Welcome to Shanghaied, the game where your primary goal is to make your way to the winners circle to claim your prize and more importantly, to stay alive longer than the last contestant. Along the way you'll be presented with challenges galore and rewards to match.
You'll be transported to a paradise island filled with waiting attendants who will fill your every whim. Oh wait, that's where we send the winners of this competition, or would do if any had ever made it that far.
Anyhoo, you will be transported somewhere quite different to a paradise island and certainly with no attendants, unless you call the hoard waiting to tear you limb from limb attendants, lol.
If you love starting with very little and gradually building an empire while completing well thought out challenges designed to not only test you, but also to help those new to adventuring with great hints and advice, then why not try your hand at this latest survival quest. Who knows, you might even learn a few new tricks along the way.
We've attempted to make the early stages of this quest different to the regular get wood, make tools, sift blocks to get ores and bam, you're up and running. Instead you'll still be getting wood, but not the regular stuff. It'll be some time before you gather enough material to even make a sieve, so growing ores will be the order of the day. All will be explained once you start playing the game.
The important thing is that you get started right away as other contestants are already hard at it trying to get their grubby hands on the magnificent trophy that we were hoping to give to you when you eventually reach our paradise island.
Flatland Biomes
Sky Platform & Waterworld
Have you ever visited the Aether and wondered what its all about? Have you always wanted to ‘ride’ a Moa and had no idea how to do it? So many new things to explore and not sure where to begin. Well wonder no more because we’ve included an entire page of quests dedicated to get you from go to whoa, or should that be moa? Either way now you have a reason to not only visit the Aether but complete our wonderfully challenging quests right up to the final terrifying BOSS of the dungeons.
Never bothered going back to the Nether due to a lack of interesting things to do? Really? Well we've designed an entire page of special quests for you to complete while you're there. Intrigued? Well I should hope so. But first if you choose one of our fiendish flatlands to play, you'll need to complete a few preliminary quests to get the materials required to build your own Nether gate.
Are you thinking that this is just another land based survival pack? Well think again because we've also included an ocean based biome where you begin your journey from inside an active volcano with of all things, a Nether gate that you'll need to use to gather the materials you require to build a floating platform on the endless ocean. Don't worry though, your ocean will contain many islands you can eventually visit to plunder for their resources.
But wait, there's more. We've also included for your playing pleasure, a sky platform where you'll start your adventure perched way up high on a tiny platform above an unforgiving void. This world also requires going to the Nether to gather materials to expand your platform. Yes, it does have some islands dotted around it, but not nearly as many as you'd find in the ocean biome. What's more all these exciting new worlds use the same quest book. Impossible you say? Perhaps, but then if it was, how could we have designed this pack with exactly these options included? Its ready and waiting for you to try out today. Be the first to meet their doom in this entirely new take on a survival pack.
More Info About Shanghaied
BEGINNING YOUR ADVENTURE: Although its yet another survival game, it has some differences. You start out on a dying planet with a few possessions including a weapon of sorts, and of course your trusty quest book. Its up to you to decide how you want to progress, either by searching for a safe place to hunker down before the nightly mobs come out to play, or by throwing caution to the wind and spending the entire day trying to gather as much material as possible to complete some of the early quests in order to reap their wonderful rewards. When night does come, you'll likely be overwhelmed with countless mobs that will have you running for cover in an attempt to prevent them chalking up yet another victory via your mangled corpse. So you might want to consider taking the first option mentioned and concentrate on making a shelter before night actually falls. On the other hand, there might not be that many mobs after all, just the usual assortment you'd expect to get on any dying planet you just happened to get abandoned on.
COMPLETING THE QUEST: All is not lost, you'll notice as you progress through the quest book that there is a pathway that opens up. You might get lucky and just happen to take the shortest route possible, or you might not. Although your primary goal is to complete the solitary quest on the WINNERS CIRCLE page, there are many optional side quests that you can still complete along the way that offer useful rewards. Hmmmm, I imagine there might be some completionists out there thinking they ain't gunna play any game that can't be completed. Well don't worry, this game can be completed 100%, its just that you can choose not to complete it if your intention is to just get to that beckoning finish line.
DISCLAIMER BOOK: We've also provided a disclaimer for your reading pleasure. If you're playing alone, you'll be able to read it in complete safety as opening it freezes time along with those nasty mobs. There's a lot of information in it including some that might even be a bit helpful, but we aren't passing out guarantee's, just letting you know the lay of the land so to speak. We do however highly recommend you read it sooner rather than later so that you don't miss out on any unexpected bonuses that you might stumble upon during your upcoming ordeal.
FOOD: Food is a requirement for survival, and you'll likely spend the first few weeks on the brink of starvation and have to spend every waking moment in the pursuit of yet another morsel to stave off death. There will still be time however to progress through the challenges at a steady pace until you eventually become established enough to want to automate some of your growing number of daily tasks.
Our intrepid botanist's have managed to source some new crops that will happily grow in tilled soil in whichever climate you wind up in. You will have to wait until you obtain a mattock or Farming Station to till the soil though. Thanks to one of our illustrious sponsor's supplying us with these seeds, we have been able to distribute them randomly via our 'Lucky Dips'. Watch out for them when you break open your Lucky Dip to get the wonderful surprises contained in them.
We've also managed to simplify the recipe for making fertile soil that you can use to grow regular crops while you're struggling to stay alive. Hopefully you'll last long enough to eventually get started on your new crops and make all the wonderful recipes our chef spent creating during our 'off' season. He reckons some of them are to die for. Not sure what he meant by that remark, hopefully its just a metaphor and not to be taken literally. Eventually you'll be able to grow prodigious quantities when you ramp up to mass production. This is a good thing as there are quests where you can earn magnificent rewards for handing in your surplus produce.
Did I mention the hidden recipe treasure hunt? No? Well I think its best to leave you with a few surprises to look forward to hey?
MOBS: In this game you get rewarded for killing mobs, in fact its a requirement so if you prefer playing on peaceful, you'll find you can't progress much further than the first few challenges. This is not to say you'll be spending every waking hour defending yourself. Its a relatively small part of the game, but necessary as there's no point in having mobs if you're going to spend every night hiding away from them.
ORES: Now that we've got that concern out of the way, lets think about how we get ores. Although its possible to get to the waiting ores below the layers of bedrock in the Flatlands worlds, its not something you should concern yourself with early in the game, especially as it'll be some time before you are able to make a pickaxe. The good news is you can grow ores until a better option becomes available. Oreberries are a big part of the early stages of your adventure and best of all, you can simply hang them on drying racks and wait until they turn into nuggets. They can still be smelted if preferred.
REWARD BAGS: The reward bags have been specially designed to help improve your lot in life. They can help you immensely, or just a little bit. How useful a reward is often depends on how advanced into the game you are when you receive it.
If you're really lucky you might get a food reward that is also one of the hidden treasure recipes, so be sure to check the Secrets Revealed page every now and then to see if you've accidentally 'discovered' a secret recipe.
So what about when you band together with other adventurers to form a pack? Well as this pack is primarily designed for single players, we wouldn't want multiple players gaining an unfair advantage by rewarding every one of them with reward bags just for completing the same quest. Instead we thought you'd prefer to decide for yourselves how you're going to share around all that lovely 'free' loot.
Although there are a limited number of reward bags, we've been generous enough to include a second tier group of reserve bags that never run out thus ensuring that whatever bag you were meant to get, you'll never come up empty handed.
RUINS: There are heaps of ruins scattered randomly about that may or may not contain hidden treasures and of course not so hidden adversaries. There are 4 pre-made template worlds to choose from, each one slightly different to the other, or you can choose to make your own world via the 'Create New Game' button that will be different to the existing 4 worlds. Just make sure you alter the Transmutator's setting that is still preconfigured to send contestants to last years now defunct sky platform.
Want even more variety? No problem, thanks to the ruins that tend to spawn randomly as you explore further from your starting point, subsequent play thru's of the same biome will be like a box of chocolates, all melted and gooey. Hmm, that doesn't sound right, lets just say traveling to new areas will cause new ruins to spawn and they'll probably be different to the ones you discovered on your last playthrough of the same biome before you ran out of lives.
TOOLS and WEAPONS: Have you ever wondered why tinkers tools and weapons only level up 5 times? I mean, you become a master of the weapon in no time flat and that's it? Well our boffin's managed to find the key to unlocking more of those hidden levels to give you a greater incentive to keep hacking and slashing with them? How many levels? Ahh well, we wouldn't want to spoil the surprise, so we'll let you find out for yourself.
DO's and DONT's:
Do read carefully each challenge as there are many hints thrown in to help the newcomers.
Don't just assume the recipe you used in your last game will be the same here as there have been heaps of changes, mostly to allow the flow of this game to work as intended and some simply because I thought they made more sense.
Do download it and try it out today. You won't know if its any good unless you actually play it. Don't worry about the millions of players that said they'd rather have a lobotomy than go through the ordeal of being shanghaied again. You're an individual and as such have every right to be shanghaied into playing our ramshackle survival game. Besides, the likelihood of your making it all the way through to the WINNERS circle without dying at least once and undergoing our patented RIP service is a billion to one, so don't pay for a lobotomy, let our technicians lobotomise you instead.
Don't give up if you die on the first day. Sometimes you need to play a game a few times to get an idea of which is the best tactic for you to employ. Besides, some worlds are by their nature, harder to get started in than others. You owe it to yourself to at least try each one out. As they say, practice makes perfect, so give those mobs more time to hone their skills so they can mercilessly slay you even faster. Who knows, you might even get better at staying alive longer yourself.
Do believe me when I say this game has been exhaustively tested by our totally unbiased team of just me and was unanimously voted as the best minecraft survival game bearing the name Shanghaied ever played, this year.
Don't add any mods or change any existing mod versions. This pack is designed to be played exactly as it is and any changes could actually break the pack and make it unplayable. Even if it doesn't break, you'll no longer be playing the pack as it was intended and won't know if you 'could' have made it all the way through as was originally intended.
Permissions
A special thanks to all the mod creators that have given their permission to use their mods. Without them this pack wouldn't exist. Below are all the mods we've incorporated into our pack.
Okay, its official, we've now updated to version 2.0.0 which requires starting a new game if you're already playing one of the older versions. Ahhh, its a small price to pay considering how much more freedom players now have to progress through their adventure. No more being tied to a SPUD that frankly seemed to take forever to clear of mobs. Now you can go where you want, when you want to, unless you die and get re-spawned elsewhere lol.
I've included a Spoiler in the post below of the main changes we've made to the pack. Its the 3rd one down. Pretty easy to find as it seems everyone here is too shy to make themselves known by dropping a line to say hello....
PS: Yes we removed the mutated berries and I really liked them too. But I had to consider our upcoming sequel where berry bushes grow wild all over the planet. They really are better suited to that environment and on the positive side, you'll have all four varieties available to you in the same playthrough, woo hoo. So they may be gone for now, but certainly not forgotten and will return bigger and better when our sequel 'Shanghaied Again' gets released.
We've now updated to version 2.0.2. Hopefully our last update as we've turned our attention to the upcoming sequel. For anyone already playing our pack and wanting to know if they have the latest version, apart from finding the update number that we've playfully hidden on the main menu, this is the only update that now has Skele armor which I'm sure you'll want to wear to scare your friends, but hopefully not enough for them to fill you full of arrows, lol.
Sooooo, what did I say about last a update? Well I did say hopefully and chance would be a fine thing so we've found a few more things to change that make it slightly easier to navigate your way through the quest book. There's a list of the changes below for anyone intrepid enough to scroll down and find it. Mostly minor stuff but I felt it would improve the flow of the game so made them and called the update 2.0.3. Defiantly unequivocally the last update, probably.
Another day, another update, this time we've really shaken things up with 45 changes to make our pack really zing... Its version 2.0.4 and will be the last update unless someone finds a problem that needs rectifying. You can check out the changes below on post 19.
To Download The Technic Launcher: 1: If you don't already have the Technic Launcher go to: https://www.technicpack.net/download 2: Click on the 'Download' tab to get the Technic Launcher and choose your required system on the bottom of the page.
To Get Shanghaied: 1. Run your Technic Launcher and click on 'Modpacks'. Search for 'shanghaied' from the search bar in the top left and press ENTER. 2. Click on the 'install' button on the bottom right. Once the install sequence is completed, you'll be able to play Shanghaied.
We'd love to hear from you even if its just to say you got so bored playing our ramshackle pack that you fell asleep and a hoard of mini skeletons came along and turned you into a pin cushion while you slept.
Oh, and feel free to ask for help if you get stuck somewhere and don't know how to proceed. We're here to help and will happily answer any and all questions you have. You might even like to add a suggestion or two of your own. This pack started out much differently waaaay back when it was known as Marooned, and its only thanks to many contributors suggestions that its gotten to where it is today.
Hi everyone. We've finally updated our pack to version 2.0.0
Due to the nature of the changes you'll need to make a new game if you've been playing on any older versions of Shanghaied.
There's a Spoiler of the main changes we've made for anyone interested in seeing them.
1: Changed Shanghaied to having crops and NO mutated berry bushes. NB: Although it will be some time before players can plant these crops due to them requiring tilled soil, it doesn't hold up the rest of the game as they're actually designed not to be required until later on. There are enough recipes that can be made until they obtain a mattock. NB: Mutated berry bushes will return in the upcoming 'Shanghaied Again' sequel.
2: Added regular maloberry bushes already growing in some Ice Plains ruins to add extra benefit to this biome. Also made some recipes for maloberries and blackberries. NB: Swamp already had blackberries.
3: Removed ALL SPUDS to give players more freedom to explore and set up their bases where they want them to be.
4: As a consequence ALL quest gates have now been removed including the ones in the Sky Platform. Players can now make their portal gates wherever they want them to be. Quests have been modified to provide vital glowstone and obsidian when they are required in the quest line. Backup quests to obtain extra materials are provided for players who make mistakes building their gates.
5: An added consequence of removing SPUDS is that flatland players will now have to tunnel their way through one of the wells to reach the underground stone area. This isn't strictly required until the final Winners Circle quest.
6: Added extra depth to the sand layers to give players greater scope when planning and building their bases.
7: Changed starting point to a random location and changed the compass quest to finding the actual spawn point of flatlands biomes to find a hidden skeleton key which is required to complete the sleeping and food treasure hunt quests. NB: Sky platform has a skeleton key hidden elsewhere. Details revealed in game when required. Also removed recipe for skeleton keys and changed compass recipe back to its original default one.
8: Slowed down the making of tools and weapons by removing the wooden tool station and only providing a valid recipe for a tool forge using zanite blocks. This effectively keeps the supplied lower level tools and weapons useful for longer unless a king slime donates something better in the meantime. Also increased the frequency and number of level-ups available on tools/weapons to compensate for the delay a zanite tool forge will cause.
9: Changed Tools of the Trade quest to making a zanite tool forge and stone pick head. It now requires completion of the Saggy Baggy quest first as players won't be able to make the tool forge until after they can convert zanite ore into gems. Knapping on the job also requires completion of the Saggy Baggy quest to keep them appearing at the same time.
10: Added free self repairing flint shovel to a regular killing quest.
11: Added free self repairing mattock and pickaxe to a couple of Nether quests so players can start farming and mining stone etc. The pick levels up to copper level to enable mining of zanite ore. NB: Players can also get the required zanite ore using TNT if they'd rather bypass the Nether mattock or pick quests until after they have been able to make their own better weapons.
12: Made new powder called ash dust that's made from ash clouds from the Nether. Changed TNT recipe to include ash and sulfur dust in place of obsidian dust that previously took much longer to get. Explosions quest now linked to Smash'N Grab so that the mattock and pick quests can be done a bit earlier. Also reworded explosions quest to alert players to danger of using TNT too close to zombie pigmen.
13: Now give choice of crop seeds in both Hoedown Time and Halloween Surprises for players to get a seed they might not have obtained from the Lucky Dip. There's also some offered in a later quest.
14: Changed water reservoir quest to optional for those players that would rather obtain their water elsewhere.
15: Changed SAG recipe for sand from just providing silicon to providing dust and silicon. This now gives players an alternative way to get dust if they don't wish to spend their time using hammers on sand.
16: Made Slime trunks harvestable using an axe.
17: Changed ANCIENT quest to tell about spores but NOT require one as players can now bypass having to make mycelium to get the items they produce much earlier in the game.
18: Changed single use safari net to use 4 wax in place of single slimeball.
19: Changed early recipe making quests to only include ingredients that players could reasonably be able to acquire at the time of their opening.
20: Added SAG recipe for turning rubber logs into sticks and raw rubber. Removed its ability to craft into jungle planks.
21: Reworded Smash'N Grab quest and reduced required number of ore blocks.
22: Updated all RUINS and Secret recipes to change obsolete custom items recipes into new current ones.
23: Increased the durability of the starting weapon from 42 to 60.
24: Added a recipe for pistons to allow the ingot and redstone to be reversed. It always bugged me when I got them wrong so now its fixed.
I completely forgot about the Dragon keys required to complete the final quest that were previously locked behind gates in SPUDS. I've done a quick fix and removed them from the final quest to enable completion of the pack. If you've downloaded version 2.0.0 from its release up until now you'll should re-install the pack. I think there's only been 7 or 8 downloads since the update......
Sorry about that, its 2:50 am and it suddenly dawned on me while I was trying to sleep.
Just a quick note to let you know we've released another update to streamline gameplay in some areas. This update primarily concentrates on the Sky Platform which was kinda ignored during the crossover phase to get Shanghaied up and running. during a test run I decided it needed a small makeover to bring it up to speed and not make the food aspect soooo difficult. We've included a Spoiler of the changes for anyone interested......
1: Changed the acacia seed given in the Ore Inspiring quest to oak. The way I figure it, the acacia is technically useless compared to an oak. The oak gives early apples which players need and it allows them to make spikes to injure but not kill mobs. Win win....
2: Altered early sky platform medley quests to just handing in items rather than requiring a medley to be made. Reason: The medley requires a chopper unless a bowl has been obtained from fishing.
3: Added 4 new medleys that build on the existing glowing medley to give players extra recipes they can make without needing the wizz.
4: Changed the potash apple requirement for the triangle quests to Fire Charges. Potash apples are required for the vital Lucky Dip so shouldn't be divided. There is already one required for the new Mixed Up Medley anyway. Fire charges also require the player to actively seek out Fire creepers in the Nether rather than just chop down trees so it matches the opposite quest that requires hunting flame spiders.
5: Streamlined the 3 wizz quests along with the saw quest to remove the wizards heart section of each quest. Saw now does consumes all in one section.
6: Changed drying rack recipe so players can now make them in their inventory.
7: Made new Lockdown for Skyworld. Changed HQM quests accordingly.
8: Removed location requirement from Holiday Extravaganza now that the new sky platform is situated at its new spawn location to save players having to swim large distances in the event the 'forced' re-spawn command glitches.
Hi Sandstroem. Great to hear from you again. I wanted to do a bit of a change up for the 2 early quests and as you need gunpowder for the Lucky Dip which should also be open then, I thought why not? But now that you mention it I can see your point. I'll look into swapping around that aspect of the quests so they make more sense. I'm currently making some other changes so It shouldn't take long to have them up and running.
As for the Discord. We started one back when we first listed our pack and hadn't thought to start a thread on here. Beats me why one of us didn't think of it but there you are, guess I was too busy working out the kinks of the quest. I used to go online with it regularly but apart from the first two early questions we received from there, it has remained like a ghost vault that no one seems to enter and certainly no one left a comment. To this end I do check daily to see if anyone is one there but it can be a bit of a pain going into it as even when I'm already logged into technic, it often wants me to log in again and sometimes seems to think I'm not Spaman and gives me a new identity. So to this end I tend to not go there as its seems rather pointless.
On a side note, I tried opening an account on MyM and it didn't recognize my minecraft account. I'm probably doing something wrong and will persist but no luck so far. Thanks btw for suggesting it, I'm hopeful of eventually getting there.
Also while I'm here I'd like to thank all the incredibly wise players who decided to try our pack out. I can only assume you are too busy playing it to come back and comment about it, but who could blame you, it can be additive, lol. As of today we have over 500 downloads and over 1000 runs via the technic launcher. Okay, so 985 of them could have been me but who keeps count of how many times they play?
Hi everyone. Its been brought to my attention that the creepers don't register in the First Blood quest so it can't be completed. Thanks to Ranakastrasz for letting me know on our Technic site.
I was about to release our latest update so this information came at an appropriate time and I was able to fix it before releasing this latest update. It includes a number of other changes including the creeper 'fix'. Below is a spoiler for anyone interested in finding out what they are.
1: Added recipes to make nether crafting tables to add more variety. They can't be converted into stations.
2: Changed wooden rapier to dagger as the wooden rapier could have been handed in for the rapier swap effectively giving the player two flint rapiers.
3: Added alternative recipe for chopper and digger using fusewood sticks as it takes longer to get established when starting in the sky world and its also less likely players will be able to get regular sticks from witches.
4: Re-coloured the chopper, digger and slicing wizz to make them look more like the materials they're now made from.
5: Changed slate block recipe to use flint shards. The blocks can be harvested by hand or faster using a shovel. When broken they have a chance to drop themselves or full size flints which gives an earlier alternative for getting regular flints for crafting.
6: Made Skyworld blocks subject to mob damage [explosions] effectively letting players use nether mobs to get them netherrack and ores early game.
7: Gave nether planks, slabs, fences and gates varying degrees of blast resistance for players to build safer structures and platforms in compensation for mobs now being able to blow up other blocks.
8: Coloured the treasure, compact and salvage chests to match the materials they're now made from and gave them varying degrees of blast resistance to make them more valuable to find and gives players reason to make salvage chests if they know their goods will be safer in them.
9: Increased blast resistance of netherrack to reduce massive damage nitro creepers can have on it.
10: Altered Flimsy Beginnings and Fishing Frenzy so they better match what they are trying to achieve and altered wording in some overlooked quests to update them to current specs.
11: Added pathway with camouflaged door for entry/exit from nether gate area in the event a creeper comes thru the portal and blows up the elevator.
12: Added new armor using skeleton bones. Its more durable than logs but less durable than leather. REASON: Gives players an alternative early armor instead of having to make leather or use the less effective wood. Also adds more incentive to collect those bones in the daytime.
13: Increased qty of woven cloth made using wool and string. Also changed cotton required for same recipe from 9 to 4.
14: Unified recipes for making heart canisters which includes a new gem for the red ones.
15: Fixed creepers not registering in the First Blood quest. (I was changing up the order of the kill quests and somehow managed to leave the creepers blank - Sorry for the inconvenience)
Although it shouldn't require a re-start, if you are playing the sky world your existing save won't have the 'escape hatch' from the Nether area.
I've been enjoying your modpack and the updates. Always good stuff added. Got a question tho, how come i can't make netherack furnace unless i got a normal one to make it? Don't make sense to me. I'm in the nether and gots lots of netherack and cant make a furnace....
Hi Rowdy934. That's a good question. Its a shame I don't have a good answer other than to say that when the pack was still called Marooned before someone else shanghaied our name for their totally unrelated pack we wanted to delay making furnaces for some really important reason which of course I can't for the life of me think what it was. The pack has undergone many changes since those early days and to be honest, I can't see any reason why you shouldn't be able to make a nether furnace earlier, so thanks to your post I'll be changing the recipe in yet another unanticipated update along with a few extra things I've thought about as well that should improve the flow of the game.
There's a spoiler for anyone interested in seeing what they will be.
1: Changed netherrack furnace recipe so it can be made much earlier in the game for sky platformers. Although flatlanders also get this advantage its not as prominent due to their not having access to the nether at the beginning of the game.
2: Updated the wording of the regular furnace quest to accommodate this change.
3: Added new quests to make netherrack furnaces to let players know about the changes.
4: Combined the other 3 head hand in quests into the totem Pole quest to make room for the new quests. NB: This will affect existing games if any of the heads had already been handed in unless the Final one had also been completed. It won't break the game, just require you to hand in more heads.
5: Linked the Hot Foot and Don't fence me in to the 1st island location quest to get it opened sooner.
6: Changed the oreberry hand in for the 'skyland' Tool Time quest to salmon to save players having to give up what might be precious ores so early in the game.
Hoping to include an update soon. For anyone planning on updating when its available, I'd suggest NOT handing in any heads until then......
Okay....... to dev_einfachsj comment about having a trailer. I'd love to include one but don't have a decent recorder, at least not one that can be edited, but I might give it a go anyway. In the meantime if anyone would like to make one, I'd certainly be interested in showing it.
Hi Sandstroem. Great to hear from you again. I wanted to do a bit of a change up for the 2 early quests and as you need gunpowder for the Lucky Dip which should also be open then, I thought why not? But now that you mention it I can see your point. I'll look into swapping around that aspect of the quests so they make more sense. I'm currently making some other changes so It shouldn't take long to have them up and running.
As for the Discord. We started one back when we first listed our pack and hadn't thought to start a thread on here. Beats me why one of us didn't think of it but there you are, guess I was too busy working out the kinks of the quest. I used to go online with it regularly but apart from the first two early questions we received from there, it has remained like a ghost vault that no one seems to enter and certainly no one left a comment. To this end I do check daily to see if anyone is one there but it can be a bit of a pain going into it as even when I'm already logged into technic, it often wants me to log in again and sometimes seems to think I'm not Spaman and gives me a new identity. So to this end I tend to not go there as its seems rather pointless.
On a side note, I tried opening an account on MyM and it didn't recognize my minecraft account. I'm probably doing something wrong and will persist but no luck so far. Thanks btw for suggesting it, I'm hopeful of eventually getting there.
Also while I'm here I'd like to thank all the incredibly wise players who decided to try our pack out. I can only assume you are too busy playing it to come back and comment about it, but who could blame you, it can be additive, lol. As of today we have over 500 downloads and over 1000 runs via the technic launcher. Okay, so 985 of them could have been me but who keeps count of how many times they play?
Cheers.........
When making an MyM Account you need to make sure that you type your name exactly as it is (case sensitive, odd numbers etc.) make sure you don't add extra spaces. If you still have issues let me know.
Still not working. The problem arises when it tries to verify using the captcha rubbish. Says it doesn't match even when its exactly the same. Tried using every other name I'm known under and it still reuses to work. It probably has something to do with Curse and now Twitch all coming on board putting their own requirements to the login.
I really miss the days when all these 3rd party processes were non existent.
On a side note, I thought about the upcoming changes and decided it wasn't fair to expect players to hand in extra heads just because I wanted to fit something new into the pack, so I reinstated the totem quests and found a new way to get those new quests onto the page so here's a new spoiler.
1: Changed netherrack furnace recipe so it can be made much earlier in the game for sky platformers. Although flatlanders also get this advantage its not as prominent due to the delay in reaching the nether.
2: Updated the wording of the regular furnace quest to accommodate this change.
3: Added new quests to make netherrack furnaces to let players know about the changes.
4: Changed the skyland 'Hot Foot' and 'Don't Fence Me In' quests to trigger as the player nears the 1st island to make them available sooner.
5: Changed the oreberry hand in for the 'skyland' Tool Time quest to salmon to save players having to give up what might be precious ores.
I still haven't given up on getting a MyM account but until it can actually recognize my account, I'm kinda stuck.
Thanx for fixing my problem bout furnaces. Looking forward to your update but I got another question. You say you get seeds from lucky dip but I didn't get any yet and think it sux if you say there are seeds and i don't get any. The rest of the pack is great but I want to get some seeds.
The seeds in the Lucky Dip are meant to be pretty rare so you won't get them all the time. Having said that, I have noticed they don't appear as often as I had intended so I've increased their drop chance by more than double. Also discovered during testing that the kale seeds weren't working so I've also fixed that aspect as well.
Apart from that, there is now a new UPDATE! Its called 2.0.3 and is available for immediate download. As always I'm including a SPOILER of the 20 changes. Most of them are minor and shouldn't affect current games.
1: Changed netherrack furnace recipe so it can be made much earlier in the game for sky platformers. Although flatlanders also get this advantage its not as prominent. Thanks to Ranakatrasz for the suggestion.
2: Updated the wording of the regular furnace quest to accommodate this change.
3: Added new quests to make netherrack furnaces to let players know about the changes.
4: Changed the nether fishing rod recipe to use imp dust instead of the harder to find purple glowshroom. Swapped the Hot Foot quest with the cloud hand in quest so player can find out how to get imp dust right at the beginning and made it easier to complete. Renamed these quests to better reflect their new requirements.
5: Made the 'Don't fence me in' and new 'room with a View' quests to trigger as the player nears the 1st island to make them available sooner. Also changed the optional rewards to 1/4 hearts or zombie steak as its more useful than the previous netherrack/flint shards.
6: Changed the oreberry hand in for the 'skyland' Tool Time quest to salmon to save players having to give up what might be precious ores at that stage of the game.
7: Changed the acacia barrel hand in for the 'Dry Spell' quest to any type of barrels. Changed the alternative 'Water Water Everywhere' hand in to something more appropriate.
8: Added extra triggers for the water quests to remove the joining line between them after player has chosen one for aesthetic purposes.
9: Linked some independent quests in 101 to 'First Blood' to give players a better sense of the progression system for these earlier quests.
10: Changed reward offered in skyland 'Flimsy beginnings' to same as its counterpart 'Fishing frenzy'.
11: Changed Fugu Fusion recipe to items that can be obtained earlier in the game.
12: Added new food called a Saggy Sushi. I kept fishing up lily pads and decided there should be a use for them early game. Its a bit of a bonus item, so it has a bit of a bonus side effect when eaten, bwa haa haa.
13: Changed the fusewood bow to a more useful wooden hammer in the first skyland 'Dimensional Shift' quest as everyone gets a shortbow for completing the First Blood quest and can avoid needing a bow until then.
14: Changed the nitro creeper for a zombie in the skyland First Blood quest due to players no longer getting a bow to start their quest. This should also encourage them to build their platforms sooner.
15: Changed link for Smash n'Grab to the sieve quest to get it opened sooner.
16: Increased drop chance for getting seeds from Lucky Dip. Thanks to rowdy934 for mentioning this problem.
17: Now give cane seeds for completing 'Wax Lyrical' and 'Wax on-Wax Off' quests. Also changed some other optional rewards for better suited items.
18: I noticed the skyworld tends to generate approximately even numbers of regular mobs due to the limited area where they can spawn, so I decided to make a separate 'Legendary Hunter' quest for it.
19: Reduced number of zombie heads required for 'Zombification' quest due to the skyworld not having the open spawn space.
20: Added info about fertile soil in the Fertile quests along with an alternative recipe for making it using industrial fertilizer. Thanks again to Ranakatrasz for the suggestion.
Hopefully these changes will make the game a bit more user friendly.
Loving the update. don't like the platform world tho. Don't understand why i should build up high when you got an ocean below with an island i can use and make stairs or ladders to get back up when i need to. Seems a bit dumb. am I missing something by staying on the ocean leavel?
Hi rowdy934. Thanks for your interesting observation. Sorry its taken so long to get back to you but I really did think about what you said and as another player on MyM had asked something similar I decided to see how interesting it would be to not have a platform but instead start out on an ocean island and see how it went.
It went better than I thought and I've decided to implement it in the upcoming update. To make sure there were no new glitches I wanted to get myself very advanced into the game before committing this change to the pack. It was a good thing as I've discovered some things really needed changing to prevent bottlenecks and in some cases, material shortages. Anyway I think a Spoiler of the changes made so far for the update will give you a better idea of where the pack is going.
1: Fixed the flatlands fishing quest that asked for a spider kill but would only register after a creeper was killed instead. Interesting that no one seemed to notice.
2: I noticed a glitch with the farming station where it kept harvesting the special crops before they had fully ripened preventing them from ever producing crops. As the harvester doesn't even recognise the new crops my only option was to change the farming station quest into something different and drastically reduce the number of crops required for the consume quests.
3: Removed the Farming station quest and replaced it with a new easier quest. The reason I added the new quest rather than just changing the existing requirements is so that anyone who had previously completed the Farming station quest would have the new quest available which now gives cotton seeds so players can get started on growing cotton sooner for future quests.
4: Changed the existing sky platform quest into a water world quest so that players will now start their games inside an active volcano that sprung up over a floating island on the ocean. Same quests as before except for the island location ones. Existing sky platform saves will still work but the first island location quest has been replaced with a simple detection and consume quest and will need to be redone even if the original was previously completed. On the positive side you'll get rewarded. If the location for the 'EXPLORING' quest hasn't been triggered, [its the one with the compass image] players will need to visit the new location showing but will still have to retrieve their skeleton key from the original location which is on the bigger island to the north. The reason I removed the platform aspect from the ocean biome is I thought about how many other platform quests there are out there and figured it would be more interesting having one that starts out a bit differently.
5: Removed optional rewards from First Blood and Ore-inspiring so players don't hold up their quest progress while waiting to decide which vital reward they should choose.
6: The previous optional carrot or potato choice is now an automatic reward for completing one of the 'Fertile' quests, meaning players now only need to obtain either one to get the other.
7: Added wheat seeds as rewards in two intermediate quests to help players to complete the Fertile quest that rewards them with a carrot for those players that only manage get a potato.
8: Changed the key detection in the 'Zzzzzz....' quest to a fish consume so the information about beds and sleeping bags remains on view when it opens.
9: Removed Autopackager mod along with its quest and ALL requirements to make compressed cobblestone blocks. Also removed the 'Free cobblestone' quest that required making an Item transfer Node now that cobblestone isn't going to be required in large amounts.
10: Removed defunct ash dust, dragon key and silumin alloy since existing saved games will now tell you about the missing autopackager anyway. Also changed recipe for making TNT from ash dust to coal powder. Ash clouds now make coal powder instead of ash dust.
11: Changed previous silumin recipes into other materials as we didn't really need this extra layer of crafting.
12: Split the Alloy Smelter/conduits quest into two separate quests to replace the now defunct Auto Packager quest. The new quests are set to detect so players who have already completed the old quests won't have to repeat them.
13: Changed sieve from Spruce to Birch and added free spruce and rubber saplings to early Aether quests so players can make jabba barrels which can remove the requirement of hanging or smelting ore berries.
14: Moved the Jabba barrel quest to the Supply and Demand page as it now becomes available much sooner.
15: Moved the elevator quest to the vacated Jabba barrel location.
16: Changed Travel Anchor recipe and removed its quest but added information about it to the elevator quest to let players decide whether they want to have them.
17: Changed the ender chest quest into a Salvage chest quest as not everyone will want an expensive ender chest but the salvage chest is mostly blast proof, and much easier to make. Ender Chests are now mentioned in the Filing Cabinet quest.
18: Swapped the piston for a basic gear in the Industrial wizz recipe so players can make it sooner. Also changed the basic gear recipe from bronze ingots to porcelain clay.
19: Changed the Luggage recipe from divergent gears to basic gears.
20: Changed the Slicing wizz recipe to use a copper handle so it can be made sooner in the flatlands.
21: Removed the dual 'seed risk' quests now that only the exotic seed needs to be sifted. Moved the accompanying safari net quest to the vacated 'free cobblestone' quest location.
22: Added new slab called DarkGlow for players to use around their fertile soil farms and trees in the new Water World biome so they can have them flat without having to use candles to stop mobs spawning on them. It looks identical to darkwood slabs so it blends in for anyone wanting a certain uniformity with their builds. NB: They only give off enough light to remove spawn possibility from directly connected adjacent blocks.
23: Gave water world its own 'Safari' quest to compensate for the extra difficulty of getting rare mobs in the limited spawn area. Also changed wording in original quest that mentions a prize that was no longer given as a reward.
24: Reduced the amount of dried fruit required for the Dried and Applied quest.
25: Halved the amount of bloodwood leaves required for 'Shear Ability' quest.
26: Made new worlds with random seeds to give previous players something new to challenge them.
27: Added ability to bleach flame string into regular string by hanging it on a drying rack.
28: Changed the requirements for the Smash 'n Grab quest to allow it to be completed sooner.
29: Added brown and red mushrooms as possible drops from Lucky Dips.
30: Added alternative recipe for turning magma cream into sulfur using a SAG mill.
31: Added alternative way to get flint from shards using an Alloy Smelter.
32: Added new recipe to give golden amber more use.
33: Moved life crystals, empty canister, necrotic bone and enderman head recipes to the Slice'N'Splice to make it more useful. NB: All these recipes now use different materials than before.
34: Changed the ardite and cobalt consume quests into detection now that they have more uses in recipes.
35: Removed making obsidian powder in Alloy Smelter now that its not strictly needed until after a SAG mill has been made. SAG mill already had obsidian powder recipe.
36: Added new information in the disclaimer to reflect any changes that relate to it.
Thanks again for bothering to take the time to post your input. I really appreciate it and wish more players would do the same.
Hi everyone. Well we've finally got version 2.0.4 ready for release. Its taken longer than we anticipated due to wanting to make sure everything was working correctly. Lots of changes with the ocean based sky platform world being split into two separate worlds to add a new twist to the pack. As usual we're including a spoiler of the 45 changes we've made to the pack.
The really good news however is that you'll still be able to play any of your existing 2.0.3 saves using the 2.0.4 update. There might be a couple of quests that require re-doing due to our having replaced the location quests with simple detection quests. We replaced them because just removing the location part of the quest would have broken ALL of your 2.0.3 saves. We think its a small price to pay when it means you don't have to start again if you want to benefit from the latest changes.
1: Fixed the flatlands fishing quest that asked for a spider kill but would only register after a creeper was killed instead. Interesting that no one seemed to notice.
2: I noticed a glitch with the farming station where it kept harvesting the special crops before they had fully ripened preventing them from ever producing crops. As the harvester doesn't even recognise the new crops my only option was to change the farming station quest into something different and drastically reduce the number of crops required for the consume quests.
3: Removed the Farming station quest and replaced it with a new easier quest. The reason I added the new quest rather than just changing the existing requirements is so that anyone who had previously completed the Farming station quest would have the new quest available which now gives cotton seeds so players can get started on growing cotton sooner for future quests.
4: Decided the sky platform with a water surface didn't really work as intended so split it into two separate biomes. The skyplatform now has a void below it instead of water. It has some floating sky islands around it for players to build out onto and use. The water aspect has now become the Waterworld which is accessible from the Template menu. Players start their games inside an active volcano that's floating on the ocean. Same quests as before except for the island location ones. They have been replaced with generic quests that guide you towards your goal but with no actual location so that both new worlds can work with the same quests. Existing sky platform saves will still work but the two previous island location quests will need to be redone if the originals were previously completed. On the positive side you'll get rewarded. Also made the slime dirt and grass on the islands virtually indestructible to compensate for having a void below. Also changed its hardness to make it undesirable to harvest.
5: Removed optional rewards from First Blood and Ore-inspiring so players don't hold up their quest progress while waiting to decide which vital reward they should choose.
6: The previous optional carrot or potato choice is now an automatic reward for completing one of the 'Fertile' quests, meaning players now only need to obtain either one to get the other.
7: Added wheat seeds as rewards in two intermediate quests to help players to complete the Fertile quest that rewards them with a carrot for those players that only manage get a potato.
8: Changed the key detection in the 'Zzzzzz....' quest to a fish consume so the information about beds and sleeping bags remains on view when it opens.
9: Removed Autopackager mod along with its quest and ALL requirements to make compressed cobblestone blocks. Also removed the 'Free cobblestone' quest that required making an Item transfer node now that cobblestone isn't going to be required in large amounts.
10: Removed defunct ash dust, dragon key and silumin alloy since existing saved games will now tell you about the missing autopackager anyway. Also changed recipe for making TNT from ash dust to coal powder. Ash clouds now make coal powder instead of ash dust.
11: Changed previous silumin recipes into other materials as we didn't really need this extra layer of crafting.
12: Split the Alloy Smelter/conduits quest into two separate quests to replace the now defunct Auto Packager quest. The new quests are set to detect so players who have already completed the old quests won't have to repeat them.
13: Changed sieve from Spruce to Birch and added free spruce and rubber saplings to early Aether quests so players can make jabba barrels which can remove the requirement of hanging or smelting ore berries.
14: Moved the Jabba barrel quest to the Supply and Demand page as it now becomes available much sooner.
15: Moved the elevator quest to the vacated Jabba barrel location.
16: Changed Travel Anchor recipe and removed its quest but added information about it to the elevator quest to let players decide whether they want to have them.
17: Changed the ender chest quest into a Salvage chest quest as not everyone will want an expensive ender chest but the salvage chest is mostly blast proof, and much easier to make. Ender Chests are now mentioned in the Filing Cabinet quest.
18: Swapped the piston for a basic gear in the Industrial wizz recipe so players can make it sooner. Also changed the basic gear recipe from bronze ingots to porcelain clay.
19: Changed the Luggage recipe from divergent gears to basic gears.
20: Changed the Slicing wizz recipe to use a copper handle so it can be made sooner in the flatlands.
21: Removed the dual 'seed risk' quests now that only the exotic seed needs to be sifted. Moved the accompanying safari net quest to the vacated 'free cobblestone' quest location.
22: Added new slab called DarkGlow for players to use around their fertile soil farms and trees in the new Water World biome so they can have them flat without having to use candles to stop mobs spawning on them. It looks identical to darkwood slabs so it blends in for anyone wanting a certain uniformity with their builds. NB: They only give off enough light to remove spawn possibility from directly connected adjacent blocks.
23: Made bloodwood slabs opaque to prevent light penetration for oreberry farm creation in the waterworld/skyplatform much earlier. Changed an early quest to let players know about this new feature.
24: Reduced the amount of dried fruit required for the Dried and Applied quest.
25: Halved the amount of bloodwood leaves required for 'Shear Ability' quest.
26: Made new worlds with random seeds to give previous players something new to challenge them.
27: Added ability to bleach flame string into regular string by hanging it on a drying rack. This is primarily aimed at helping Waterworld/skyplatform players as they'll have greater access to heatscar spiders early in their games.
28: Changed the requirements for the Smash 'n Grab quest to allow it to be completed sooner.
29: Added brown and red mushrooms as possible drops from Lucky Dips.
30: Added alternative recipe for turning magma cream into sulfur using a SAG mill.
31: Added alternative way to get flint from shards using an Alloy Smelter.
32: Added new recipe to give golden amber more use.
33: Moved life crystals, empty canister, necrotic bone and enderman head recipes to the Slice'N'Splice to make it more useful. NB: All these recipes now use different materials than before.
34: Changed the ardite and cobalt consume quests into detection now that they have more uses in recipes.
35: Removed making obsidian powder in Alloy Smelter now that its not strictly needed until after a SAG mill has been made. SAG mill already had obsidian powder recipe that gives a greater amount of powder.
36: Added recipe for smelting unused Flint and Steel's back into steel ingots using Alloy Smelter. Based on my receiving multiple F&S's that just take up space in chests. This also works on the unbreaking ones.
37: Decided the dart shooter should get more use before players can make better weapons so I swapped the shortbow for a dart shooter and now give darts instead of arrows for completing certain quests.
38: Changed the shortbow swap quest for an arrow swap quest to get darts.
39 Added a recipe for making the Phoenix dart blower to compensate for players not being able to use continuum orbs to try to obtain one.
40: Removed crafting exploit of obtaining sticks or oak slabs using mixed materials.
41: Gave custom items sands and sandstones opaque status in hopes it will prevent them glitching and letting light through even though the default is meant to do that anyway. Its so frustrating when you set up an ore berry farm under the sand and its working fine until an unknown block glitches and lets light through preventing your ore from growing.
42: Added alternative way to get an early acorn seed, giving the player more options when choosing how to progress in the early stages of their game.
43: Moved making a crucible to earlier quests to alert players that might not be aware of them, so they can start making lava much sooner.
44: Gave waterworld/skyplatform their own 'Safari' quest to compensate for the extra difficulty of getting rare mobs in the limited spawn area. Also changed wording in original quest that mentions a prize that was no longer given as a reward.
45: Added new information in the disclaimer to reflect any changes that relate to it.
Although existing saved games that have progressed beyond the 'First Blood' quest will have a shortbow instead of a Dart Blower, it won't really impact on your game as the two repeating quests to get extra darts also gives you the option to get more life. Besides you can always make your own dart blower if you want to see how they go.
I hope everyone enjoys this final update. It will only get changed if someone finds a problem we've overlooked.
Well its finally done. I've just released version 2.o.5 with its now 40 plus changes. This is absolutely the final change as I've now moved on to an unexpected sequel that will slot between this pack and Shanghaied Again which will be released eventually. In the meantime I'm working on a variation of this pack which includes Enviromine. Yea, I can hear the groans but this won't include all the nasty stuff, just the things I think will make the pack more interesting without having the late game grind. Oh, and YES I have found a way to automate getting camel packs which i explain in detail in one of the quests. Without that possibility water just becomes a grinding nuisance. Its still in early development but I already have a working prototype that I'm testing out. I had thoughts of updating the original with this pack but decided against it as it would probably be too radical a move for many players. For anyone interested it will be called Shanghaied Nightmare.
Anyway as usual I'm including a Spoiler of the changes. There are actually many more minor ones that haven't been listed but I think the ones listed should give you an idea of where the pack has progressed.
1: Replaced the Ore-Inspiring quest with a new one that gives a new everlasting hoe along with bokchoy seeds [New Crop] to enable planting of crops much earlier. This gives players far more freedom to choose how they want to progress.
2: Added optional free pickaxes to the Dungeon Desires and Killing Desire quests so players can obtain a pickaxe regardless of whether they concentrate on completing killing quests or searching for key fragments. Also made mention of where to find the pickaxes in the 'FORGING AHEAD' quest which now opens much sooner.
3: Added 3 extra levels to Tinker tools and weapons which includes one extra level up. Also renamed some of the level ups to better highlight when a significant plateau is reached.
4: Added Alumite, Duralium and Manyullyn as recipes for Alloy Smelter.
5: Removed the multiple smelting of the same recipe in the Alloy smelter to simplify making those recipes.
6: Changed SAG recipe that turned cobblestone into sand to make gravel instead. This now effectively lets players use a SAG mill to convert cobblestone all the way to dust in the same way they can using hammers.
7: Added SAG recipes to recycle stone and cobblestone slabs into stones.
8: Removed azantian alloy and divergent gear and replaced the few recipes that used them with other existing materials.
9: Removed slate blocks and replaced them with a recipe to make flint from shards.
10: Introduced recipes to make a Quest Delivery System using any of the 9 custom crops and replaced the hand in of specific customitems crops with the QDS, allowing players to choose which crops they want to hand in.
11: Created new repeatable bulk hand in of crops that can be automated using a farming station or harvester and added a new page in the disclaimer outlining their pros and cons for anyone considering automation. NB: The quest also contains a qty of QDS to maintain an ongoing use for customitems crops.
12: Changed the repeatable Happy Trails quest to a seed bank quest to give players an actual use for all the seeds they'll wind up getting, including customitems seeds.
13: Installed the excompressum mod to primarily enable auto sifting and packaging. Additional benefits are being able to 'spawn' animals in any environment and being able to extract water from leaves using wooden crucibles. NB: Had to remove special gravel drops from customitems as it prevented hammers making sand from gravel.
14: Replaced barley with Lemon grass to add more variety. NB: Any previous recipes that had barley in their name have been removed. Also added lemon grass as alternate recipe for making hay bales.
15: Expanded the use of essence berries by introducing spice which is made using them.
16: Added optional reward of clay bucket of water in the Offworld Adventure quest.
17: Altered the "GRASS AT LAST" quest to make it more useful for the changed conditions and renamed it BAITING THE TRAP.
18: Altered the regular furnace quest to a more useful Block Breaker quest that can produce free cobblestone from a cobblestone generator.
19: Replaced the watering can quest with a new Hang Glider quest.
20: Replaced original Smash n'Grab quest with new one that gives cotton seeds so players can start growing cotton sooner. This allows players who have already completed this quest to still get cotton seeds. Also changed making woven cloth from cotton back to 9 pieces to add value to its alternative recipe.
21: Removed the lunch bag aspect from the luggage quest and made a separate quest for it.
22: Removed the lolly bag made from golden amber. Mixed lollies are now made in a single recipe. Golden amber has been included in the silky cloth recipe to expand its use.
23: Created recipes to make candy canes and candy corn which are used in the mixed lollies recipe.
24: Created alternative recipes for making the red and yellow dye used in the candy corn recipe for biomes that can't supply them.
25: Added alternative ways to make candles and glue.
26: Added new quests to allow players to get an oreberry they might not have been able to get via the Lucky Dips.
27: Each land based biome now has a unique type of natura berry bush available to find 'somewhere' in the world. They also have a limited number of recipes that can be made from them. The sky and waterworld are now offered a choice of just one of the three varieties from the flatlands for completing the Wax On quest.
28: Added regular cactus growing in the Savanna as its the only remaining dry world.
29: Replaced icy sands in the Ice Plains with red sand which is more useful than the sands from the other two flatlands worlds. Retained the mesa sandstone names to allow existing Mesa saves to still be playable.
30: Changed the line up of the quests that came off the FIRST BLOOD quest so that all four are available for independent completion rather than having to complete the first two before the others open.
31: Removed the barrier that hid some extra early quests in the waterworld/sky platform quests so all are showing as soon as the player enters the Nether.
32: Removed the consume part of the Flimsy Beginnings and Fishing Frenzy quests to allow them to be done sooner.
33: Brought back a recipe for empty glass bottles, but it now requires using an Alloy smelter.
34: Changed the soul vial recipe so it now requires the Slice'N Splice.
35: Added two new quests on the Vacation Elation page relating to translucent block making.
36: Replaced glowstone slabs with enlightened ones which are more blast resistant.
37: Reduced the resistance, hardness and mining level of prismarine now that it only serves as a barrier between bedrock and the surface.
38: Changed recipe for poprocks to come from SAG mill. It also has chance to drop ice shards that can be used in other existing recipes.
39: Added ambrosium shards as an alternative option for all recipes that normally require regular torches.
40: Changed the Custom menu and HQM book images now that no biome has an all red sand surface.
NB: Although you can still play saved games from all but the Ice Plains worlds, some food recipes have been replaced with new ones. Also when you start up a saved game, it will tell you there are a number of missing blocks/items and ask if you want to continue. You must answer yes to play your old save if you want to play it using version 2.0.5
Welcome to Shanghaied, the game where your primary goal is to make your way to the winners circle to claim your prize and more importantly, to stay alive longer than the last contestant. Along the way you'll be presented with challenges galore and rewards to match.
You'll be transported to a paradise island filled with waiting attendants who will fill your every whim. Oh wait, that's where we send the winners of this competition, or would do if any had ever made it that far.
Anyhoo, you will be transported somewhere quite different to a paradise island and certainly with no attendants, unless you call the hoard waiting to tear you limb from limb attendants, lol.
If you love starting with very little and gradually building an empire while completing well thought out challenges designed to not only test you, but also to help those new to adventuring with great hints and advice, then why not try your hand at this latest survival quest. Who knows, you might even learn a few new tricks along the way.
We've attempted to make the early stages of this quest different to the regular get wood, make tools, sift blocks to get ores and bam, you're up and running. Instead you'll still be getting wood, but not the regular stuff. It'll be some time before you gather enough material to even make a sieve, so growing ores will be the order of the day. All will be explained once you start playing the game.
The important thing is that you get started right away as other contestants are already hard at it trying to get their grubby hands on the magnificent trophy that we were hoping to give to you when you eventually reach our paradise island.
More Info About Shanghaied
BEGINNING YOUR ADVENTURE: Although its yet another survival game, it has some differences. You start out on a dying planet with a few possessions including a weapon of sorts, and of course your trusty quest book. Its up to you to decide how you want to progress, either by searching for a safe place to hunker down before the nightly mobs come out to play, or by throwing caution to the wind and spending the entire day trying to gather as much material as possible to complete some of the early quests in order to reap their wonderful rewards. When night does come, you'll likely be overwhelmed with countless mobs that will have you running for cover in an attempt to prevent them chalking up yet another victory via your mangled corpse. So you might want to consider taking the first option mentioned and concentrate on making a shelter before night actually falls. On the other hand, there might not be that many mobs after all, just the usual assortment you'd expect to get on any dying planet you just happened to get abandoned on.
COMPLETING THE QUEST: All is not lost, you'll notice as you progress through the quest book that there is a pathway that opens up. You might get lucky and just happen to take the shortest route possible, or you might not. Although your primary goal is to complete the solitary quest on the WINNERS CIRCLE page, there are many optional side quests that you can still complete along the way that offer useful rewards. Hmmmm, I imagine there might be some completionists out there thinking they ain't gunna play any game that can't be completed. Well don't worry, this game can be completed 100%, its just that you can choose not to complete it if your intention is to just get to that beckoning finish line.
DISCLAIMER BOOK: We've also provided a disclaimer for your reading pleasure. If you're playing alone, you'll be able to read it in complete safety as opening it freezes time along with those nasty mobs. There's a lot of information in it including some that might even be a bit helpful, but we aren't passing out guarantee's, just letting you know the lay of the land so to speak. We do however highly recommend you read it sooner rather than later so that you don't miss out on any unexpected bonuses that you might stumble upon during your upcoming ordeal.
FOOD: Food is a requirement for survival, and you'll likely spend the first few weeks on the brink of starvation and have to spend every waking moment in the pursuit of yet another morsel to stave off death. There will still be time however to progress through the challenges at a steady pace until you eventually become established enough to want to automate some of your growing number of daily tasks.
Our intrepid botanist's have managed to source some new crops that will happily grow in tilled soil in whichever climate you wind up in. You will have to wait until you obtain a mattock or Farming Station to till the soil though. Thanks to one of our illustrious sponsor's supplying us with these seeds, we have been able to distribute them randomly via our 'Lucky Dips'. Watch out for them when you break open your Lucky Dip to get the wonderful surprises contained in them.
We've also managed to simplify the recipe for making fertile soil that you can use to grow regular crops while you're struggling to stay alive. Hopefully you'll last long enough to eventually get started on your new crops and make all the wonderful recipes our chef spent creating during our 'off' season. He reckons some of them are to die for. Not sure what he meant by that remark, hopefully its just a metaphor and not to be taken literally. Eventually you'll be able to grow prodigious quantities when you ramp up to mass production. This is a good thing as there are quests where you can earn magnificent rewards for handing in your surplus produce.
Did I mention the hidden recipe treasure hunt? No? Well I think its best to leave you with a few surprises to look forward to hey?
MOBS: In this game you get rewarded for killing mobs, in fact its a requirement so if you prefer playing on peaceful, you'll find you can't progress much further than the first few challenges. This is not to say you'll be spending every waking hour defending yourself. Its a relatively small part of the game, but necessary as there's no point in having mobs if you're going to spend every night hiding away from them.
ORES: Now that we've got that concern out of the way, lets think about how we get ores. Although its possible to get to the waiting ores below the layers of bedrock in the Flatlands worlds, its not something you should concern yourself with early in the game, especially as it'll be some time before you are able to make a pickaxe. The good news is you can grow ores until a better option becomes available. Oreberries are a big part of the early stages of your adventure and best of all, you can simply hang them on drying racks and wait until they turn into nuggets. They can still be smelted if preferred.
REWARD BAGS: The reward bags have been specially designed to help improve your lot in life. They can help you immensely, or just a little bit. How useful a reward is often depends on how advanced into the game you are when you receive it.
If you're really lucky you might get a food reward that is also one of the hidden treasure recipes, so be sure to check the Secrets Revealed page every now and then to see if you've accidentally 'discovered' a secret recipe.
So what about when you band together with other adventurers to form a pack? Well as this pack is primarily designed for single players, we wouldn't want multiple players gaining an unfair advantage by rewarding every one of them with reward bags just for completing the same quest. Instead we thought you'd prefer to decide for yourselves how you're going to share around all that lovely 'free' loot.
Although there are a limited number of reward bags, we've been generous enough to include a second tier group of reserve bags that never run out thus ensuring that whatever bag you were meant to get, you'll never come up empty handed.
RUINS: There are heaps of ruins scattered randomly about that may or may not contain hidden treasures and of course not so hidden adversaries. There are 4 pre-made template worlds to choose from, each one slightly different to the other, or you can choose to make your own world via the 'Create New Game' button that will be different to the existing 4 worlds. Just make sure you alter the Transmutator's setting that is still preconfigured to send contestants to last years now defunct sky platform.
Want even more variety? No problem, thanks to the ruins that tend to spawn randomly as you explore further from your starting point, subsequent play thru's of the same biome will be like a box of chocolates, all melted and gooey. Hmm, that doesn't sound right, lets just say traveling to new areas will cause new ruins to spawn and they'll probably be different to the ones you discovered on your last playthrough of the same biome before you ran out of lives.
TOOLS and WEAPONS: Have you ever wondered why tinkers tools and weapons only level up 5 times? I mean, you become a master of the weapon in no time flat and that's it? Well our boffin's managed to find the key to unlocking more of those hidden levels to give you a greater incentive to keep hacking and slashing with them? How many levels? Ahh well, we wouldn't want to spoil the surprise, so we'll let you find out for yourself.
DO's and DONT's:
Do read carefully each challenge as there are many hints thrown in to help the newcomers.
Don't just assume the recipe you used in your last game will be the same here as there have been heaps of changes, mostly to allow the flow of this game to work as intended and some simply because I thought they made more sense.
Do download it and try it out today. You won't know if its any good unless you actually play it. Don't worry about the millions of players that said they'd rather have a lobotomy than go through the ordeal of being shanghaied again. You're an individual and as such have every right to be shanghaied into playing our ramshackle survival game. Besides, the likelihood of your making it all the way through to the WINNERS circle without dying at least once and undergoing our patented RIP service is a billion to one, so don't pay for a lobotomy, let our technicians lobotomise you instead.
Don't give up if you die on the first day. Sometimes you need to play a game a few times to get an idea of which is the best tactic for you to employ. Besides, some worlds are by their nature, harder to get started in than others. You owe it to yourself to at least try each one out. As they say, practice makes perfect, so give those mobs more time to hone their skills so they can mercilessly slay you even faster. Who knows, you might even get better at staying alive longer yourself.
Do believe me when I say this game has been exhaustively tested by our totally unbiased team of just me and was unanimously voted as the best minecraft survival game bearing the name Shanghaied ever played, this year.
Don't add any mods or change any existing mod versions. This pack is designed to be played exactly as it is and any changes could actually break the pack and make it unplayable. Even if it doesn't break, you'll no longer be playing the pack as it was intended and won't know if you 'could' have made it all the way through as was originally intended.
Permissions
A special thanks to all the mod creators that have given their permission to use their mods. Without them this pack wouldn't exist. Below are all the mods we've incorporated into our pack.
~ Aether ~ AppleCore ~ Autopackager ~ bspkrsCore ~ ChickenChunks ~ CodeChicken Core ~ CodeChickenLib ~ CoFHCore ~ CreeperCollateral ~ CustomItems ~ CustomMainMenu ~ Enchiridon ~ EnderIO ~ Ex-Nihilo ~ extrautilities ~ FastLeafDecay ~ gilded-games-util ~ HardCoreMapReset ~ HQM-TheJourney ~ HungerOverhaul ~ IguanaTinkerTweeks ~ InGameInfoXML ~ INpureCore ~ InventoryTweeks ~ Jabba ~ Lockdown-universal ~ LunatrisCore ~ Mantle ~ MinefactoryReloaded ~ MineTweaker3 ~ ModTweaker ~ Natura ~ neiaddons-mc ~ NEIIntegration-MC ~ NEIPlugins ~ NotEnoughCodecs ~ NotEnoughItems ~ OpenBlocks ~ OpenModsLib ~ Ruins ~ SimplyJetpacks ~ SpecialMobs ~ SpiceofLife ~ TConstruct ~ TiCToolTips-mc ~ VoxelMap-No-Radar ~ Waila ~ WailaHarvestability-mc ~ Wawla ~
Updates
Okay, its official, we've now updated to version 2.0.0 which requires starting a new game if you're already playing one of the older versions. Ahhh, its a small price to pay considering how much more freedom players now have to progress through their adventure. No more being tied to a SPUD that frankly seemed to take forever to clear of mobs. Now you can go where you want, when you want to, unless you die and get re-spawned elsewhere lol.
I've included a Spoiler in the post below of the main changes we've made to the pack. Its the 3rd one down. Pretty easy to find as it seems everyone here is too shy to make themselves known by dropping a line to say hello....
PS: Yes we removed the mutated berries and I really liked them too. But I had to consider our upcoming sequel where berry bushes grow wild all over the planet. They really are better suited to that environment and on the positive side, you'll have all four varieties available to you in the same playthrough, woo hoo. So they may be gone for now, but certainly not forgotten and will return bigger and better when our sequel 'Shanghaied Again' gets released.
We've now updated to version 2.0.2. Hopefully our last update as we've turned our attention to the upcoming sequel. For anyone already playing our pack and wanting to know if they have the latest version, apart from finding the update number that we've playfully hidden on the main menu, this is the only update that now has Skele armor which I'm sure you'll want to wear to scare your friends, but hopefully not enough for them to fill you full of arrows, lol.
Sooooo, what did I say about last a update? Well I did say hopefully and chance would be a fine thing so we've found a few more things to change that make it slightly easier to navigate your way through the quest book. There's a list of the changes below for anyone intrepid enough to scroll down and find it. Mostly minor stuff but I felt it would improve the flow of the game so made them and called the update 2.0.3. Defiantly unequivocally the last update, probably.
Another day, another update, this time we've really shaken things up with 45 changes to make our pack really zing... Its version 2.0.4 and will be the last update unless someone finds a problem that needs rectifying. You can check out the changes below on post 19.
So We Finally found a New Home!
Looks like a fun pack, I'll be trying it out!
Hi everyone. We've finally updated our pack to version 2.0.0
Due to the nature of the changes you'll need to make a new game if you've been playing on any older versions of Shanghaied.
There's a Spoiler of the main changes we've made for anyone interested in seeing them.
1: Changed Shanghaied to having crops and NO mutated berry bushes. NB: Although it will be some time before players can plant these crops due to them requiring tilled soil, it doesn't hold up the rest of the game as they're actually designed not to be required until later on. There are enough recipes that can be made until they obtain a mattock. NB: Mutated berry bushes will return in the upcoming 'Shanghaied Again' sequel.
2: Added regular maloberry bushes already growing in some Ice Plains ruins to add extra benefit to this biome. Also made some recipes for maloberries and blackberries. NB: Swamp already had blackberries.
3: Removed ALL SPUDS to give players more freedom to explore and set up their bases where they want them to be.
4: As a consequence ALL quest gates have now been removed including the ones in the Sky Platform. Players can now make their portal gates wherever they want them to be. Quests have been modified to provide vital glowstone and obsidian when they are required in the quest line. Backup quests to obtain extra materials are provided for players who make mistakes building their gates.
5: An added consequence of removing SPUDS is that flatland players will now have to tunnel their way through one of the wells to reach the underground stone area. This isn't strictly required until the final Winners Circle quest.
6: Added extra depth to the sand layers to give players greater scope when planning and building their bases.
7: Changed starting point to a random location and changed the compass quest to finding the actual spawn point of flatlands biomes to find a hidden skeleton key which is required to complete the sleeping and food treasure hunt quests. NB: Sky platform has a skeleton key hidden elsewhere. Details revealed in game when required. Also removed recipe for skeleton keys and changed compass recipe back to its original default one.
8: Slowed down the making of tools and weapons by removing the wooden tool station and only providing a valid recipe for a tool forge using zanite blocks. This effectively keeps the supplied lower level tools and weapons useful for longer unless a king slime donates something better in the meantime. Also increased the frequency and number of level-ups available on tools/weapons to compensate for the delay a zanite tool forge will cause.
9: Changed Tools of the Trade quest to making a zanite tool forge and stone pick head. It now requires completion of the Saggy Baggy quest first as players won't be able to make the tool forge until after they can convert zanite ore into gems. Knapping on the job also requires completion of the Saggy Baggy quest to keep them appearing at the same time.
10: Added free self repairing flint shovel to a regular killing quest.
11: Added free self repairing mattock and pickaxe to a couple of Nether quests so players can start farming and mining stone etc. The pick levels up to copper level to enable mining of zanite ore. NB: Players can also get the required zanite ore using TNT if they'd rather bypass the Nether mattock or pick quests until after they have been able to make their own better weapons.
12: Made new powder called ash dust that's made from ash clouds from the Nether. Changed TNT recipe to include ash and sulfur dust in place of obsidian dust that previously took much longer to get. Explosions quest now linked to Smash'N Grab so that the mattock and pick quests can be done a bit earlier. Also reworded explosions quest to alert players to danger of using TNT too close to zombie pigmen.
13: Now give choice of crop seeds in both Hoedown Time and Halloween Surprises for players to get a seed they might not have obtained from the Lucky Dip. There's also some offered in a later quest.
14: Changed water reservoir quest to optional for those players that would rather obtain their water elsewhere.
15: Changed SAG recipe for sand from just providing silicon to providing dust and silicon. This now gives players an alternative way to get dust if they don't wish to spend their time using hammers on sand.
16: Made Slime trunks harvestable using an axe.
17: Changed ANCIENT quest to tell about spores but NOT require one as players can now bypass having to make mycelium to get the items they produce much earlier in the game.
18: Changed single use safari net to use 4 wax in place of single slimeball.
19: Changed early recipe making quests to only include ingredients that players could reasonably be able to acquire at the time of their opening.
20: Added SAG recipe for turning rubber logs into sticks and raw rubber. Removed its ability to craft into jungle planks.
21: Reworded Smash'N Grab quest and reduced required number of ore blocks.
22: Updated all RUINS and Secret recipes to change obsolete custom items recipes into new current ones.
23: Increased the durability of the starting weapon from 42 to 60.
24: Added a recipe for pistons to allow the ingot and redstone to be reversed. It always bugged me when I got them wrong so now its fixed.
We hope you enjoy the new system..
Cheers
I completely forgot about the Dragon keys required to complete the final quest that were previously locked behind gates in SPUDS. I've done a quick fix and removed them from the final quest to enable completion of the pack. If you've downloaded version 2.0.0 from its release up until now you'll should re-install the pack. I think there's only been 7 or 8 downloads since the update......
Sorry about that, its 2:50 am and it suddenly dawned on me while I was trying to sleep.
Just a quick note to let you know we've released another update to streamline gameplay in some areas. This update primarily concentrates on the Sky Platform which was kinda ignored during the crossover phase to get Shanghaied up and running. during a test run I decided it needed a small makeover to bring it up to speed and not make the food aspect soooo difficult. We've included a Spoiler of the changes for anyone interested......
1: Changed the acacia seed given in the Ore Inspiring quest to oak. The way I figure it, the acacia is technically useless compared to an oak. The oak gives early apples which players need and it allows them to make spikes to injure but not kill mobs. Win win....
2: Altered early sky platform medley quests to just handing in items rather than requiring a medley to be made. Reason: The medley requires a chopper unless a bowl has been obtained from fishing.
3: Added 4 new medleys that build on the existing glowing medley to give players extra recipes they can make without needing the wizz.
4: Changed the potash apple requirement for the triangle quests to Fire Charges. Potash apples are required for the vital Lucky Dip so shouldn't be divided. There is already one required for the new Mixed Up Medley anyway. Fire charges also require the player to actively seek out Fire creepers in the Nether rather than just chop down trees so it matches the opposite quest that requires hunting flame spiders.
5: Streamlined the 3 wizz quests along with the saw quest to remove the wizards heart section of each quest. Saw now does consumes all in one section.
6: Changed drying rack recipe so players can now make them in their inventory.
7: Made new Lockdown for Skyworld. Changed HQM quests accordingly.
8: Removed location requirement from Holiday Extravaganza now that the new sky platform is situated at its new spawn location to save players having to swim large distances in the event the 'forced' re-spawn command glitches.
The version is now up to 2.0.1
Hope you like the changes....
Two questions:
A Why do I need to kill creepers in the fishing quest?
B Why do you have a Discord if you are never online in it ?
Hi Sandstroem. Great to hear from you again. I wanted to do a bit of a change up for the 2 early quests and as you need gunpowder for the Lucky Dip which should also be open then, I thought why not? But now that you mention it I can see your point. I'll look into swapping around that aspect of the quests so they make more sense. I'm currently making some other changes so It shouldn't take long to have them up and running.
As for the Discord. We started one back when we first listed our pack and hadn't thought to start a thread on here. Beats me why one of us didn't think of it but there you are, guess I was too busy working out the kinks of the quest. I used to go online with it regularly but apart from the first two early questions we received from there, it has remained like a ghost vault that no one seems to enter and certainly no one left a comment. To this end I do check daily to see if anyone is one there but it can be a bit of a pain going into it as even when I'm already logged into technic, it often wants me to log in again and sometimes seems to think I'm not Spaman and gives me a new identity. So to this end I tend to not go there as its seems rather pointless.
On a side note, I tried opening an account on MyM and it didn't recognize my minecraft account. I'm probably doing something wrong and will persist but no luck so far. Thanks btw for suggesting it, I'm hopeful of eventually getting there.
Also while I'm here I'd like to thank all the incredibly wise players who decided to try our pack out. I can only assume you are too busy playing it to come back and comment about it, but who could blame you, it can be additive, lol. As of today we have over 500 downloads and over 1000 runs via the technic launcher. Okay, so 985 of them could have been me but who keeps count of how many times they play?
Cheers.........
Hi everyone. Its been brought to my attention that the creepers don't register in the First Blood quest so it can't be completed. Thanks to Ranakastrasz for letting me know on our Technic site.
I was about to release our latest update so this information came at an appropriate time and I was able to fix it before releasing this latest update. It includes a number of other changes including the creeper 'fix'. Below is a spoiler for anyone interested in finding out what they are.
1: Added recipes to make nether crafting tables to add more variety. They can't be converted into stations.
2: Changed wooden rapier to dagger as the wooden rapier could have been handed in for the rapier swap effectively giving the player two flint rapiers.
3: Added alternative recipe for chopper and digger using fusewood sticks as it takes longer to get established when starting in the sky world and its also less likely players will be able to get regular sticks from witches.
4: Re-coloured the chopper, digger and slicing wizz to make them look more like the materials they're now made from.
5: Changed slate block recipe to use flint shards. The blocks can be harvested by hand or faster using a shovel. When broken they have a chance to drop themselves or full size flints which gives an earlier alternative for getting regular flints for crafting.
6: Made Skyworld blocks subject to mob damage [explosions] effectively letting players use nether mobs to get them netherrack and ores early game.
7: Gave nether planks, slabs, fences and gates varying degrees of blast resistance for players to build safer structures and platforms in compensation for mobs now being able to blow up other blocks.
8: Coloured the treasure, compact and salvage chests to match the materials they're now made from and gave them varying degrees of blast resistance to make them more valuable to find and gives players reason to make salvage chests if they know their goods will be safer in them.
9: Increased blast resistance of netherrack to reduce massive damage nitro creepers can have on it.
10: Altered Flimsy Beginnings and Fishing Frenzy so they better match what they are trying to achieve and altered wording in some overlooked quests to update them to current specs.
11: Added pathway with camouflaged door for entry/exit from nether gate area in the event a creeper comes thru the portal and blows up the elevator.
12: Added new armor using skeleton bones. Its more durable than logs but less durable than leather. REASON: Gives players an alternative early armor instead of having to make leather or use the less effective wood. Also adds more incentive to collect those bones in the daytime.
13: Increased qty of woven cloth made using wool and string. Also changed cotton required for same recipe from 9 to 4.
14: Unified recipes for making heart canisters which includes a new gem for the red ones.
15: Fixed creepers not registering in the First Blood quest. (I was changing up the order of the kill quests and somehow managed to leave the creepers blank - Sorry for the inconvenience)
Although it shouldn't require a re-start, if you are playing the sky world your existing save won't have the 'escape hatch' from the Nether area.
cheers.......
I've been enjoying your modpack and the updates. Always good stuff added. Got a question tho, how come i can't make netherack furnace unless i got a normal one to make it? Don't make sense to me. I'm in the nether and gots lots of netherack and cant make a furnace....
a trailer will be nice!
Hi Rowdy934. That's a good question. Its a shame I don't have a good answer other than to say that when the pack was still called Marooned before someone else shanghaied our name for their totally unrelated pack we wanted to delay making furnaces for some really important reason which of course I can't for the life of me think what it was. The pack has undergone many changes since those early days and to be honest, I can't see any reason why you shouldn't be able to make a nether furnace earlier, so thanks to your post I'll be changing the recipe in yet another unanticipated update along with a few extra things I've thought about as well that should improve the flow of the game.
There's a spoiler for anyone interested in seeing what they will be.
1: Changed netherrack furnace recipe so it can be made much earlier in the game for sky platformers. Although flatlanders also get this advantage its not as prominent due to their not having access to the nether at the beginning of the game.
2: Updated the wording of the regular furnace quest to accommodate this change.
3: Added new quests to make netherrack furnaces to let players know about the changes.
4: Combined the other 3 head hand in quests into the totem Pole quest to make room for the new quests. NB: This will affect existing games if any of the heads had already been handed in unless the Final one had also been completed. It won't break the game, just require you to hand in more heads.
5: Linked the Hot Foot and Don't fence me in to the 1st island location quest to get it opened sooner.
6: Changed the oreberry hand in for the 'skyland' Tool Time quest to salmon to save players having to give up what might be precious ores so early in the game.
Hoping to include an update soon. For anyone planning on updating when its available, I'd suggest NOT handing in any heads until then......
Okay....... to dev_einfachsj comment about having a trailer. I'd love to include one but don't have a decent recorder, at least not one that can be edited, but I might give it a go anyway. In the meantime if anyone would like to make one, I'd certainly be interested in showing it.
Cheers................
Well played Sandy!
When making an MyM Account you need to make sure that you type your name exactly as it is (case sensitive, odd numbers etc.) make sure you don't add extra spaces. If you still have issues let me know.
Still not working. The problem arises when it tries to verify using the captcha rubbish. Says it doesn't match even when its exactly the same. Tried using every other name I'm known under and it still reuses to work. It probably has something to do with Curse and now Twitch all coming on board putting their own requirements to the login.
I really miss the days when all these 3rd party processes were non existent.
On a side note, I thought about the upcoming changes and decided it wasn't fair to expect players to hand in extra heads just because I wanted to fit something new into the pack, so I reinstated the totem quests and found a new way to get those new quests onto the page so here's a new spoiler.
1: Changed netherrack furnace recipe so it can be made much earlier in the game for sky platformers. Although flatlanders also get this advantage its not as prominent due to the delay in reaching the nether.
2: Updated the wording of the regular furnace quest to accommodate this change.
3: Added new quests to make netherrack furnaces to let players know about the changes.
4: Changed the skyland 'Hot Foot' and 'Don't Fence Me In' quests to trigger as the player nears the 1st island to make them available sooner.
5: Changed the oreberry hand in for the 'skyland' Tool Time quest to salmon to save players having to give up what might be precious ores.
I still haven't given up on getting a MyM account but until it can actually recognize my account, I'm kinda stuck.
Thanx for fixing my problem bout furnaces. Looking forward to your update but I got another question. You say you get seeds from lucky dip but I didn't get any yet and think it sux if you say there are seeds and i don't get any. The rest of the pack is great but I want to get some seeds.
The seeds in the Lucky Dip are meant to be pretty rare so you won't get them all the time. Having said that, I have noticed they don't appear as often as I had intended so I've increased their drop chance by more than double. Also discovered during testing that the kale seeds weren't working so I've also fixed that aspect as well.
Apart from that, there is now a new UPDATE! Its called 2.0.3 and is available for immediate download. As always I'm including a SPOILER of the 20 changes. Most of them are minor and shouldn't affect current games.
1: Changed netherrack furnace recipe so it can be made much earlier in the game for sky platformers. Although flatlanders also get this advantage its not as prominent. Thanks to Ranakatrasz for the suggestion.
2: Updated the wording of the regular furnace quest to accommodate this change.
3: Added new quests to make netherrack furnaces to let players know about the changes.
4: Changed the nether fishing rod recipe to use imp dust instead of the harder to find purple glowshroom. Swapped the Hot Foot quest with the cloud hand in quest so player can find out how to get imp dust right at the beginning and made it easier to complete. Renamed these quests to better reflect their new requirements.
5: Made the 'Don't fence me in' and new 'room with a View' quests to trigger as the player nears the 1st island to make them available sooner. Also changed the optional rewards to 1/4 hearts or zombie steak as its more useful than the previous netherrack/flint shards.
6: Changed the oreberry hand in for the 'skyland' Tool Time quest to salmon to save players having to give up what might be precious ores at that stage of the game.
7: Changed the acacia barrel hand in for the 'Dry Spell' quest to any type of barrels. Changed the alternative 'Water Water Everywhere' hand in to something more appropriate.
8: Added extra triggers for the water quests to remove the joining line between them after player has chosen one for aesthetic purposes.
9: Linked some independent quests in 101 to 'First Blood' to give players a better sense of the progression system for these earlier quests.
10: Changed reward offered in skyland 'Flimsy beginnings' to same as its counterpart 'Fishing frenzy'.
11: Changed Fugu Fusion recipe to items that can be obtained earlier in the game.
12: Added new food called a Saggy Sushi. I kept fishing up lily pads and decided there should be a use for them early game. Its a bit of a bonus item, so it has a bit of a bonus side effect when eaten, bwa haa haa.
13: Changed the fusewood bow to a more useful wooden hammer in the first skyland 'Dimensional Shift' quest as everyone gets a shortbow for completing the First Blood quest and can avoid needing a bow until then.
14: Changed the nitro creeper for a zombie in the skyland First Blood quest due to players no longer getting a bow to start their quest. This should also encourage them to build their platforms sooner.
15: Changed link for Smash n'Grab to the sieve quest to get it opened sooner.
16: Increased drop chance for getting seeds from Lucky Dip. Thanks to rowdy934 for mentioning this problem.
17: Now give cane seeds for completing 'Wax Lyrical' and 'Wax on-Wax Off' quests. Also changed some other optional rewards for better suited items.
18: I noticed the skyworld tends to generate approximately even numbers of regular mobs due to the limited area where they can spawn, so I decided to make a separate 'Legendary Hunter' quest for it.
19: Reduced number of zombie heads required for 'Zombification' quest due to the skyworld not having the open spawn space.
20: Added info about fertile soil in the Fertile quests along with an alternative recipe for making it using industrial fertilizer. Thanks again to Ranakatrasz for the suggestion.
Hopefully these changes will make the game a bit more user friendly.
Cheers.............
Loving the update. don't like the platform world tho. Don't understand why i should build up high when you got an ocean below with an island i can use and make stairs or ladders to get back up when i need to. Seems a bit dumb. am I missing something by staying on the ocean leavel?
Hi rowdy934. Thanks for your interesting observation. Sorry its taken so long to get back to you but I really did think about what you said and as another player on MyM had asked something similar I decided to see how interesting it would be to not have a platform but instead start out on an ocean island and see how it went.
It went better than I thought and I've decided to implement it in the upcoming update. To make sure there were no new glitches I wanted to get myself very advanced into the game before committing this change to the pack. It was a good thing as I've discovered some things really needed changing to prevent bottlenecks and in some cases, material shortages. Anyway I think a Spoiler of the changes made so far for the update will give you a better idea of where the pack is going.
1: Fixed the flatlands fishing quest that asked for a spider kill but would only register after a creeper was killed instead. Interesting that no one seemed to notice.
2: I noticed a glitch with the farming station where it kept harvesting the special crops before they had fully ripened preventing them from ever producing crops. As the harvester doesn't even recognise the new crops my only option was to change the farming station quest into something different and drastically reduce the number of crops required for the consume quests.
3: Removed the Farming station quest and replaced it with a new easier quest. The reason I added the new quest rather than just changing the existing requirements is so that anyone who had previously completed the Farming station quest would have the new quest available which now gives cotton seeds so players can get started on growing cotton sooner for future quests.
4: Changed the existing sky platform quest into a water world quest so that players will now start their games inside an active volcano that sprung up over a floating island on the ocean. Same quests as before except for the island location ones. Existing sky platform saves will still work but the first island location quest has been replaced with a simple detection and consume quest and will need to be redone even if the original was previously completed. On the positive side you'll get rewarded. If the location for the 'EXPLORING' quest hasn't been triggered, [its the one with the compass image] players will need to visit the new location showing but will still have to retrieve their skeleton key from the original location which is on the bigger island to the north. The reason I removed the platform aspect from the ocean biome is I thought about how many other platform quests there are out there and figured it would be more interesting having one that starts out a bit differently.
5: Removed optional rewards from First Blood and Ore-inspiring so players don't hold up their quest progress while waiting to decide which vital reward they should choose.
6: The previous optional carrot or potato choice is now an automatic reward for completing one of the 'Fertile' quests, meaning players now only need to obtain either one to get the other.
7: Added wheat seeds as rewards in two intermediate quests to help players to complete the Fertile quest that rewards them with a carrot for those players that only manage get a potato.
8: Changed the key detection in the 'Zzzzzz....' quest to a fish consume so the information about beds and sleeping bags remains on view when it opens.
9: Removed Autopackager mod along with its quest and ALL requirements to make compressed cobblestone blocks. Also removed the 'Free cobblestone' quest that required making an Item transfer Node now that cobblestone isn't going to be required in large amounts.
10: Removed defunct ash dust, dragon key and silumin alloy since existing saved games will now tell you about the missing autopackager anyway. Also changed recipe for making TNT from ash dust to coal powder. Ash clouds now make coal powder instead of ash dust.
11: Changed previous silumin recipes into other materials as we didn't really need this extra layer of crafting.
12: Split the Alloy Smelter/conduits quest into two separate quests to replace the now defunct Auto Packager quest. The new quests are set to detect so players who have already completed the old quests won't have to repeat them.
13: Changed sieve from Spruce to Birch and added free spruce and rubber saplings to early Aether quests so players can make jabba barrels which can remove the requirement of hanging or smelting ore berries.
14: Moved the Jabba barrel quest to the Supply and Demand page as it now becomes available much sooner.
15: Moved the elevator quest to the vacated Jabba barrel location.
16: Changed Travel Anchor recipe and removed its quest but added information about it to the elevator quest to let players decide whether they want to have them.
17: Changed the ender chest quest into a Salvage chest quest as not everyone will want an expensive ender chest but the salvage chest is mostly blast proof, and much easier to make. Ender Chests are now mentioned in the Filing Cabinet quest.
18: Swapped the piston for a basic gear in the Industrial wizz recipe so players can make it sooner. Also changed the basic gear recipe from bronze ingots to porcelain clay.
19: Changed the Luggage recipe from divergent gears to basic gears.
20: Changed the Slicing wizz recipe to use a copper handle so it can be made sooner in the flatlands.
21: Removed the dual 'seed risk' quests now that only the exotic seed needs to be sifted. Moved the accompanying safari net quest to the vacated 'free cobblestone' quest location.
22: Added new slab called DarkGlow for players to use around their fertile soil farms and trees in the new Water World biome so they can have them flat without having to use candles to stop mobs spawning on them. It looks identical to darkwood slabs so it blends in for anyone wanting a certain uniformity with their builds. NB: They only give off enough light to remove spawn possibility from directly connected adjacent blocks.
23: Gave water world its own 'Safari' quest to compensate for the extra difficulty of getting rare mobs in the limited spawn area. Also changed wording in original quest that mentions a prize that was no longer given as a reward.
24: Reduced the amount of dried fruit required for the Dried and Applied quest.
25: Halved the amount of bloodwood leaves required for 'Shear Ability' quest.
26: Made new worlds with random seeds to give previous players something new to challenge them.
27: Added ability to bleach flame string into regular string by hanging it on a drying rack.
28: Changed the requirements for the Smash 'n Grab quest to allow it to be completed sooner.
29: Added brown and red mushrooms as possible drops from Lucky Dips.
30: Added alternative recipe for turning magma cream into sulfur using a SAG mill.
31: Added alternative way to get flint from shards using an Alloy Smelter.
32: Added new recipe to give golden amber more use.
33: Moved life crystals, empty canister, necrotic bone and enderman head recipes to the Slice'N'Splice to make it more useful. NB: All these recipes now use different materials than before.
34: Changed the ardite and cobalt consume quests into detection now that they have more uses in recipes.
35: Removed making obsidian powder in Alloy Smelter now that its not strictly needed until after a SAG mill has been made. SAG mill already had obsidian powder recipe.
36: Added new information in the disclaimer to reflect any changes that relate to it.
Thanks again for bothering to take the time to post your input. I really appreciate it and wish more players would do the same.
Cheers........
Hi everyone. Well we've finally got version 2.0.4 ready for release. Its taken longer than we anticipated due to wanting to make sure everything was working correctly. Lots of changes with the ocean based sky platform world being split into two separate worlds to add a new twist to the pack. As usual we're including a spoiler of the 45 changes we've made to the pack.
The really good news however is that you'll still be able to play any of your existing 2.0.3 saves using the 2.0.4 update. There might be a couple of quests that require re-doing due to our having replaced the location quests with simple detection quests. We replaced them because just removing the location part of the quest would have broken ALL of your 2.0.3 saves. We think its a small price to pay when it means you don't have to start again if you want to benefit from the latest changes.
1: Fixed the flatlands fishing quest that asked for a spider kill but would only register after a creeper was killed instead. Interesting that no one seemed to notice.
2: I noticed a glitch with the farming station where it kept harvesting the special crops before they had fully ripened preventing them from ever producing crops. As the harvester doesn't even recognise the new crops my only option was to change the farming station quest into something different and drastically reduce the number of crops required for the consume quests.
3: Removed the Farming station quest and replaced it with a new easier quest. The reason I added the new quest rather than just changing the existing requirements is so that anyone who had previously completed the Farming station quest would have the new quest available which now gives cotton seeds so players can get started on growing cotton sooner for future quests.
4: Decided the sky platform with a water surface didn't really work as intended so split it into two separate biomes. The skyplatform now has a void below it instead of water. It has some floating sky islands around it for players to build out onto and use. The water aspect has now become the Waterworld which is accessible from the Template menu. Players start their games inside an active volcano that's floating on the ocean. Same quests as before except for the island location ones. They have been replaced with generic quests that guide you towards your goal but with no actual location so that both new worlds can work with the same quests. Existing sky platform saves will still work but the two previous island location quests will need to be redone if the originals were previously completed. On the positive side you'll get rewarded. Also made the slime dirt and grass on the islands virtually indestructible to compensate for having a void below. Also changed its hardness to make it undesirable to harvest.
5: Removed optional rewards from First Blood and Ore-inspiring so players don't hold up their quest progress while waiting to decide which vital reward they should choose.
6: The previous optional carrot or potato choice is now an automatic reward for completing one of the 'Fertile' quests, meaning players now only need to obtain either one to get the other.
7: Added wheat seeds as rewards in two intermediate quests to help players to complete the Fertile quest that rewards them with a carrot for those players that only manage get a potato.
8: Changed the key detection in the 'Zzzzzz....' quest to a fish consume so the information about beds and sleeping bags remains on view when it opens.
9: Removed Autopackager mod along with its quest and ALL requirements to make compressed cobblestone blocks. Also removed the 'Free cobblestone' quest that required making an Item transfer node now that cobblestone isn't going to be required in large amounts.
10: Removed defunct ash dust, dragon key and silumin alloy since existing saved games will now tell you about the missing autopackager anyway. Also changed recipe for making TNT from ash dust to coal powder. Ash clouds now make coal powder instead of ash dust.
11: Changed previous silumin recipes into other materials as we didn't really need this extra layer of crafting.
12: Split the Alloy Smelter/conduits quest into two separate quests to replace the now defunct Auto Packager quest. The new quests are set to detect so players who have already completed the old quests won't have to repeat them.
13: Changed sieve from Spruce to Birch and added free spruce and rubber saplings to early Aether quests so players can make jabba barrels which can remove the requirement of hanging or smelting ore berries.
14: Moved the Jabba barrel quest to the Supply and Demand page as it now becomes available much sooner.
15: Moved the elevator quest to the vacated Jabba barrel location.
16: Changed Travel Anchor recipe and removed its quest but added information about it to the elevator quest to let players decide whether they want to have them.
17: Changed the ender chest quest into a Salvage chest quest as not everyone will want an expensive ender chest but the salvage chest is mostly blast proof, and much easier to make. Ender Chests are now mentioned in the Filing Cabinet quest.
18: Swapped the piston for a basic gear in the Industrial wizz recipe so players can make it sooner. Also changed the basic gear recipe from bronze ingots to porcelain clay.
19: Changed the Luggage recipe from divergent gears to basic gears.
20: Changed the Slicing wizz recipe to use a copper handle so it can be made sooner in the flatlands.
21: Removed the dual 'seed risk' quests now that only the exotic seed needs to be sifted. Moved the accompanying safari net quest to the vacated 'free cobblestone' quest location.
22: Added new slab called DarkGlow for players to use around their fertile soil farms and trees in the new Water World biome so they can have them flat without having to use candles to stop mobs spawning on them. It looks identical to darkwood slabs so it blends in for anyone wanting a certain uniformity with their builds. NB: They only give off enough light to remove spawn possibility from directly connected adjacent blocks.
23: Made bloodwood slabs opaque to prevent light penetration for oreberry farm creation in the waterworld/skyplatform much earlier. Changed an early quest to let players know about this new feature.
24: Reduced the amount of dried fruit required for the Dried and Applied quest.
25: Halved the amount of bloodwood leaves required for 'Shear Ability' quest.
26: Made new worlds with random seeds to give previous players something new to challenge them.
27: Added ability to bleach flame string into regular string by hanging it on a drying rack. This is primarily aimed at helping Waterworld/skyplatform players as they'll have greater access to heatscar spiders early in their games.
28: Changed the requirements for the Smash 'n Grab quest to allow it to be completed sooner.
29: Added brown and red mushrooms as possible drops from Lucky Dips.
30: Added alternative recipe for turning magma cream into sulfur using a SAG mill.
31: Added alternative way to get flint from shards using an Alloy Smelter.
32: Added new recipe to give golden amber more use.
33: Moved life crystals, empty canister, necrotic bone and enderman head recipes to the Slice'N'Splice to make it more useful. NB: All these recipes now use different materials than before.
34: Changed the ardite and cobalt consume quests into detection now that they have more uses in recipes.
35: Removed making obsidian powder in Alloy Smelter now that its not strictly needed until after a SAG mill has been made. SAG mill already had obsidian powder recipe that gives a greater amount of powder.
36: Added recipe for smelting unused Flint and Steel's back into steel ingots using Alloy Smelter. Based on my receiving multiple F&S's that just take up space in chests. This also works on the unbreaking ones.
37: Decided the dart shooter should get more use before players can make better weapons so I swapped the shortbow for a dart shooter and now give darts instead of arrows for completing certain quests.
38: Changed the shortbow swap quest for an arrow swap quest to get darts.
39 Added a recipe for making the Phoenix dart blower to compensate for players not being able to use continuum orbs to try to obtain one.
40: Removed crafting exploit of obtaining sticks or oak slabs using mixed materials.
41: Gave custom items sands and sandstones opaque status in hopes it will prevent them glitching and letting light through even though the default is meant to do that anyway. Its so frustrating when you set up an ore berry farm under the sand and its working fine until an unknown block glitches and lets light through preventing your ore from growing.
42: Added alternative way to get an early acorn seed, giving the player more options when choosing how to progress in the early stages of their game.
43: Moved making a crucible to earlier quests to alert players that might not be aware of them, so they can start making lava much sooner.
44: Gave waterworld/skyplatform their own 'Safari' quest to compensate for the extra difficulty of getting rare mobs in the limited spawn area. Also changed wording in original quest that mentions a prize that was no longer given as a reward.
45: Added new information in the disclaimer to reflect any changes that relate to it.
Although existing saved games that have progressed beyond the 'First Blood' quest will have a shortbow instead of a Dart Blower, it won't really impact on your game as the two repeating quests to get extra darts also gives you the option to get more life. Besides you can always make your own dart blower if you want to see how they go.
I hope everyone enjoys this final update. It will only get changed if someone finds a problem we've overlooked.
Well its finally done. I've just released version 2.o.5 with its now 40 plus changes. This is absolutely the final change as I've now moved on to an unexpected sequel that will slot between this pack and Shanghaied Again which will be released eventually. In the meantime I'm working on a variation of this pack which includes Enviromine. Yea, I can hear the groans but this won't include all the nasty stuff, just the things I think will make the pack more interesting without having the late game grind. Oh, and YES I have found a way to automate getting camel packs which i explain in detail in one of the quests. Without that possibility water just becomes a grinding nuisance. Its still in early development but I already have a working prototype that I'm testing out. I had thoughts of updating the original with this pack but decided against it as it would probably be too radical a move for many players. For anyone interested it will be called Shanghaied Nightmare.
Anyway as usual I'm including a Spoiler of the changes. There are actually many more minor ones that haven't been listed but I think the ones listed should give you an idea of where the pack has progressed.
1: Replaced the Ore-Inspiring quest with a new one that gives a new everlasting hoe along with bokchoy seeds [New Crop] to enable planting of crops much earlier. This gives players far more freedom to choose how they want to progress.
2: Added optional free pickaxes to the Dungeon Desires and Killing Desire quests so players can obtain a pickaxe regardless of whether they concentrate on completing killing quests or searching for key fragments. Also made mention of where to find the pickaxes in the 'FORGING AHEAD' quest which now opens much sooner.
3: Added 3 extra levels to Tinker tools and weapons which includes one extra level up. Also renamed some of the level ups to better highlight when a significant plateau is reached.
4: Added Alumite, Duralium and Manyullyn as recipes for Alloy Smelter.
5: Removed the multiple smelting of the same recipe in the Alloy smelter to simplify making those recipes.
6: Changed SAG recipe that turned cobblestone into sand to make gravel instead. This now effectively lets players use a SAG mill to convert cobblestone all the way to dust in the same way they can using hammers.
7: Added SAG recipes to recycle stone and cobblestone slabs into stones.
8: Removed azantian alloy and divergent gear and replaced the few recipes that used them with other existing materials.
9: Removed slate blocks and replaced them with a recipe to make flint from shards.
10: Introduced recipes to make a Quest Delivery System using any of the 9 custom crops and replaced the hand in of specific customitems crops with the QDS, allowing players to choose which crops they want to hand in.
11: Created new repeatable bulk hand in of crops that can be automated using a farming station or harvester and added a new page in the disclaimer outlining their pros and cons for anyone considering automation. NB: The quest also contains a qty of QDS to maintain an ongoing use for customitems crops.
12: Changed the repeatable Happy Trails quest to a seed bank quest to give players an actual use for all the seeds they'll wind up getting, including customitems seeds.
13: Installed the excompressum mod to primarily enable auto sifting and packaging. Additional benefits are being able to 'spawn' animals in any environment and being able to extract water from leaves using wooden crucibles. NB: Had to remove special gravel drops from customitems as it prevented hammers making sand from gravel.
14: Replaced barley with Lemon grass to add more variety. NB: Any previous recipes that had barley in their name have been removed. Also added lemon grass as alternate recipe for making hay bales.
15: Expanded the use of essence berries by introducing spice which is made using them.
16: Added optional reward of clay bucket of water in the Offworld Adventure quest.
17: Altered the "GRASS AT LAST" quest to make it more useful for the changed conditions and renamed it BAITING THE TRAP.
18: Altered the regular furnace quest to a more useful Block Breaker quest that can produce free cobblestone from a cobblestone generator.
19: Replaced the watering can quest with a new Hang Glider quest.
20: Replaced original Smash n'Grab quest with new one that gives cotton seeds so players can start growing cotton sooner. This allows players who have already completed this quest to still get cotton seeds. Also changed making woven cloth from cotton back to 9 pieces to add value to its alternative recipe.
21: Removed the lunch bag aspect from the luggage quest and made a separate quest for it.
22: Removed the lolly bag made from golden amber. Mixed lollies are now made in a single recipe. Golden amber has been included in the silky cloth recipe to expand its use.
23: Created recipes to make candy canes and candy corn which are used in the mixed lollies recipe.
24: Created alternative recipes for making the red and yellow dye used in the candy corn recipe for biomes that can't supply them.
25: Added alternative ways to make candles and glue.
26: Added new quests to allow players to get an oreberry they might not have been able to get via the Lucky Dips.
27: Each land based biome now has a unique type of natura berry bush available to find 'somewhere' in the world. They also have a limited number of recipes that can be made from them. The sky and waterworld are now offered a choice of just one of the three varieties from the flatlands for completing the Wax On quest.
28: Added regular cactus growing in the Savanna as its the only remaining dry world.
29: Replaced icy sands in the Ice Plains with red sand which is more useful than the sands from the other two flatlands worlds. Retained the mesa sandstone names to allow existing Mesa saves to still be playable.
30: Changed the line up of the quests that came off the FIRST BLOOD quest so that all four are available for independent completion rather than having to complete the first two before the others open.
31: Removed the barrier that hid some extra early quests in the waterworld/sky platform quests so all are showing as soon as the player enters the Nether.
32: Removed the consume part of the Flimsy Beginnings and Fishing Frenzy quests to allow them to be done sooner.
33: Brought back a recipe for empty glass bottles, but it now requires using an Alloy smelter.
34: Changed the soul vial recipe so it now requires the Slice'N Splice.
35: Added two new quests on the Vacation Elation page relating to translucent block making.
36: Replaced glowstone slabs with enlightened ones which are more blast resistant.
37: Reduced the resistance, hardness and mining level of prismarine now that it only serves as a barrier between bedrock and the surface.
38: Changed recipe for poprocks to come from SAG mill. It also has chance to drop ice shards that can be used in other existing recipes.
39: Added ambrosium shards as an alternative option for all recipes that normally require regular torches.
40: Changed the Custom menu and HQM book images now that no biome has an all red sand surface.
NB: Although you can still play saved games from all but the Ice Plains worlds, some food recipes have been replaced with new ones. Also when you start up a saved game, it will tell you there are a number of missing blocks/items and ask if you want to continue. You must answer yes to play your old save if you want to play it using version 2.0.5