarycraft which I don't have time to learn.
Also is it a bug that the zombies can just glitch through 3 layers of walls at like teleport speed and 1 shot you or is that your intent sir?
Liking the pack so far, good work. Could I suggest however a mod like mousetweaks, really makes inventory management and crafting a tad more fluid. Also maybe something like Dynamic surroundings to spice up the ambience a bit, especially in caves and with Lycanites installed.
I'll take a look at Dynamic Surroundings, my thought process was to have more mods aimed at making the landscape "Prettier" per se but I would like to focus on those after I have the base mods sorted out. That said I don't see anything to wrong with either of those mods so long as they aren't too taxing on the client / don't generate to much in the form of tick lag. I wouldn't expect much from mouse tweaks, but Dynamic surroundings may put some pressure on the client and I want to avoid that if possible. Especially as the modpack (as of the current build) is at 116 Mods and so the memory space for it's getting a little heavier then I'd like.
I'll run some test and look for performance differences.
Sir, I think you you have lost all focus in this modpack. You have added every single Kill the player kill him now mod out there and only the hardest most mystically difficult to find any information on mods to combat the evil in your pack.
My biggest issue is Rotarycraft. Immersive Engineering is a great mod, and you can build a great base around it, but you need some basic stuff to get it up and running, and Rotarycraft just aint it. How about IC2? They have a nice following, their mod is well balanced, and scales nicely to end game, they actually have armor / weapons that can find equal footing with the mobs you have in the pack if you can keep them powered and active.
I found your pack when looking for a steam punk themed modpack that my son and I could play together, but he refused to play minecraft now because of this pack, it essentially ruined minecraft in my house with 1 night of a hundred deaths. I spent some time with the pack solo to see if there was a work around for the early game imbalance and found that even getting basic storage and farming up and running I am faced with Rotarycraft which I don't have time to learn.
Also is it a bug that the zombies can just glitch through 3 layers of walls at like teleport speed and 1 shot you or is that your intent sir?
I apologize that your experience with the game wasn't enjoyable; however, the mod pack was intended to rival Crash Landing, Blood and Bones, There will be blood and Hubris in terms of difficulty especially early game. It is in the tag line:
Difficult enough to please most folks who were looking for a Minecraft that wasn't afraid of them even in Diamond Armor
Were you able to follow the Guide Book to help establish yourself? It should have provided insight and guidance into learning all 6 of the modpacks core mods including Botanica, Witchery, Thaumcraft, Rotarycraft, Immersive Engineering, and Railcraft. The magic components of the mod are equally critical to the overall balance of the pack, using them in tandem with the technological components.
IC2 will likely never be included because it does not meet the basic requirements that a mod not be filled with multiple single block technical solutions. Again I apologize that you found this modpacks theme not to your liking; however, I feel it relevant to point out that this thread's title is
[HQM] Tame the World - Magic and Tech, Exploration and Pain
There is a known issue with the speed at which zombies can move thanks to certain combinations of conditions; however, that is being corrected in 0.1.12
Have you considered adding agricraft? I've also died more in five minutes playing this pack then anything in recent memory, well done sir it is very lethal!
Have you considered adding agricraft? I've also died more in five minutes playing this pack then anything in recent memory, well done sir it is very lethal!
I've looked at agi craft, and I think... part of me, just thinks that food is already a bit to complex as it is. That and Agi Craft in a lot of ways makes the game so much about crop management that it loses the fun of just having crops. I think for right now I'm happy with the way things are, but I'll keep it in mind.
Version 0.1.13
Mod Downgrades
- Zombie Awareness Downgraded to Verion 1.9.6 (TPS Lag resulting in 50% lag on some servers)
Mod Updates
- Rotarycraft (12E -> 13A)
- DragonAPI (12E -> 13B)
- Immersive Engineering (.75 -> .77)
- Applecore (1.3.0 -> 1.3.1)
- Roguelike Dungeons (1.4.4 -> 1.5.0)
- Fastcraft (1.2.1 -> 1.2.3)
- Journey Map (10.5.1.4 -> 10.5.1.4p1 )
- Railcraft ( 9.10 -> 9.12 )
- CookingForBlockheads (1.3.4 -> 1.4.0)
Config Changes
- Silex were getting to frisky and lagging servers, made them a hint less frisky
- Adjusted Spawn Weights of Jengu / Zephyr / Silex
- Adjusted Ika SPanw rate
- Vanilla Versions of the normal mobs will spawn rather then special versions of those mobs
- Meteorite Ore no longer has natural ore generation, you have to get it from falling meteros
Quest Changes
- Chapter 1 - Swiper No Swiping - Bigger and better now a detection quest and using a different backpack.
- Chapter 1 - Vroom Vroom Shroom - Mushroom Soup Bowl detection updated
- Quest book forgot what heart canisters were, it was reminded.
Curse Link: http://mods.curse.com/modpacks/minecraft/238218-tame-the-world
Technic Link API: http://api.technicpack.net/modpack/tame-the-world
FTB Packcode: tameTheWorld
Report Issues: https://github.com/fullphaser/Tame-The-World
Subreddit: https://www.reddit.com/r/TameTheWorld/
Discord Channel: https://discord.gg/0hh8cmHesQfTfxRz
Version 0.1.13 Now available (Updated 05-16-2016) Check out the changelog for more details!
What is Tame the World?
At it's core, The Tame the World aims at 3 Core Elements
I was inspired by a few Modpacks that exist out there today, including Hubris, There Will be Blood, and Simplicity. The Truth is that I really liked these modpacks, but each of them had their own elements that really didn't fit with my play style. Hubris world was almost Too harsh, There Will Be Blood's progressions system broke so much from traditional Minecraft that it was difficult to get settled into, and Simplicity was fun and had at it's core what I wanted but lacked certain touches that I felt made the world harsh enough.
The objective of the Mod pack is to make the world Harsh and Unforgiving but at the same time still allowing the player to build magnificent structures that show they really can and did tame the world. Exploration should be rewarded with more then simply finding more of an item you can already craft, it should be unique things that don't make the game impossible without, but do make it easier.
And Finally I didn't wish to break Minecraft's simple formula too much. Iguana Tweaks and Tinker's construct, these mods are fine on their own right, but I feel that they take away from the heart of Minecraft, they make it so that someone who knows vanilla but doesn't know the modded world would be so horribly at a loss they wouldn't know where to start. I wanted to make it possible for a Vanilla minecraft player to feel like they could get started without Feeling completely at a loss.
Mod List:
Changelog:
Mod Downgrades
- Zombie Awareness Downgraded to Verion 1.9.6 (TPS Lag resulting in 50% lag on some servers)
Mod Updates
- Rotarycraft (12E -> 13A)
- DragonAPI (12E -> 13B)
- Immersive Engineering (.75 -> .77)
- Applecore (1.3.0 -> 1.3.1)
- Roguelike Dungeons (1.4.4 -> 1.5.0)
- Fastcraft (1.2.1 -> 1.2.3)
- Journey Map (10.5.1.4 -> 10.5.1.4p1 )
- Railcraft ( 9.10 -> 9.12 )
- CookingForBlockheads (1.3.4 -> 1.4.0)
Config Changes
- Silex were getting to frisky and lagging servers, made them a hint less frisky
- Adjusted Spawn Weights of Jengu / Zephyr / Silex
- Adjusted Ika SPanw rate
- Vanilla Versions of the normal mobs will spawn rather then special versions of those mobs
- Meteorite Ore no longer has natural ore generation, you have to get it from falling meteros
Quest Changes
- Chapter 1 - Swiper No Swiping - Bigger and better now a detection quest and using a different backpack.
- Chapter 1 - Vroom Vroom Shroom - Mushroom Soup Bowl detection updated
- Quest book forgot what heart canisters were, it was reminded.
Version 0.1.12
Mods Added
- Gany's Nether Mod
- Squidless
Mods Modified
- Difficult Life
Mods Updated
- Updated to Weather / Storms (2.3.9 -> 2.3.10)
- Updated FTB Libs / Util ( 0.13.3 -> 0.17.6 )
- Railcraft (9.9.0.0 -> 9.10.0.0)
- Immersive Integration (0.6.7 -> 0.6.8)
- Rotarycraft (11 -> 12e)
- DragonAPI (11 -> 12e)
- Immersive Engineering ( 0.7.4 -> 0.7.5)
- Forge Multi Part (1.2.0.345 -> 1.2.0.347)
- StorageDrawers (1.9.4 -> 1.9.7)
- Reosurce loader (1.2 -> 1.3
Config Changes
- Added Tags for Tame the World for Open Eye
- Increased chance of Blood Moon from 1/100000 to 1/1000
- Zombies won't reach Warp speed anymore
- Turned growthcraft Bee Generation off (again)
Script Changes
- Added soulGlass.zs to fix Gany's Glass / Natura Soul Sand glass compatability
- Added Gany's Nether Cooked Bat Wing to cooked Meats
Quest Changes
- New Chapter - Into the Firey Depths (Nether / Gany's Nether / Natura)
- Chapter 1 - Slightly reorganized!
- Chapter 1 - Leather Tis Nobler now has a reward
- Chapter 1 - A crooked Salesmen - Changed subquest around a bit
- Chapter 1 - Weathered Down now has a reward
- Chapter 1 - charcoal quest now has a reward
- Chapter 1 - New Quest for Mushrooms / Mushroom Stew
- Chapter 1 - New Quest for door
- Chapter 1 - Swiper No Swiping - Tanning your Skins - Now detection rather then crafting
- Agriculture - Removed Rainbow Curry as quest requirement (As it is uncraftable)
- Decoration - New quest for Topiary Grass
- Decoration - Factor it in - Now a detection quest
- Decoration - New Quest for Armor Stands
- Chapter 2 - You're a Wizard Harry - Players First Wand - Set to NBT Independent Detection
- Chapter 2 - Redstone - Redstone Comparator no longer required for quest completion
- Chapter 2 - Fuming with Envy - Now a detection task
- Chapter 2 - It's getting hot in here - Set t detection for the clay jars
- Thaumaturgy - Reordered quest a bit.
Other
- Added wget.exe to libraries folder, it went missing at some time
Version 0.1.11
Mods Added
- Cooking for Blockheads
- FTB Utilities
- FTB Lib
- Not Enough Resources
- Bakcpacks mod
Mods Removed
- Aroma Core
- Aroma Backup
Mods Updated
- Botania (Was Version r1.8 247 - now r 1.8 249 )
- Hardcore ender Expansion (was 1.8.4 now 1.8.5)
- Automagy (Was 0.27 now 0.28.2 )
- Forbidden Magic (Was 0.572 now 0.573 )
- Immersive Engineering ( Was 0.651 now 0.74 )
- Immersive Integration (Was 0.66 now 0.67)
- Growthcraft Community Edition ( Was 0.2.3.1 now 0.2.4.0 )
- Roguelike Dungeons (was 1.3.6.3 now 1.4.4)
- Ruins (Now 15.4)
- Storage Drawers ( Was 1.7.5 now 1.7.8 )
- Spiace of Life (Was 1.3.0 now 1.3.1 )
- Arcane Engineering (Was 0.2.1 now 0.2.6)
- Maliscore ( Was 0.14.0 now 0.14.3)
- Malis Doors ( Was 1.13.0 now 1.13.2)
- MobProperties (Was 0.4.2 now 0.4.3)
- Specialmobs (Was 3.2.1 now 3.2.2.)
- Journey Map (Was
- Malisis Doors (Was 0.13.0 now 0.13.1 )
- Railcraft (9.8.0.0 - 9.9.0.0
- Nei integration (1.1.1 - 1.1.2)
- Jouryney map (5.1.3 - 5.1.4)
- Dragon API - 10d - 11b
- Storage drawers ( 1.7.8 - 1.9.4 )
- Roatarycraft ( 10d 11b )
Config Updates
- Removed Apples from Default spawn for FTB util
- Changed Default MOTD
- Turned on the Creative Thaumonomicon
- Reduced Taint Spread a bit
- Turned Hungry spiders back on
- Set enablecropspecialplanting to False (To fix cranberries and seaweed)
- Weather machine no longer makes tornadoes (Blame Az)
Script
- Created fruitSap.zs to help with Cherry Quest
- Created Bibliofix.zs to put the Bibliocraft furniture into it's own oredictionary
Quest
- Created two new Chapters for Rotarycraft and Thaumcraft
- Chapter 1 - How to use the Book - Added a reward of wood
- Chapter 1 - Added quest for Backpacks
- Chapter 1 - Sieving with Envy - Changed to Ore Dictionary Detection
- Agriculture - Added Quest to accomodate the addition of Cooking for Blockheads
- Agriculture - Changed Falling Far From the Tree to Ore Dictionary Detection
- Decoration - Shelved away - Set all quest for Ore Dictionary Detection
- Decoration - Don't Table this quest - Set quest for ore dictionary detection
- Chapter 2 - You're a Wizard Harry - Changed Quest from Crafting to Detection
- Chapter 2 - You're a Wizard Harry - Nuggets - Decreased number of times to craft to 2 (Was 10)
- Chapter 2 - Added quest for Spectral Key
- Chapter 2 - Corrected Botania petal Apothocary Quest to now be Detection based
- Chapter 2 - Circular Logic - Added reward for quest
- Immersed in Engineering - Quest 420 - Changed to Detection for Hemp
- Immersed in Engiineering - Industrial Expansion - Updated for 0.70 Update
- Immersed in Engineering - Winding up - Low Voltate Fun - Changed LV Capacitor to NPT Independent Detection
- Immersed in Engineering - Added quest for "Improved Blast Furance
- Immersed in Engineering - Steeling the Show - Decreased number of times to Craft to 14 (Was 27)
- Immersed in Engineering - I sell Coke Ovens - Decreased number of times to craft to 14 (Was 27)
- Immersed in Engineering - Byproduct - Decreased number of times to craft to 1 (Was 8)
- Immersed in Engineering - Up up and Away- Balloon changed to normal
- Botaniacal Relevance - Weaving a Destiny - Fixed the Cowl (I think)
Version 0.1.10
Mods Added
- Aroma Backup
- YAMPST
- UpdateCheckerMod
- Immersive Integration
- Version Checker
Mods Updated
- Updated Chisel (Was 2.9.3.9 now 2.9.4.10)
- Updated Forbidden Magic (Was 0.57 now 0.572)
- Updated Journey Map (Was 5.1.1 now 5.1.3)
- Updated Malis Doors (Was 1.12 now 1.13)
- Updated Malis Core (Was 0.12 Now 0.14)
- UPdated ModTweaker (Was 0.9.4 now 0.9.5)
- Updated NEI Integration (Was 1.0.13 now 1.1.1 )
- Updated Pam's Harvestcraft (Was 1.7.10k now 1.7.10Lb)
- Updated Storage Drawers (Was 1.6.3 now 1.7.5)
- Updated Botania (Was .242 now .247)
- Updated HQM (Was 4.4.2 now 4.4.4)
- Updated Ruins (No Version Number given)
- Updated Rotarycraft (Was 9b now 10d)
- updated DragonAPI (Was 9b now 10d)
- Updated Immersive Integration (Was .65 now .66)
- Updated Immersive Engineering ( Was .64 now .6.5.1)
Config Changes
- Cleaned up the Config folder a bit
- Decreased spawn cap of Raiko by 1 (Was 3 now 2)
- Turned Waila Back on by default
- Exported HQM Quest to JSON
- Reduced Item Damage on Death (was 32 Now 10)
- Reduced Growth Time on Sugar cane and Saplings
- Added Wool of Bat to Several Bat Mob Drop List
- Added Creeper Heart to Several Creeper Mob Drop List
- Added Spectral Dust to Several Undead Mob Drop List
- Added Witch Hand to several Witch Drop List
- Added Tongue of Dog to Several Dog Drop List
Scripts
- Created railIECook.zs to hide Railcraft's Coke Oven and Blast Furnace Blocks
- created wormWood.zs to fix the fact that you can't make wormwood seeds normally
- Added a shapeless recipie for Seaweed / Cranberries seeds (Temp)
Quest
- Adding 2 New Chapers Witchery and Railcraft with over 70+ New Quest
- Chapter 2 - Library Card - Changed Bookshelf Requirements
- Immersed in Engineering - Grit your Teeth - Changed Flavor text for "Butter is required" Quest
- Reorganized Quest in Chapter 1 ( Cutting Edge Technology > A Crooked Salesmen > Bedding with the Enemy)
- Moved Quest "Weathered Down" In Chapter 2 to Chapter 1 after Diamonds are Forever
- Chapter 2: Botanical Thoughts - Updated to a detection quest with the most recent version of Botania
- Chapter 1: Hard as Glass > Almost Hit Bedrock. Reduced Obsidian from 15 - 10
- Chapter 2: You're a Wizard Harry > Nuggets - Changed Nuggets to Thaumcraft Nuggets, and made detection ore dictionary
- Add potions to reward bags
- Moved Quest around Chapter 1: Diamonds are Forever now leads to Chapter 2 Panning for Gold, which unlocks all but the enchanting quest
- Chapter 1: Bedding with the Enemy - Added a reward!
- Chapter 2: Added New quest
- Chapter 2: Set some reverse triggers up so that the entire chapter is not revealed all at once.
- Agriculture - Seeds of Beginning - Now a Detection Quest not crafting
- Agriculture - Hopped Up - Quest 2 - Set to be Detection not Crafting
- Chapter 1: Added Quest - Travel By Sea
- Updated Agriculture - Seedy Buisness to now use Barley seeds instead of garlic seeds
Other
- Cleaning up Github
Version 0.1.9
Config Changes
- Flipped B:machine.alpha.coke.oven=false to True to correct Furnace bug.
See Full Changelog
FAQ
Where Is...?
What is ____ doing here?
Will you add ____ ?
Ultimately this all depends on how good an argument can be made for it to join the pack, that it fits not only the theme, but the intended vision of game play. For instance I'm keeping a close eye on Mariculture because I feel like that could fit the theme and be interesting, but It's one of those things that I'm going to have to test out and feel out where it fits in. There's also things that may still be removed, Maybe Pneumaticraft just feels to different, or perhaps 3 Magic mods is to many, maybe no one actually wants to go to the twilight forest. At this stage I think this is important to sort through
Development Stages
Alpha
These initial builds are basically going to be figuring out /which/ mods I want to move forward with, which really exemplify the theme of the pack the best, helping sort out which ones feel good, and which ones don't. There could be many world resets during these stages as we try to get a handle on the world Generation (What kind of Ores are going to make to the final cut, etc). Think of this as Engine Development
Beta
Once we've settled on the mods, I'd like to begin to do bug testing and more cross mod integration. At this stage I'd like to add HQM so that we can begin creating not only a lore but also a structure to help the player progress, a guide to let them know exactly what it is, tools wise, that they have at their disposal. Initial balancing tweaks as well in terms of health / etc. All that fun stuff
RC
Settled on Mods this would be purely balancing trying to get things right, making sure the game feels right at every stage, from the very first time you log into the world, until you are standing upon a monument to your own arrogance
Release
This will ultimately be mod updates, and keeping things in check
Upcoming Changes
Please let me know what you think, I'm happy to hear all feedback positive and negative and I'm more then excited to see what players do in the environment. Without player feed back i'm just one lonely guy making a very weird collection of Java files work together.
Let's Plays:
https://www.youtube.com/playlist?list=PLXDo2yqdRj0wMBDNIpooY2CaWoM4ctS5o
Red Jagoon Let's Play Serie
Updated to Version 0.1.4
Changes:
Version 0.1.4
- Changed Spawn Rate of some dungeons in DungeonPack (More simple dungeons FAR LESS boss dungeons
- Added Rotarycraft (With Permission) & Readme.txt
- Changed ID for Rotarycraft Freezing Potion
- Decreased Ruins Spawning rate
- Incraesed chance of Heart spawning in Dungeon quest
- Added Mob Properties
- Set drop rate for Heart Canister from Battle Tower Golems to 100%
- Fixed properties for Dense Ores for Immersive Engineering
Also if folks are interested I have a Dedicated Server which will be running the most recent public version (warning as this is Alpha Still during the Alpha stages [though hopefully VERY minimal] it is possible world resets will occur). PM Me here if you would like the Server details
Updated to Version 0.1.5
Version 0.1.5
- Disabled Blaze Rod / Ender Pearl Barrel Recipies / Soul Sand Recipies
- Decreased drop rate from using a Sieve by a factor of 2 (May adjust in the future)
- Turned off Diamond Recipie in Pressure chamber
- Updated Botania ( Was r1.7-226 now r1.7-228 )
- Updated Bibliocraft ( Was 1.11.12 now 1.11.13 )
- Added Dr. Cyano's Lootable Bodies
- Adjusted Silverfish Vein Spawning rate (was 10 now 2 )
- Added Antique Atlas, I thought I had but apparently I hadn't.
- Fixed the images so that now they are PNG's
I'm looking into some odd spikey lag, I suspect that it's being caused by difficult-life and doing a lot of IO operations every minute or so, but I can't confirm that.
Updated to Version 0.1.6
KNOWN BUGS: The Server pack that was published with this one has the Libraries for Forge Version 1517, You'll need to download and replace them with the forge Libraries for 1448. I am getting together a bug fix for 0.1.7 However it may take a bit to get that released. I apologize for this inconvenience .
Changelog:
Version 0.1.6
- added Silex as a fish
- Changed Chisel 2 to Chisel in light of some forking going on.
- Decreased the Area limit on Silex
- Removed Lapis as a drop from Silex
- Reduced Hoe Damage Modifier
- Allowed Stone / Wooden Hoe Recipies
- Added Malis Doors
- Adjusted Market Price in Harvestcraft for Seeds and Saplings (was 1 Now 10 Emeralds)
- Removed Market to sell Animals
- Downgraded Forge version to stable release (1448)
- Updated Readme
- Updated Immersive Engineering to 0.6 (Was 0.54)
Version 0.1.7 Has Been Released, here is the Full Changelog:
Version 0.1.7 (Pruning Update)
Mods Removed
- Removed Pneumaticraft (This may cause the need for a Map Reset)
- Removed In Game Wiki
- Removed Iron Chest
- Removed JABBA
- Removed Twighlight Forest
- Removed Antique Atlas
Mods Added
- Added Arcane Engineering
- Added Storage Drawers
- Added Journey Map
- Added Growthcraft
- Added Natura
- Added Hardcore Ender Expansion
- Added HQM
- Added Modtweaker2
Mods Updated
- Updated Botania (Was 1.7-228 now r 1.7-235)
- Updated Immersive Engineering (Was 0.60 now 0.61)
Config Updates
- Updated food.zs to remove twighlight forest references
- Fixed a bug that /may/ have been causing Battletower Golems not to drop a heart canister
- Turned Off In Natura Cotton, Barley and Clouds
- Set Recipie Crash for HEE to false
- Turned off Growthcraft Bees / Hid Bee Related Recipies
- Turned off Berry Garden
- Set Candleberrys to be a possible drop from grass
- Removed Rice / Grape Seed Recipie
- Hid Growthcraft Fishtrap and removed it's recipie
- Reduced Dirt Slime Spawn Chance, also buffed the Small and Medium Slimes
- Placed Cap on Gorgomite Spawn at 3 (Was 20)
- Disabled Lycanite Mob Mounting
- Disabled Hungry Spider Spawning from Special mobs until That bug can be isolated (Emergency update was perfromed on test SMP Server )
- Removed Glowstone Dust from Sieve, Removed Redstone -> Glowstone In Botania (You're going to have to go the nether for this one)
- Fixed Server Library bug
- Fixed compatability between Botania and Chisel Ganite / Diorite / Andersite blocks
- Enabled Corpse Decay but only when empty, set for 10 Minutes
- Decreased the chance a blood moon would happen (was 5% now .1% Chance)
- removed apple sapling recipie and hid from NEI
- Updated to add Glowstone to Soul Sand
- Decreased cinder area limit to 1 (Was 3)
- Chicken's reminded that sometimes they lay eggs (Time Delay was 4 now 3)
Questing
- Added 4 New Chapters to the HQM book with 150+ Quest
A few things to note here as I imagine there may be some curiosity about choices on Mod Removal
Pneumaticraft / In Game Wiki was a hard decision because it is still a very popular and very well known tech mod, BUT I ultimately felt that while it was steam related it didn't truthfully fit in with the other two tech mods in terms of look and feel. There ended up being a fair amount of overlap between it and Rotary craft at the end of the day.
Twilight forest - As discussed above, a highly internalized progression that seemed independent of the outside game + the large amount of resources required in relation to other mods
Iron Chest / Jabba - Ultimately I felt that Storage Drawers did the job Better
Antique Atlas - After a LOT of talk with test players Antique Atlas simply didn't feel substantial enough compared to Journey maps and there was nothing that Journey Maps was really doing that one couldn't do on their own. I see Journey Maps as a Quality of Life mod, though I do wish there was a way to disable it's underground rendering by default
The real focus of this update was getting HQM out there, and letting HQM really serve as a guide for the player, for anyone playing I would greatly appreciate any reports where HQM is failing
NOTE: This may require a World Reset for Several Reasons
Massive Changes to the End / Nether / Overworld thanks to Natura / Hardcore Ender Expansion as well as the removal of Oil thanks to the removal of Pneumaticraft. A world reset is STRONGLY suggested. At this time we still technically remain in Alpha however I feel that we are drawing very close to a beta state.
Thank you everyone for your notes and feedback thus far, I want you to know it is incredibly important and considered. Also I am /incredibly/ interested if someone has a server setup or is doing a Let's play I'd love to watch it to get a better feel for how other players experience the mod pack.
Update 0.1.8 Should now be available
Changelog Here:
Version 0.1.8
Forge Update
- Updated Forge to Version 1558 (Was 1448)
Mods Added
- Railcraft
- Unqiue Arifacts
Mods Updated
- Updated Botania ( was 1.7r - .235 Now 1.7r-.242)
- Updated Walia Harvastability (Was 1.1.3 Now 1.1.5 )
- Updated Automagy (Was 1.7.10 .26 now .27 )
- Updated Ex Nihilo (Was 1.38.48 now 1.38.49)
- Updated HQM (Was 4.3.3 now 4.4.2 )
- Updated Storage Drawers (Was 1.6.2 Now 1.6.3)
- Updated Special Mobs (Was 3.2.0 Now 3.2.1)
- Updated Malis Doors (Was 1.9 now 1.12)
- Updated Journey Map (Was 5.1.0 now 5.1.1)
- Updated Immersive Engineering (Was 0.6.1 Now 0.6.4)
Config Updates
- Festive and Rocket Creepers now spawn far less often (or they should)
- Disabled Copper Coke Oven (Railcraft) As IE Already has one
- Disabled Ore Gen for Copper / Iron / Gold / Lead in Railcraft
- Turned off the Copper / Lead Blocks in Railcraft to prevent overlap
- Turned off Blast Furnace (Railcraft) As IE Already has one
- Turned off Creosote Oil (Railcraft) Buckets and Bottles (To prevent overlap)
- added Dense Ore config for Railcraft ores
- Put additional Distance between battletowers
- Decreased overall spawn rate of general dungeons
- Decreased spawn rate of Wizard Towers
- Removed Floater.tml from possible spawn configurations
- Added some optional Nether structure .tml files
- Turned off Zombie Awareness Sound (Also turned off on SMP Server) because it was causing a bug when mixed with Battletower golems
- Decreased the total number of hearts you could find in a chest and lowered their overall spawn rate
- Lowered Hunger Loss Rate from 133% to 110%
- You no longer are lose hunger for being afk.
- Increased time between Lycanites Mobs event by a factor of 4
- Added a terrible looking image for HQM
Script Updates
- Created Garlic.zs (To bring Pam's Harvestcraft / Withcery garlic into line )
Quest
- Chapter 1: The Path To Knowledge - Rule 74 changed from crafting quest to detection quest
- Chapter 1: Stoking the Fires / Light Em Up Switched places
- Chapter 1: You're boned - Added some quest descriptions that were missing
- Agriculture: Starting quest now tied to "Putting Bread on the Table" Not the Path to Knowledge
- Decoration: Starting quest now tied to "Sandy Shores"
- Decoration: Take it for Granite - Now properly recognizes both Botania and Chilsel varieties of the rocks
- Decoration: Paint me like one of your - Now has a reward
- Decoration: On Display - Now has a reward for completing the quest
- Chapter 2: We're taping - Now has a reward for completing the quest
- Chapter 2: Hunting Games - Now has a reward for completing the quest
- Chapter 2: New quest Shard Belief following Thaumaturgy
- 2 New chapters for book (Botanical Relevance/Immersed in Engineering) Adding over 70+ New quest
Edit: There is a known bug with Furnaces being caused by a Railcraft config. I am going to release a new version as soon as I can to combat this issue.
In the meantime, under /config/railcraft/blocks.cfg on line 91 change
B:machine.alpha.coke.oven=false
into
B:machine.alpha.coke.oven=true
Update should be out on the Technic Platform in the next few moments fixing that bug
I'm waiting on FTB's staff to get the update out on Curse / FTB
Updated to Version 0.1.10
Version 0.1.10
Mods Added
- Aroma Backup
- YAMPST
- UpdateCheckerMod
- Immersive Integration
- Version Checker
Mods Updated
- Updated Chisel (Was 2.9.3.9 now 2.9.4.10)
- Updated Forbidden Magic (Was 0.57 now 0.572)
- Updated Journey Map (Was 5.1.1 now 5.1.3)
- Updated Malis Doors (Was 1.12 now 1.13)
- Updated Malis Core (Was 0.12 Now 0.14)
- UPdated ModTweaker (Was 0.9.4 now 0.9.5)
- Updated NEI Integration (Was 1.0.13 now 1.1.1 )
- Updated Pam's Harvestcraft (Was 1.7.10k now 1.7.10Lb)
- Updated Storage Drawers (Was 1.6.3 now 1.7.5)
- Updated Botania (Was .242 now .247)
- Updated HQM (Was 4.4.2 now 4.4.4)
- Updated Ruins (No Version Number given)
- Updated Rotarycraft (Was 9b now 10d)
- updated DragonAPI (Was 9b now 10d)
- Updated Immersive Integration (Was .65 now .66)
- Updated Immersive Engineering ( Was .64 now .6.5.1)
Config Changes
- Cleaned up the Config folder a bit
- Decreased spawn cap of Raiko by 1 (Was 3 now 2)
- Turned Waila Back on by default
- Exported HQM Quest to JSON
- Reduced Item Damage on Death (was 32 Now 10)
- Reduced Growth Time on Sugar cane and Saplings
- Added Wool of Bat to Several Bat Mob Drop List
- Added Creeper Heart to Several Creeper Mob Drop List
- Added Spectral Dust to Several Undead Mob Drop List
- Added Witch Hand to several Witch Drop List
- Added Tongue of Dog to Several Dog Drop List
Scripts
- Created railIECook.zs to hide Railcraft's Coke Oven and Blast Furnace Blocks
- created wormWood.zs to fix the fact that you can't make wormwood seeds normally
- Added a shapeless recipie for Seaweed / Cranberries seeds (Temp)
Quest
- Adding 2 New Chapers Witchery and Railcraft with over 70+ New Quest
- Chapter 2 - Library Card - Changed Bookshelf Requirements
- Immersed in Engineering - Grit your Teeth - Changed Flavor text for "Butter is required" Quest
- Reorganized Quest in Chapter 1 ( Cutting Edge Technology > A Crooked Salesmen > Bedding with the Enemy)
- Moved Quest "Weathered Down" In Chapter 2 to Chapter 1 after Diamonds are Forever
- Chapter 2: Botanical Thoughts - Updated to a detection quest with the most recent version of Botania
- Chapter 1: Hard as Glass > Almost Hit Bedrock. Reduced Obsidian from 15 - 10
- Chapter 2: You're a Wizard Harry > Nuggets - Changed Nuggets to Thaumcraft Nuggets, and made detection ore dictionary
- Add potions to reward bags
- Moved Quest around Chapter 1: Diamonds are Forever now leads to Chapter 2 Panning for Gold, which unlocks all but the enchanting quest
- Chapter 1: Bedding with the Enemy - Added a reward!
- Chapter 2: Added New quest
- Chapter 2: Set some reverse triggers up so that the entire chapter is not revealed all at once.
- Agriculture - Seeds of Beginning - Now a Detection Quest not crafting
- Agriculture - Hopped Up - Quest 2 - Set to be Detection not Crafting
- Chapter 1: Added Quest - Travel By Sea
- Updated Agriculture - Seedy Buisness to now use Barley seeds instead of garlic seeds
Other
- Cleaning up Github
Hi All,
THe modpack has been updated to 0.1.11
Changelog
Version 0.1.11
Mods Added
- Cooking for Blockheads
- FTB Utilities
- FTB Lib
- Not Enough Resources
- Bakcpacks mod
Mods Removed
- Aroma Core
- Aroma Backup
Mods Updated
- Botania (Was Version r1.8 247 - now r 1.8 249 )
- Hardcore ender Expansion (was 1.8.4 now 1.8.5)
- Automagy (Was 0.27 now 0.28.2 )
- Forbidden Magic (Was 0.572 now 0.573 )
- Immersive Engineering ( Was 0.651 now 0.74 )
- Immersive Integration (Was 0.66 now 0.67)
- Growthcraft Community Edition ( Was 0.2.3.1 now 0.2.4.0 )
- Roguelike Dungeons (was 1.3.6.3 now 1.4.4)
- Ruins (Now 15.4)
- Storage Drawers ( Was 1.7.5 now 1.9.4 )
- Spiace of Life (Was 1.3.0 now 1.3.1 )
- Arcane Engineering (Was 0.2.1 now 0.2.6)
- Maliscore ( Was 0.14.0 now 0.14.3)
- Malis Doors ( Was 1.13.0 now 1.13.2)
- MobProperties (Was 0.4.2 now 0.4.3)
- Specialmobs (Was 3.2.1 now 3.2.2.)
- Journey Map (Was
- Malisis Doors (Was 0.13.0 now 0.13.1 )
- Railcraft (9.8.0.0 - 9.9.0.0
- Nei integration (1.1.1 - 1.1.2)
- Jouryney map (5.1.3 - 5.1.4)
- Dragon API - 10d - 11b
- Roatarycraft ( 10d 11b )
Config Updates
- Removed Apples from Default spawn for FTB util
- Changed Default MOTD
- Turned on the Creative Thaumonomicon
- Reduced Taint Spread a bit
- Turned Hungry spiders back on
- Set enablecropspecialplanting to False (To fix cranberries and seaweed)
- Weather machine no longer makes tornadoes (Blame Az)
Script
- Created fruitSap.zs to help with Cherry Quest
- Created Bibliofix.zs to put the Bibliocraft furniture into it's own oredictionary
Quest
- Created two new Chapters for Rotarycraft and Thaumcraft
- Chapter 1 - How to use the Book - Added a reward of wood
- Chapter 1 - Added quest for Backpacks
- Chapter 1 - Sieving with Envy - Changed to Ore Dictionary Detection
- Agriculture - Added Quest to accomodate the addition of Cooking for Blockheads
- Agriculture - Changed Falling Far From the Tree to Ore Dictionary Detection
- Decoration - Shelved away - Set all quest for Ore Dictionary Detection
- Decoration - Don't Table this quest - Set quest for ore dictionary detection
- Chapter 2 - You're a Wizard Harry - Changed Quest from Crafting to Detection
- Chapter 2 - You're a Wizard Harry - Nuggets - Decreased number of times to craft to 2 (Was 10)
- Chapter 2 - Added quest for Spectral Key
- Chapter 2 - Corrected Botania petal Apothocary Quest to now be Detection based
- Chapter 2 - Circular Logic - Added reward for quest
- Immersed in Engineering - Quest 420 - Changed to Detection for Hemp
- Immersed in Engiineering - Industrial Expansion - Updated for 0.70 Update
- Immersed in Engineering - Winding up - Low Voltate Fun - Changed LV Capacitor to NPT Independent Detection
- Immersed in Engineering - Added quest for "Improved Blast Furance
- Immersed in Engineering - Steeling the Show - Decreased number of times to Craft to 14 (Was 27)
- Immersed in Engineering - I sell Coke Ovens - Decreased number of times to craft to 14 (Was 27)
- Immersed in Engineering - Byproduct - Decreased number of times to craft to 1 (Was 8)
- Immersed in Engineering - Up up and Away- Balloon changed to normal
- Botaniacal Relevance - Weaving a Destiny - Fixed the Cowl (I think)
Warning: You may need to run DFML Confirm on servers as Aroma Core and Aroma backup were both removed
Liking the pack so far, good work. Could I suggest however a mod like mousetweaks, really makes inventory management and crafting a tad more fluid. Also maybe something like Dynamic surroundings to spice up the ambience a bit, especially in caves and with Lycanites installed.
Sir, I think you you have lost all focus in this modpack. You have added every single Kill the player kill him now mod out there and only the hardest most mystically difficult to find any information on mods to combat the evil in your pack.
My biggest issue is Rotarycraft. Immersive Engineering is a great mod, and you can build a great base around it, but you need some basic stuff to get it up and running, and Rotarycraft just aint it. How about IC2? They have a nice following, their mod is well balanced, and scales nicely to end game, they actually have armor / weapons that can find equal footing with the mobs you have in the pack if you can keep them powered and active.
I found your pack when looking for a steam punk themed modpack that my son and I could play together, but he refused to play minecraft now because of this pack, it essentially ruined minecraft in my house with 1 night of a hundred deaths. I spent some time with the pack solo to see if there was a work around for the early game imbalance and found that even getting basic storage and farming up and running I am faced with Rotarycraft which I don't have time to learn.
Also is it a bug that the zombies can just glitch through 3 layers of walls at like teleport speed and 1 shot you or is that your intent sir?
I'll take a look at Dynamic Surroundings, my thought process was to have more mods aimed at making the landscape "Prettier" per se but I would like to focus on those after I have the base mods sorted out. That said I don't see anything to wrong with either of those mods so long as they aren't too taxing on the client / don't generate to much in the form of tick lag. I wouldn't expect much from mouse tweaks, but Dynamic surroundings may put some pressure on the client and I want to avoid that if possible. Especially as the modpack (as of the current build) is at 116 Mods and so the memory space for it's getting a little heavier then I'd like.
I'll run some test and look for performance differences.
I apologize that your experience with the game wasn't enjoyable; however, the mod pack was intended to rival Crash Landing, Blood and Bones, There will be blood and Hubris in terms of difficulty especially early game. It is in the tag line:
Were you able to follow the Guide Book to help establish yourself? It should have provided insight and guidance into learning all 6 of the modpacks core mods including Botanica, Witchery, Thaumcraft, Rotarycraft, Immersive Engineering, and Railcraft. The magic components of the mod are equally critical to the overall balance of the pack, using them in tandem with the technological components.
IC2 will likely never be included because it does not meet the basic requirements that a mod not be filled with multiple single block technical solutions. Again I apologize that you found this modpacks theme not to your liking; however, I feel it relevant to point out that this thread's title is
[HQM] Tame the World - Magic and Tech, Exploration and Pain
There is a known issue with the speed at which zombies can move thanks to certain combinations of conditions; however, that is being corrected in 0.1.12
Updated to 0.1.12
Mods Added
- Gany's Nether Mod
- Squidless
Mods Modified
- Difficult Life
Mods Updated
- Updated to Weather / Storms (2.3.9 -> 2.3.10)
- Updated FTB Libs / Util ( 0.13.3 -> 0.17.6 )
- Railcraft (9.9.0.0 -> 9.10.0.0)
- Immersive Integration (0.6.7 -> 0.6.8)
- Rotarycraft (11 -> 12e)
- DragonAPI (11 -> 12e)
- Immersive Engineering ( 0.7.4 -> 0.7.5)
- Forge Multi Part (1.2.0.345 -> 1.2.0.347)
- StorageDrawers (1.9.4 -> 1.9.7)
- Reosurce loader (1.2 -> 1.3
Config Chagnes
- Added Tags for Tame the World for Open Eye
- Increased chance of Blood Moon from 1/100000 to 1/1000
- Zombies won't reach Warp speed anymore
- Turned growthcraft Bee Generation off (again)
Script Changes
- Added soulGlass.zs to fix Gany's Glass / Natura Soul Sand glass compatability
- Added Gany's Nether Cooked Bat Wing to cooked Meats
Quest Changes
- New Chapter - Into the Firey Depths (Nether / Gany's Nether / Natura)
- Chapter 1 - Slightly reorganized!
- Chapter 1 - Leather Tis Nobler now has a reward
- Chapter 1 - A crooked Salesmen - Changed subquest around a bit
- Chapter 1 - Weathered Down now has a reward
- Chapter 1 - charcoal quest now has a reward
- Chapter 1 - New Quest for Mushrooms / Mushroom Stew
- Chapter 1 - New Quest for door
- Chapter 1 - Swiper No Swiping - Tanning your Skins - Now detection rather then crafting
- Agriculture - Removed Rainbow Curry as quest requirement (As it is uncraftable)
- Decoration - New quest for Topiary Grass
- Decoration - Factor it in - Now a detection quest
- Decoration - New Quest for Armor Stands
- Chapter 2 - You're a Wizard Harry - Players First Wand - Set to NBT Independent Detection
- Chapter 2 - Redstone - Redstone Comparator no longer required for quest completion
- Chapter 2 - Fuming with Envy - Now a detection task
- Chapter 2 - It's getting hot in here - Set t detection for the clay jars
- Thaumaturgy - Reordered quest a bit.
Other
- Added wget.exe to libraries folder, it went missing at some time
Have you considered adding agricraft? I've also died more in five minutes playing this pack then anything in recent memory, well done sir it is very lethal!
I've looked at agi craft, and I think... part of me, just thinks that food is already a bit to complex as it is. That and Agi Craft in a lot of ways makes the game so much about crop management that it loses the fun of just having crops. I think for right now I'm happy with the way things are, but I'll keep it in mind.
Version 0.1.13
Mod Downgrades
- Zombie Awareness Downgraded to Verion 1.9.6 (TPS Lag resulting in 50% lag on some servers)
Mod Updates
- Rotarycraft (12E -> 13A)
- DragonAPI (12E -> 13B)
- Immersive Engineering (.75 -> .77)
- Applecore (1.3.0 -> 1.3.1)
- Roguelike Dungeons (1.4.4 -> 1.5.0)
- Fastcraft (1.2.1 -> 1.2.3)
- Journey Map (10.5.1.4 -> 10.5.1.4p1 )
- Railcraft ( 9.10 -> 9.12 )
- CookingForBlockheads (1.3.4 -> 1.4.0)
Config Changes
- Silex were getting to frisky and lagging servers, made them a hint less frisky
- Adjusted Spawn Weights of Jengu / Zephyr / Silex
- Adjusted Ika SPanw rate
- Vanilla Versions of the normal mobs will spawn rather then special versions of those mobs
- Meteorite Ore no longer has natural ore generation, you have to get it from falling meteros
Quest Changes
- Chapter 1 - Swiper No Swiping - Bigger and better now a detection quest and using a different backpack.
- Chapter 1 - Vroom Vroom Shroom - Mushroom Soup Bowl detection updated
- Quest book forgot what heart canisters were, it was reminded.
You should add:
-Thaumcraft Inventory Scanning, makes the thaumaturgy life so much easier.
-Just Another Crafting Bench, which I recommend for any pack without TiCon.