The conscripts are supposed to de-spawn, but the other troops should stick around indefinitely, though they are still subject to the whims of minecrafts entity handler, so they may disappear or glitch into terrain. The companion beacon not working is definitely not intended, and not at all what happened during testing. The only difference between the testers and you would be the OP status. I'll look into it some more.
EDIT: I'll look into the carbon electrode as well. It may have been something that got overlooked when I changed tar sand back to soul sand.
EDIT AGAIN: I'm not sure what's going on in your game, but I just tested out the recipes for the carbon electrode and both the one where you cook the oil sand and the one where you compress the graphite work. I also tried out the beacon with the mercenary Diana Carpenter, and it worked on her even without being in creative mode. If I right click her with an empty beacon before I've paid her, it brings up her dialogue, but after I've paid her it just stores her in the beacon. Also keep in mind that due to an issue with the NPC mod, you have to pay her again after releasing her from the beacon because her status resets. This goes with all NPC's you hire, and troops as well.
I wasn't for several months but just recently got back into it. I'm going to be releasing a small update to fix some issues, address lag and overhaul the guns and vehicles. There's been so many changes with flans mod that I haven't kept up with that I just want to get it out of the way. I'll also be releasing the server pack alongside this update, so hopefully we can get a few servers going.
I could really use some good pre-built buildings or things like that to work with. Let me know of anything you can think of, please.
It's not? What's it saying? It's still in my dropbox account.
EDIT: Oh wow, my bad. I guess there were some changes to dropbox, but it was a simple fix. Sorry about that. It's available now. There are currently some issues with performance with mobs on, but that's fixable as well, and I'm going to address it soon.
I took over 3 months off from modding and just recently came back to it. I want to finish this packs story and will be working on act 4 and migrating to a working questbook. If I can, I'll update to 1.10. This update is a major bugfix and balancing update, but it also adds a lot of new features and gun and vehicle improvements. Please let me know on here or by email at mensreamc at gmail.com.
-fixed issue with mobs causing extreme lag
-ADDED MOD: hearts, for endurance and strength
-ADDED MOD: worldedit CUI, for users to see what they're highlighting in worldedit
-ADDED MOD: fastcraft
-ADDED MOD: healthbar, to get rid of those hearts that were taking up too much space
-ADDED MOD: default controls. sets your controls to none for a lot of the mods if its the first time you ran the game
-ADDED MODELS: greylight by derpiwolf
-REMOVED MOD: mapwriter
-UPDATED MOD: flans mod
-UPDATED MODS: the various thermals and cofhcore
-removed that awful seasonal music. Lycanites added it, if you wanted to know
-fixes and improvements to many biomes
-fixes and improvements to ruins templates
-general improvements to FPS
-fixes to tutorial level and addition of drivers ed
-fixed issues with the wrong blocks spawning on towers. you can exchange the old ones for new ones that work
-fixed the carbon rod quest
-fixed the workbench quest
-added the ad-mech door code to a quest. you could have talked to the servitor for it but that wasnt obvious
-changed the worldspawn to the ship where it should be
-made areas that you teleport to taller to reduce risk of glitching into the ground
-demon mobs now only spawn at night or near mob spawners
-increased the amount of experience from ab initio quests. they are tedious "build a thing" quests and need the extra incentive
-i cant fix the points going negative issue, its an HQM thing, but i did put a cooldown on investing stats to limit accidental clicking
-fixed the issue with players not getting the recall beacon when they should have
-improved the descriptions on how things work and added tooltips to some meta items
GUNS & DRIVEABLES
-new graphics for many weapons
-guns have unique sounds and ranges depending on ammo
-bullet impacts have unique sounds and ranges depending on ammo
-guns have unique recoil patterns depending on ammo
-guns have armor piercing values depending on weapon. theres a tooltip marker for it
-guns have improved and updated tooltips
-vehicle weapons have tooltips
-removed over 100 vehicles parts and replaced them with 6
-vastly improved and updated all vehicles, planes and mechs
-tank shells and bombs are now worth using
-better integrated skill system into quests
-you can no longer exceed 10 stat points
-you can no longer get negative stat point
-fixed the error with the imprinting system needing a deprecated item
-fixed the issue with 1-50 mechanic giving leveling survival instead
-all skills and skill bonuses now only require 1 stat
-endurance now gives permanent increase to health according to points
-strength now gives permanent increase to melee damage according to points
-melee skill gains access to Melee Mastery, which increases damage with melee
-melee skill loses access to various weapon enchantments
-added shade to list of monstrosities. made its bite paralyze you temporarily
-mobs target and damage vehicles, mechs and planes when the player's in them
-mob tracking has been significantly nerfed
-mobs shoot from further away
-almost all mobs wander the map
-mobs now have set health that only changes with difficulty and rarity
-harder mobs now spawn much less, and only so many can exist at once
-mobs now spawn in the biomes they should
-biomes with vegetation or mesas are free of direct demon spawning
-natural predators spawn on peaceful
-natural predators spawn in areas with vegetation
-behemoths are much tougher but only 2 can exist at once, anywhere
Did another update for the client and the server. I also wanted to say that I'm redoing all the quests and the RPG system in better questing. I'm not sure when I'll be done because with all the new things I can do with BQ I'm redoing a lot of stuff.
Here's the changelog:
-fixed major issue with energy and bolt weapons failing to hit about half the time
-fixed issue with melee weapons rewarding repeatable melee damage
-rebalanced energy weapons to take longer to reload and to have a max range
-improved visuals on bolts, missiles and rockets
-vastly improved HEIAP ammo and changed recipe
-removed ability to put attachments on deployable guns
-rebalanced some perk attachments
-rebalanced skill and stat related attachments
-updated kraken and inferno shells
-fixed starting 4 AP so you could get it even if you allocated agility points first
Yes, I will be adding doomlike dungeons at some point. I want buildings that look like they fit in with the general theme and wouldn't look totally out of place in the wasteland.
Just released a new update.
-fixed more bug
-completely obvious bug where you didnt receive a combat knife back
from the first quest or couldnt turn it in in the first place
-many more RPG system related bugs
-clearly not a stable mod for some computers
-removed hunger overhaul, spice of life and applecore
-couldnt be configured to work with blood and iron food so they were removed
-removed starting inventory mod
-HQM does what it does
-added gender mod
-expanded and improved vaults
-added officers clubs to vaults, areas where players can access special
vendors and public machines and lots of free stuff. need to have 2000+
rep with a faction
-removed TE furnaces, they let you bypass restricted furnace recipes. try using external heaters instead
-improved the recipe and added tooltip for external heater
-the IC2 and IE batteries/capacitors are interchangeable
-added 30+ cosmetic blocks and made harmonized cosmetic blocks for everything that might be used by admins/me
-improved the entire RPG system
-changed some stats
-changed the way AP works
-rearranged stuff so its in a better format
-improved the intro info quests
-made it so you only need 1 point to advance 1 skill point from 1-100
-improved many perks
-improved many skills
-removed cooldowns from just about anything. AP rate is mostly the only limiting factor
-added note about refilling bottles with water cells
-added notes about alcohol restoring sanity
Just had to push an update due to the not being able to submit the combat knife bug. It's actually fixed now. I also included a config setting for the graphics to reduce the settings to reasonable levels. I'd include a changelog but it's just those two things.
Why isn't this more popular? You seem to have put a lot of work into it. Are you not advertising?
I mean, I'm not really sure how to advertise it? I posted things to a couple forums. It badly needs an up to date youtube video, the last one is two years old and way outdated.
It's probably not so popular because 1.it's not finished 2.it's had a lot of bugs 3.it's not really that big of a pack mod wise 4.it's missing some super popular mods like pokemon and thaumcraft 5.it's not 1.10 6. it doesn't have a server 7.it's not on curse and probably never can be. That's just off the top of my head.