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    posted a message on Untamed Chaos v1.6 (Curse and FTB Launchers)[Updated July 20th]

    Since it's been a few weeks with a post, I thought I'd give a quick update. I have been working on v1.1, in fact I was going to release it this weekend, but I decided to hold off to get a few more updates and iron out a few issues. So hopefully that will be out this weekend or sooner. Also, the mod pack is now on the FTB Launcher! I was waiting for the update to mention it, but decided to just mention it now. To see the pack on the launcher, you will need to enter the pack code UntamedChaos. Unfortunately, when I went to edit the code into the forum post it decides to mess it all up; I'll try to sort that out later.


    Aside from that, I have a couple other things to mention. First is that my Let's Play of the mod pack is well underway on my Youtube channel if anyone was interested in that (link in my signature). Also, I am planning to start a new mod pack soon and looking to enter it in JamPacked2; so there should be more on that over the next month. And Moonlit Siege hasn't been forgotten; I've just been busy/lazy =P


    Edit: Okay, so the main post should be fixed now; or at least good enough. Back to preparing v1.1!

    Posted in: Mod Packs
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    posted a message on Liquipacks - Modular backpacks for fluids! - Never carry zillions of buckets with you again! - New textures!
    Quote from michael__»

    Thanks for your feedback, i'll look into the issues. The dropping of items is something you have to code manually, its not automatic for every inventory, so the reason it wasn't dropping is because I forgot to code that, not because I turned it off. The crash seems to be a bug with the tank rendering, i'll look into it.


    BTW I recently saw a HUGE increase in downloads, the latest version has over 1500. Do any of you know what is the cause of this? I find it hard to believe that the rate of downloads increased so quickly, so if these downloads are real, thank you so much everyone! I would never believe my mod would get over 1000 downloads! and if their not, nevermind, just keep telling your friends about it, keep making spotlights and keep reporting bugs! (I already contacted curse and asked them if the downloads are real, they said they will check).


    K, thanks. Just to note, I've been using the pipe interface some more without problems; although I avoided opening the pipe interface or my inventory (to check pack) while on it. I did notice a few times when I got off it showed more in the pipe interface than it should have had there, but when I changed tank and got back on it still drained just fine so I guess the visual meter get stuck sometime.

    Also, no idea why there would be a sudden spike. Doubt it was my let's play or mod pack that caused it anyway XD

    Posted in: WIP Mods
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    posted a message on Blood Arsenal

    Hey, I tried using the Sigil of Swimming in Blood Arsenal v1.1.3 and got a crash. If I had to guess why, it seems that when I updated Blood Magic to v1.3.1-7 it changed some of stuff relating to life essence causing problems with addons (had similar crash with a BloodUtil Sigil). Still, thought it was worth mentioning.

    Posted in: Minecraft Mods
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    posted a message on Liquipacks - Modular backpacks for fluids! - Never carry zillions of buckets with you again! - New textures!

    I've been using this mod recently and ran into a couple small issue. The first is that LiquiPacks, possibly the tanks as well, are lost when you break a Liquid Workbench. I assume this may be caused by a safety to prevent duplication of tanks (like tanks and liquipacks with tanks inside both drop). But in my case, I took out the tanks to upgrade and then broke workbench to move it and ended up losing my liquipack. The other problem is with the pipe interface again; it crashed me. From what I remember, I finally got it working with an Extra Utilities liquid transfer node under it and was using it to transfer lava from my liquipack into a drum. I think things may have went too fast, because it showed lava in the pipe interface not being transferred. So I switched it to fill my liquipack and then switched it back to drain. I think it crashed when it was draining, either while I was looking at pipe interface or liquipack in inventory. After reloading, I found that it drained fine so it isn't a huge issue I suppose, but it seems that it may still have some issue occasionally.

    Posted in: WIP Mods
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    posted a message on Liquipacks - Modular backpacks for fluids! - Never carry zillions of buckets with you again! - New textures!
    I'd rather wait and have a single update with all the graphical improvements, unless there are any other changes or bug fixes that would make two releases more useful.
    Posted in: WIP Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Well, I recently ran into a couple of issues that I thought I should report. The first is an issue with Strider I encounters in The Mad Pack 2 (using Lycanites v1.10.11.1). Pretty much, they were able to grab me and kill me through walls which got kinda annoying on hardcore (video featuring this will be out tomorrow if you wanted an example). Not sure if this has been fixed in more recent releases though.
    The other issue I ran into was a crash I encounter in my mod pack (using Lycanties v1.10.11.3). I think I have an idea what caused it; my best guess is that my mining turtle (ComputerCraft) hit the Lurker while mining and the Lurker attacked back... Not sure if their attacks are meant to hit things like Turtles...
    Posted in: Minecraft Mods
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    posted a message on Untamed Chaos v1.6 (Curse and FTB Launchers)[Updated July 20th]
    Well I know its very late, considering you've probably already filmed some of the series, however I have one final suggestion: Openblocks
    http://www.openmods.info/

    Well, I can always add in mods later. In fact a few were cut or excluded from the pack in favor of adding later since their current versions didn't work well.

    That being said, this isn't the first time OpenBlocks has come up (probably like 4th =p). While it is a good mod, I've been rather persistent to not include it in this pack. Personally, there are only a few things in the mod I'd want, and plenty I don't. It also feels like it conflicts a bit with other mods, like its exp system vs minefactory, and a lot of its items are simplified versions of things from other mods. Although, we never did find a good replacement for the elevators or fans, so I may change my mind later...
    Posted in: Mod Packs
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    posted a message on Untamed Chaos v1.6 (Curse and FTB Launchers)[Updated July 20th]

    I saw that mod earlier; it looks pretty interesting. Although, I don't plan to add many new mods to Untamed Chaos and I think Lycanite's already adds plenty of mods. But that is a mod I plan to look into for future packs.
    Posted in: Mod Packs
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    posted a message on Untamed Chaos v1.6 (Curse and FTB Launchers)[Updated July 20th]
    There is a small update today, v1.0a. It is mostly mod updates with a new addition and a small world gen tweak. This was mainly for the (hopefully) upcoming launcher release of the pack.
    Posted in: Mod Packs
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    posted a message on Untamed Chaos v1.6 (Curse and FTB Launchers)[Updated July 20th]
    The mod pack has updated to v1.0, which means it is no longer in beta! There are still a few minor kinks with it, but for the most part it should be playable without any issues. There were also a few minor recipe tweaks and config changes I didn't have time for, but they aren’t too important and I will try to add them in future versions. Now that the pack is on its full release, we are working on getting it on a launcher, but that could still take some time. Also, unless any serious issues are found or vital updates are release, there probably won't be a new release for at least a couple weeks.
    Posted in: Mod Packs
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Stormalisk»

    You could also just disable the darkness spawner, or blacklist the Grues/Shades from the Deep Dark.

    Well, I want the Darkenss spawner there =P I purposely set all the shadow mobs to only spawn in deep dark. I also did set Grue to Monster and Shade to Underground spawner, but really would love to have them pop out and maul you when you step in shadows...
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    It seems the deep dark is still giving me some troubles. I've been sitting at light level of 4 for a good 10 minutes and nothing has tried to eat me. If I go any deeper, the darkness starts killing me within a few seconds. I have both Grue and Shade set to Darkness with a 8.0 and 1.0 spawn weight respectively. The Darkness spawner is set to 1.0 spawn chance and highest light level of 5. I set the spawn rate check to 60 and the light spawn chance to 0.25 low, 0.5 medium, and 0.75 high.
    Anyway, I don't feel good about increasing the rate further (or else they could spawn a bunch if it does start working). So I am thinking that it is just something about the deep dark that is messing up the darkness spawner. Could anyone else look into this further and try to find why the two don't seem to play nicely?
    Posted in: Minecraft Mods
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    posted a message on [ABANDONED/SOURCE AVAILABLE/1.7.10/Forge/SSP/SMP] TLHPoE's Mods (Exp chests, flappy world, TF2 crates, and fans!)
    Well, while testing stuff it seems I ran into an issue with Fans. Simply put, I got this crash while using the Reserve Diamond Fan. I had the fans under Extra Utilities Diamond Spikes with a Thermal Expansion Autonomous Activator spawned a flying mob from Lycanites Mob with an Item Collector from Random Things to collect items. Although the issue was so serious I would crash whenever I reloaded the world.
    I did some additional testing in a new world. I tried to see if it was the item collector and fans (collector grabbing item while fan was moving) but that all seemed to work fine. When I made a hole and put spikes over the reserve fan again, I got another crash when I tried to jump out (onto spike over fan I think). Since then I did a bit more testing and it seems it only happens with things above reserve fans (that are pulling down), but may be wrong.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Thanks for the update; I will try to test it out soon. Also, just to check, has a health config been added yet? I talked with FatherToast about the issues I had adjusting the Shadow Mob health with Mob Properties and it seems to be an issue on your end. It seems that most mobs set their health after they spawned, unless they spawned with a Monster spawner. So if their base health was 15 and I set it to 35, they spawn as 15 of 35 instead.
    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks
    Hey, I have been working on rebalancing tool/weapon leveling for my mod pack and have ran into a few issues. My goal is to make it so the first levels are easy but the higher ones are very hard; to do this I set the percentages down and made the multiplier x2.0.
    The problem here is the exp needed is based on speed/damage and part swapping is a thing. From what I understand, tools gain experience for each block broke and weapons gain exp for each damage dealt. But because of how the scaling works, you are better off not upgrading weapons until you maxed out the level.
    A good example is comparing Manyullyn, Iron, and Wood Longswords. Manyullyn needs 1344 exp for first level and deals 8 damage, so a total of 168 swings. Iron needs 1008 exp and deals 6 damage, so 168 swings as well... But Wood only needs 508 exp and deals 4 damage, so only 127 swings. Picks have a similar issue, but with break speed I suppose that is more justifiable.

    It also seems there may be an issue with how wood tools scale. I set tools to 55% and weapons to 50%. So the Manyullyn pick went from 475 exp to 261; the Iron pick from 350 exp to 193, and the Wood pick from 159 to....29? (159x0.55=87.45). The wood long also has this issue, now only 84 exp instead of the expected 254. So why the Manyullyn long needs 84 swings to level, the wood only needs 21 (should be 63.5).
    It is possible I am not understanding the system properly; I did see the code on leveling but it was a bit beyond me. But the system as it is just doesn’t make much sense to me. It punishes you for adding speed or upgrading to better parts and seems to greatly favor slower/weaker items.

    However, I do have some solutions/requests to improve leveling. First would be to check for any errors in scaling for the weaker/slower materials (wood, blue slime, green slime, and paper stood out to me). Another idea would be to have a "leveling blacklist" so users could specify materials that cannot gain exp; if you change a part into one of these materials, levels would still apply and experience would be stored, resuming from where you were if you swapped to a part that could gain exp.
    But I think the option I would most like to see is a way to disable exp scaling entirely. This would mean exp would be set by the type of tool and ignore its speed, damage, material, and such. So if a pick needed 100 exp to for a level as a wood pick, it would still need 100 as a manyullyn. This would make it much easier for me to rebalance the exp curve and make it more of a benefit to upgrade and add modifiers.

    Edit: After looking into the issue more it seems the wood issue was because I changed the harvest level to 0 in minetweaker and this messed up its exp scaling. While I would have liked to keep it at 0, I removed the change to fix the exp. I also have been told I could use the override to change the harvest level and adjust exp by tool to fix wood and slime, but that is more in-depth than I have time for (at the moment at least). I still would love to see more config options for exp/leveling behaviors though, since even with override there is still a limit to how much I can change due to speed/damage scaling.
    Posted in: Minecraft Mods
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