A little progress update for the modpack. Currently progression is at an all time high, we have a working private beta and are already starting to work on more advanced things such as questing and minetweaker. We also have a new member of the Divided Developers team, Goku01245! You may be able to get a public beta with questing, minetweaker, and lore within the next 1-2 months!
If we ever made a forum server I made a really balanced pack for a youtube series I'm doing with with ChampionAsh5357 with useful balanced tech and magic mods that revolves around AoA that I would volunteer for people to use.
I have put the last post on the front page. Anyways I have good news! the new Divided Developers team has started to take form. Elrol, has joined the team! I look foward to working with him and anybody else who wants to join to bring this unique modpack to fruition!
Plus a BIG spoiler coming tomorrow. You will find out what the revamped basis for all the lore and story-line in this modpack is.
I haven't posted in months and that is because I have just started high school. With my busy schedule I have been unable to do much work on this modpack, or been able to play many games in general. Another reason this has happened is due to the fact I haven't heard from any of the co-developers in the amount of time I have posted. However I have gone back to developing this modpack over the winter break. Since my developers were my experts on tech, magic, and minetweaker I was unable to do much outside of AoA, In the past two weeks, I have written a lot of lore and planned out the quests for the modpack. Doing this has caused me to spawn many ideas that I think will work wonderfully in this pack. However, it has also helped me realize the major problems with this modpack. Until these problems are fixed I will not be going along with the modpack.
1. There are WAY to many mods.
The original plan for divided was to make the ultimate experience that incorporated many mods but revolved around AoA. In doing that I created a pack that had way to many mods and felt both overcrowded, and was extremely laggy unless you have an amazing computer. I would need to redo the entire modlist to make it less crowded and laggy. In effect it would be more balanced and not take so long to complete.
2. I can't change armor and weapon values.
The point of this pack was to make all other mods balanced around AoA and to not have aanything be more powerful than AoA gear. It is impossible to do this without being able to make armor and weapons less powerful than higher tier mods like Botania or Draconic evolution. I need to take out all armor and weapons from this modpack that are to powerful through making them impossible to get in survival
3. I need more developers.
Since my 3 main developers have mostly quit the project I need new volunteers to help me with this immense task. It would be helpful if these people have knowledge of tech and magic mods as well as builders. Just send me a pm with your skype, and you are on the team.
Until these three things are done (most importantly the third) I will not be able to continue the development of this pack. However I will send 20 people the beta if I can get more developers once the modlist has been redone.
Sincerely, Arob105
*Since the pack is being redone the modlist on the front page is invalid.
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Any info book/wiki in this mod?
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Yes
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Is there anyway to see how many units you have hired?
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I'm sorry if that change isn't for you but I believe it is necessary to improve the quality of the early game.
Meanwhile In Development Land...
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A little progress update for the modpack. Currently progression is at an all time high, we have a working private beta and are already starting to work on more advanced things such as questing and minetweaker. We also have a new member of the Divided Developers team, Goku01245! You may be able to get a public beta with questing, minetweaker, and lore within the next 1-2 months!
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Hey do the 2.5 biomes spawn in the snapshot.
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If we ever made a forum server I made a really balanced pack for a youtube series I'm doing with with ChampionAsh5357 with useful balanced tech and magic mods that revolves around AoA that I would volunteer for people to use.
0
I have put the last post on the front page. Anyways I have good news! the new Divided Developers team has started to take form. Elrol, has joined the team! I look foward to working with him and anybody else who wants to join to bring this unique modpack to fruition!
Plus a BIG spoiler coming tomorrow. You will find out what the revamped basis for all the lore and story-line in this modpack is.
0
I haven't posted on here in a long time, did Xolova give any updates?
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Dear Fans of the Divided Modpack,
I haven't posted in months and that is because I have just started high school. With my busy schedule I have been unable to do much work on this modpack, or been able to play many games in general. Another reason this has happened is due to the fact I haven't heard from any of the co-developers in the amount of time I have posted. However I have gone back to developing this modpack over the winter break. Since my developers were my experts on tech, magic, and minetweaker I was unable to do much outside of AoA, In the past two weeks, I have written a lot of lore and planned out the quests for the modpack. Doing this has caused me to spawn many ideas that I think will work wonderfully in this pack. However, it has also helped me realize the major problems with this modpack. Until these problems are fixed I will not be going along with the modpack.
1. There are WAY to many mods.
The original plan for divided was to make the ultimate experience that incorporated many mods but revolved around AoA. In doing that I created a pack that had way to many mods and felt both overcrowded, and was extremely laggy unless you have an amazing computer. I would need to redo the entire modlist to make it less crowded and laggy. In effect it would be more balanced and not take so long to complete.
2. I can't change armor and weapon values.
The point of this pack was to make all other mods balanced around AoA and to not have aanything be more powerful than AoA gear. It is impossible to do this without being able to make armor and weapons less powerful than higher tier mods like Botania or Draconic evolution. I need to take out all armor and weapons from this modpack that are to powerful through making them impossible to get in survival
3. I need more developers.
Since my 3 main developers have mostly quit the project I need new volunteers to help me with this immense task. It would be helpful if these people have knowledge of tech and magic mods as well as builders. Just send me a pm with your skype, and you are on the team.
Until these three things are done (most importantly the third) I will not be able to continue the development of this pack. However I will send 20 people the beta if I can get more developers once the modlist has been redone.
Sincerely, Arob105
*Since the pack is being redone the modlist on the front page is invalid.
0
Tier 0 - Overworld
Tier I - Moon
Tier II - Mars, Phobos, Deimos
Tier III - Asteroids, Ceres (Schematic Tier IV), Callisto, Ganymede, Europa
Tier IV - Mercury, Venus, Io (Schematic Tier V)
Tier V - Enceladus (Schematic Tier VI), Titan, Oberon
Tier VI - Proteus (Schematic Tier VII), Triton
Tier VII - Pluto (Schematic Tier VIII), Kuiper Belt, Makemake
Tier VIII - aCentauri Bb, Barnarda C, Barnarda F, Barnarda E
Does the following progression system still apply?
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Wait, so Scienceguide hasn't coded any of the mod yet.
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What will be in the next update?
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I'm glad to here there will be so much development, can I please have some screenshots with all of the incredible things you have coded.
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Screenshots?