Pushed another update. This one's pretty big, with lots of improvements to crafting recipes and some major bugfixes.
-removed the need for hundreds of gun and ammo related parts
-added 3 new flans benches: energy weapons workbench, firearms workbench and loading bench. together they use less than a dozen parts to let you build any gun and most ammunition
-things that can't be built in the bench had their recipes simplified
-changed portable and stationary heavy weapons
-portables now have reload times
-stationary have no reload
-added sawed-off double-barrel shotgun
-added 7 new admech quests in Forbidden Planet to help the player get established faster and teach them some basic concepts of the pack
-added a quest about how to improve the packs performance in Character Sheet
-removed optifine from active mods
-it's still in the pack, just in a folder named "use at your own risk"
-fixed issue with town hall not letting you get the quest to attract settlers
-updated all the settlers
-boosted maka life and gave them better drops. can you milk lizards? never really tried, myself
-removed excessive reload times from energy weapons
-rebalanced energy weapon damage and projectile speed
-longlas 15->10 damage, speed to 20
-laspistol 7->4 damage, speed to 20
-lasgun 10->6 damage, speed to 20
-hellgun 10->6 damage, speed to 20
-plasma pistol 32->24
-plasma gun 40->30
-vastly improved damage boosts for energy weapons skill
-reduced laser commando damage bonus by 10%
-added recipes for the new cosmetic blocks
-made new cosmetic blocks recyclable if it called for it
-added some other objects to the recyclable list
-the neural interface was removed from the remaining recipes
-fixed some names on new blocks
-biomes enviromine settings are now accurate. basically just reflects water quality and sanity
-improved numerous texture files
-updated gun tooltips
So after designing a bunch of stuff in Better Questing I found out that repeatable quests were broken. This was several months ago. I guess the author just updated it last month and it now works with repeatables, allegedly. I will be finishing up the pack with that if I can because BQ is way better than HQM.
However, I'm a little wary about continuing to put a lot of time into a pack that it doesn't seem like many people play. I've dropped hundreds of hours into this what with all the writing, planning, building, and NPC's, not to mention all the custom mods and changes. It's kind of discouraging to do that and then see packs that were really just slapped together in a few hours get much more attention. It seems like kitchen sink/pokemon/gimmick packs being popular is the norm with this game, not the exception, so if you like this pack I'd encourage you to comment here or otherwise let me know that there is some interest in it. It would really help motivate me to finish it if I thought people cared, so I appreciate any and all comments, even if they're "your pack sucks, and this is why...", because at least I know someone tried it. I'm also very open to making changes to appeal to a wider audience, but not getting feedback stymies that.
Just for the record, the pack may not be finished, technically speaking, but if you do all the quests legit there's still 12+ hours of playtime, and that's just with one faction (there are two). That's not counting people doing normal stuff, like base building and what not.
Finally, finally, finally managed to get BQ fixed so that the new build works. It's a complete overhaul of the game and has been well tested, so if you played the old pack once or twice and thought it was neat but very confusing and buggy then you'll really like this. Get it on technic: https://www.technicpack.net/modpack/wh40k-blood-iron-pack.558927
Sometimes when you make a new game certain quests just break. My advice is to get through the intro quests and then make sure everything is working before you proceed. If a quest is giving you free stuff that's a sign the save is broken. I'm not sure why it does this but it's being looked at.
Let me ask a quick question. Is this a completely custom map? Or are you able to use Ruins to spawn in structures with your own Custom NPCs on a random map world?
It is a custom map to an extent. It still generates biomes and ruins. I guess you could call it a hybrid.
None of the ruins I added spawn custom NPC's but I think it's possible. You can use a NPC spawning tool on a mob spawner to set the spawner to output those NPC's, and ruins reads NBT data, so it should be good. Let me know how it works out, kinda curious myself.
By the way, I enjoyed playing your modpack for a while. I played Warhammer 40K and painted miniatures for a little while there. Your modpack was fun. The only reason we stopped, is that we only have 1 computer and 2 people are playing it at the same time using the Joypad mod. I think your pack had about 100 or so mods.
I'll have to revisit it when we get a second computer and my son is a tad bit older. I've always felt Warhammer 40K is a bit mature.
Anyways, I think you're right about the spawners. We're also looking at trying to use Ancient Warfare 2 and something with command blocks. I got a really good and detailed reply from Jordan Peacock over here:
I found a guy using command blocks on Youtube to spawn in Custom NPCs in 1.10 through 1.12. I don't understand it myself, but it gives me hope. I'm trying to put together DnD style adventures. So, Custom NPCs seems to be the way to go.
Thanks, and yeah, the pack was performance intensive and also had a number of bugs that forced me to drop development and start a new 1.12 project. Also, yeah, the pack is for mature audiences, lots of language and drug use, not to mention a bit of the old ultra violence.
Thanks for the link, gonna check this out for my current project.