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    posted a message on Doomlike Dungeons
    Quote from BlackJar72»

    Let me know when your modpack is ready. I don't see a download for it now, but I might want to try it out.

    Said modpack is in my signature (right below my posts) it's been ready for quite a while. ^_^
    The modpack is played through Technic (a modpack hosting platform.)

    The update worked fine! (Although I'm getting crashes occasionally, but all crashes don't reoccur from repeated actions and aren't related to said actions, so I bet I'm just running out of RAM from trying to host a resource intensive version LAN on my totally gud PC.)
    Posted in: Minecraft Mods
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    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]

    Update!


    Regular Version:


    3.6 - Hopefully Final Update Pass! (It's been too long since one of these...)
    Updates, and no more fire lords from chainmail.
    *[CraftTweaker] You can no longer become a fire bender by uncrafting chain armor.
    *Updated Hammer Time! SERVERS NOW WORK YEEEES.
    *Replaced Archimedes Ships with Archimedes Ships Plus! Basically a continued, better version with submarines too!
    *Updated Doomlike Dungeons
    *Updated Roguelike Dungeons
    *Updated Invasion Mod
    *Updated Inventory Tweaks
    *Updated Mo' Villages
    *Updated Natura
    *Updated Uncrafting Table
    *Updated Treecapitator
    *Updated Fastcraft


    Resource Intensive Version (differences underlined):


    2.3 - Hopefully Final Update Pass! (It's been too long since one of these...)
    Updates, and no more fire lords from chainmail.
    +Added Uncrafting Table, times have changed and it works better than the twilight forest one anyway! (The other one is still craftable if you prefer it's looks.)
    *[CraftTweaker] You can no longer become a fire bender by uncrafting chain armor.
    *Updated Hammer Time! SERVERS NOW WORK YEEEES.
    *Replaced Archimedes Ships with Archimedes Ships Plus! Basically a continued, better version with submarines too!
    *Updated Doomlike Dungeons
    *Updated Roguelike Dungeons
    *Updated Invasion Mod
    *Updated Inventory Tweaks
    *Updated Mo' Villages
    *Updated Natura
    *Updated Treecapitator
    *Updated Fastcraft
    *Fixed the NPCs again, because of course the like 3 new items added by Archimedes Ships Plus shifted their IDs AGAIN.


    Something to note; Crafted enchanted items can now have their enchantments extracted into books by the Uncrafting Table! (But only with uncraftable items, so no enchantments from those funny Roguelike Dungeon items, like an Efficiency X Fish.)

    Posted in: Mod Packs
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    posted a message on Doomlike Dungeons
    Quote from BlackJar72»

    Details of specific Forge versions is not some thing I know anything about -- I just know it works when I run it. The best idea, test it, use it with some of the debug cheats on a test world, or use the /dldspawn command (and dig down if there is no entrance). I don't think there'd be a problem, though someone claimed there were no chests the other day, so I don't know. Then, some dungeons have fewer chests than others.


    Well, that was quick!
    Yeah...I'll just test away and see if it works. (Gonna have to mod normal Minecraft to make sure it works, then update the Technic pack.)
    Posted in: Minecraft Mods
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    posted a message on Doomlike Dungeons

    Hello, I have a 1.7.10 modpack and am considering updating this mod. (From 1.8.7 to latest.)

    Hopefully quick question; Can Forge version 1558 for 1.7.10 (full version number: forge-1.7.10-10.13.4.1558-1.7.10) run the latest 1.7.10 version of this mod? Other mods don't like it when I update Forge so I'm kinda stuck with it.

    Thanks in advance for an answer, and thank you for making an amazing dungeon mod too! :)

    Posted in: Minecraft Mods
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    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]

    Updates! (1.7.10 again)

    Also, new config format that actually says what mod it's configuring!
    Regular (3.5 - The probably still not final update):


    *[options.txt] Changed the controls to align more with the other edition.
    *[zeldaswordskills] Lowered the spawn rate of Water Octoroks from 8 to 5.
    *[MoVillages] Disabled Ocean villages because they caused a crash in Savanna biomes. (Yep, I have no clue why either...)


    Resource Intensive (2.2 - The probably still not final update):


    *[options.txt] Changed the dragon fly controls to Numpad 9 and 6, apparently even though it's the same thing but for different vehicles (flying up and down) Archemedes doesn't like conflicting controls.

    Changed Lycanite's controls to not take too many keys, this allowed room for other controls to be a little less combersome, the controls are also aligned more with the regular version! (Yes, running out of keys is an actual issue, so many backpack and utility keys from mods...)

    Also made the resource pack (map compatibility thing) active from the start.

    *[Customnpcs Dawn and Dusk NPCs] Fixed them by 1. making them not burn in sunlight, and 2. remaking them for servers.
    *[thebetweenlands config] Fixed Twilight Forest Biome ID Conflicts.
    *[zeldaswordskills] Lowered the spawn rate of Water Octoroks from 8 to 5.
    *[MoVillages] Disabled Ocean villages because they caused a crash in Savanna biomes. (Yep, I have no clue why either...)

    In other news, I honestly have no idea what to do with Lycanites Mobs spawn rates; some events (Raptor Rampage) spawn a bit too many mobs, but others (Acid Rain) spawn too few of mobs. As far as I can tell, these seem to be the last stuff needing to get done...I hope it is anyway. (Ha!)

    Progress on the 1.8 editions:
    I'm not sure if updating to 1.8 is gonna be worth it to be honest; I've already ran into quite a few mods that aren't included in the regular 1.8 version:


    Atum (broken anyway honestly)
    ArchemedesShips
    Antique Atlas (redundant as Bibliocraft adds a map)
    Better World Generation 4
    Fastcraft
    Hammer Time!
    Uncrafting Table
    Invasion Mod
    Iron Chest Minecarts
    MineTweaker RecipeMaker
    Natura
    Skin Port (Not needed anymore!)
    Thaumcraft NEI Plugin(NEI Integration for Thaumcraft 4)
    Tall Doors
    Trapcraft (skipped 1.8.9)

    Some of these are pretty major; Invasion Mod was a nice endgame, Uncrafting Table made there be a point on collecting stuff like Iron Doors for resources, Archemedes Ships just made exploration miles better, and Better World Generation had interesting twisted world options. A couple of these simply skipped 1.8.9/1.8, so later, in say 1.9, I can add them again.

    Edit: Welp, gotta redownload like half the mods, turns out that 1.8 and 1.8.9 are not the same with a lot of mods...So now I'm switching over to 1.8 instead of 1.8.9, as it seems to have slightly better mod support.

    Edit edit: Okay, well...1.8 has some mods, and 1.8.9 has different mods...It's looking like it's not even worth updating to divide the mods in two like that, as nice as 1.8 is, the amount of stuff I gain from 1.8 compared to the stuff I lose just seems not worth it; it's not like the pack is really needing the fixes from 1.8 anyway.

    Posted in: Mod Packs
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    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]

    Issue Note: DNA shop CustomNPCs (Dawn N. Ae and Dusk N. Ae) have the completely wrong items in servers for some reason, the IDs appear to be changed from server to client...I think? (In singleplayer/LAN they're fine though)

    So I guess I'll have to recreate them from scratch for serverside...Shouldn't be too bad, I'll get around to that "soon."TM
    Haven't had much time lately, but it should happen eventually.

    (Also water Octoroks spawn too much...Again.)
    Welp, so much for the pack actually being finished, seems like I'll be tweaking it for who knows how long. -_- (It doesn't take long to tweak configs though, so I can do it at the same time I make the 1.8 versions.)

    Posted in: Mod Packs
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    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]

    So...Long time no see! I've been busy with a bunch of school and stuff, but I'm back (sorta) to Modpack making again!
    This is pretty much the last update batch for the 1.7.10 versions of the pack. (Yes, I specifically said 1.7.10 versions on purpose.)

    Main change is that the controls settings (and options) file is now included in the downloads; details as to why in the changelogs.

    Regular 1.7.10 Version:


    At this point, I consider this version of the pack completed - No worries though! A 1.8 version of this modpack (both versions) will be uploaded "soon." (tm)

    In other words, unless some issue appears in the 1.7.10 versions, future updates will be to the 1.8 editions.

    3.3 - The "Final" Update!
    *Most major: options.txt now included in the download, this will reset options; the reason I had it separate earlier was because Optifine had so many settings, but honestly it's just not worth the inconvenience of a separate download for controls now.

    *Configured MoVillages villages to spawn slightly less frequently (20 > 24)
    *Configured DoomlikeDungeons to spawn slightly more often (7 > 6), mostly because literally in the last like, roughly 50 hours of play, I've seen none of these and ONLY roguelike dungeons.

    I'm hoping that this will increase dungeon variety, let me know what you guys think of this change through playing the pack; something I don't have time for.

    Resource Intensive 1.7.10 Version:


    At this point, I consider this version of the pack completed - No worries though! A 1.8 version of this modpack (both versions) will be uploaded "soon." (tm)

    In other words, unless some issue appears in the 1.7.10 versions, future updates will be to the 1.8 editions.

    2.0 - The "Final" Update!
    *Most major: options.txt now included in the download, this will reset options; the reason I had it separate earlier was because Optifine had so many settings, but honestly it's just not worth the inconvenience of a separate download for controls now.

    *Configured MoVillages villages to spawn slightly less frequently (20 > 24)

    *Following configurations made mostly because literally in the last like, roughly 50 hours of play, I've seen none of these and ONLY roguelike dungeons:
    *Configured most default dungeons from Better Dungeons (Chocolate Dungeons) to spawn more often. (NPCVillage 80 > 40, castlesRandomized 50 > 30)
    *Configured DoomlikeDungeons to spawn slightly more often (7 > 6)
    *Configured Roguelike Dungeons to spawn slightly less often (10 > 9)

    I'm hoping that this will increase dungeon variety, let me know what you guys think of this change through playing the pack; something I don't have time for.

    After this, hopefully I can move on to what I'm very excited to announce I'm doing: Putting together the 1.8 editions of the pack!
    If all goes well and these versions are just as stable as the 1.7.10 editions, I may even replace the 1.7.10 ones with the 1.8 ones to free up pack slots; 1.8 is just 1.7.10 with more content, so...

    I'm honestly not sure what to make after that; So far a brutal/hardcore edition that's more focused on doom has crossed my mind. (Adding certain mods that didn't make the cut like Mutant Creatures, removing incompatible mods in favor of harder ones.) Because a Darknut on Hard that 1-shots you with a defense-ignoring attack isn't hard enough, am I right?

    Something to note; Once I get to 1.9+, I'll separate the versions from each other as I know that not everyone likes the 1.9+ combat. (Personally I like it, but not as much as Sword Skills + Battlegear combat in 1.7.10/1.8, but if both were combined...)

    Edit: Updating again because a file, "Baubles-1.7.10-1.0.1.10.jar" was missing from the clients and needed to be manually added. (Automatic downloading of it through Dropbox didn't work since it's down.) I have no idea how long this has been going on, but please, if you have any issues people, report them immediately! I'll be glad to help the best I can! An issue unreported is an issue not resolved, especially since I don't have much time to play the pack.

    As a side note, apparently the changelog descriptions last update got partially put into the version titles...but only in the version updater menu. :huh:

    Posted in: Mod Packs
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    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]
    Quote from leonelmegaman»

    I am planning to make a journal with some of the mods on this pack,i say some because i got the feeling some are incompatible with other ones i plan to use or are able of doing lots of damage to my world,i am gonna start building a basic modpack but here are some mods i definitely plan to have:

    -Archimedes Ships(With this i can create a custom ship made by me to travel around the world and also hot air balloons)

    -F/A

    -Backpacks

    -Battlegear

    -Tall doors

    -Zelda sword skills.


    Um...Okay then, glad you're doing that I guess? I don't really have much to say honestly.

    A tip on mod incompatibilities: There's no harm in just trying mods in a new world to see if they're compatible, unless they're outright confirmed to be, (Battlegear and anything that alters player animations through RenderPlayerAPI for example) testing yourself is the best way to check compatibility; pretty much no other modpack will be using your exact mod setup.

    General News: Modpack Update

    Regular Version:

    3.2 - MORE customization!

    As it turns out, MyWorldGen is compatible with Roguelike Dungeons, so...The poll kinda had no point to it. *shrug*

    CraftTweaker and Minetweaker RM let you change recipes in-game (through "/mtrm"), be very careful with it though; it really does change the recipe, and globally between worlds!

    MyWorldGen and Schematica allow you to save and load schematics, MyWorldGen uses the same file format that tools such as MCedit does. I'm not sure what Schematica uses.

    + Added CraftTweaker
    + Added MineTweaker Recipe Maker
    + Added Tall Doors, which adds drawbridges and well...Tall Doors.
    + Added MyWorldGen
    + Added Schematica

    * Removed unneceessary config files from the server downloads. (I consider this a fix, not a removal.)


    Resource Intensive Version (holy smokes that changelog):

    1.9 - A new dimension, dinos, and MORE customization! (No Elytra though.)

    This update includes a new dimension and more! Search swamps, and the seas of the Nether, you may find some interesting stuff...

    As it turns out, MyWorldGen is compatible with Roguelike Dungeons, so...The poll kinda had no point to it. *shrug*

    CraftTweaker and Minetweaker RM let you change recipes in-game (through "/mtrm"), be very careful with it though; it really does change the recipe, and globally between worlds!

    MyWorldGen and Schematica allow you to save and load schematics, MyWorldGen uses the same file format that tools such as MCedit does. I'm not sure what Schematica uses.

    + Added CraftTweaker
    + Added MineTweaker Recipe Maker
    + Added The Betweenlands
    + Added Tall Doors, which adds drawbridges and well, Tall Doors.
    + Added MyWorldGen
    + Added Schematica
    + Added Mowzie's Mobs

    + Added Fossils and Archeology (With the recipe for the Analyzer disabled for balance purposes. Delete the "MineTweakerRecipeMaker" folder in the "scripts" folder in the modpack directory to disable/reset this change.)

    + Added the DNA Store NPCs, "Dawn N. Ae" and "Dusk N. Ae" which sell the player DNA in exchange for fossils. Add these NPCs through the first page of the NPC Copy Tool. (Cheats will have to be enabled, it's not the best solution, but it works.)

    * Updated Lycanite's Mobs.
    * Configured Rahovart's HP multiplier from 1.0 to 0.65 (3,575 hp)
    * Removed unnecessary config files (for removed mods) from the server downloads. (I consider this a fix, not a removal.)

    * Updated the controls file for The Betweenlands. The fly up/down buttons for the dragon are now the same as the up/down buttons for Archemedes' Ships as well. Why? Because you'll never be on both at the same time.

    Posted in: Mod Packs
  • 0

    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]

    Update on that experiment...It turns out that:


    1. MyWorldGen is compatible with Roguelike Dungeons.
    2. Mowzie's Mobs actually has all 4 different mobs in 1.7.10.


    In other words, this poll was basically pointless because we get to keep Roguelike Dungeons regardless. :mellow:


    I'm uploading the update as I post this, as said earlier, the more sophisticated mod has no compatibility issues.

    Posted in: Mod Packs
  • 0

    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]
    Quote from GreenZombie76»

    * What is the specific Incompatibility with "MyWorldGen" and "Roguelike"? I am a definate fan of mods that use McEdit compatible schematics.

    * On that front, have you looked at the utterly amazing "Schematica" mod that lets you load schematics into the world as ghosted images and build them?

    * I don't know if it uses schematics but there is an alternative to Ruins called "Recurrent Complex" that might work better.


    In the conflict between Roguelike and any mod that provides isolated structures, Roguelike provides hours and hours of content - the isolated structures quickly become quite meh by contrast.


    *I'm not sure what the incompatibility is as the person reporting it didn't specify. I'll have to experiment myself and see really.

    *Schematica seems different enough from the current planned "structure importers" to be added as well, thing is it takes three more shortcut keys, which believe it or not we're running out. (I already disabled the Lycanite's Mobs ones besides the menu.)

    *I actually already have Recurrent Complex in the pack, I completely forgot it allowed custom structures though. :rolleyes:

    Thanks for the input. :)
    Quote from ivuul»

    Pretty sure the 1.7.10 version also includes the Ferrous Wroughtnaut or whatever it is called.

    Huh, I just remember a ThnxCya review stating "it's currently the only mob in the mod" with the plant monster, and 1.7.10 being the oldest download.

    General News:
    I'll do a "quick" experiment to see what the incompatibility is exactly, and probably see what the 1.7.10 Mowzie's Mobs has as well. (Modders seem to be obsessed with having vague descriptions of what version has what and I don't know why.)
    Posted in: Mod Packs
  • 0

    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]
    Quote from ScorpionXR64»

    Have you heard of Mowzie's Mobs?


    Even though currently there is only 4 mobs, it is greatly designed, has amazing animation, balanced and would make a good addition IMO.


    Also I think some kind of biome mod would be nice


    Just checked that mod out...Looks amazing! :)

    The 1.7.10 version only includes the plant mob, which is similar to the Deku Baba, so I don't think I'll be adding the mod until 1.10. (I keep typing that as 1.1 initially, Minecraft version numbers are weird.)

    So with that, the future mods to add list grows!
    Posted in: Mod Packs
  • 0

    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]

    [Insert obligatory "not enough votes so increasing the poll's time by 2 weeks" post here]


    For real though, even if you agree with the results of one vote, just put in a vote agreeing with it. I don't know the reasons behind not voting so there's no way for me to tell if people agree'd with the vote or didn't see the poll yet. ¯\_(ツ)_/¯

    Posted in: Mod Packs
  • 0

    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]
    Quote from leonelmegaman»



    Thanks i also forgot that non tamed dinosaurs destroy any block weaker than iron(i mean the t/rex ,allosaurus,spinosaurus and i believe the brachiosaurus) so i will just build a big door for them with Stone.


    I found the best mod to make a drawbridge is the tall doors mod as it allows the making of a large door that can be opened and closed by redstone means.

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1444924-1-7-10-forge-tall-doors-v0-5-2-now-with-first



    Huh, funny how I knew about that mod, yet it isn't added for some reason because I forgot about it. I'll add it in if it works fine. (Going to test that, will edit this post after I do so.)

    Edit: Appears to work fine.

    Posted in: Mod Packs
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    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]
    Quote from leonelmegaman»

    Is it possible to disable the fire arrow skeletons? i want to make sure my wooden wall doesn't get detroyed because it.

    You can disable them in the Battlegear config, but stone is super easy to get and extremely common, I'd argue it's even safer to get than wood. Just light up the inside, and build the outer stone wall tall enough to block any fire arrows. (I advise 6 blocks minimum for height, use a Hammer to get the stone faster.)

    It's your config though, so feel free to disable fire arrow skellies, updates won't reset the config as it's unchanged.

    Other fire-placing mobs include pretty much any fire users from Lycanite's, but if no fire or lava is nearby you're good. (I'm not sure if there's a config for fire placing.)
    Posted in: Mod Packs
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    posted a message on Metaknights Adventure Pack [25+ Mods] [Technic] [Balanced] [2K+ Downloads]
    Quote from leonelmegaman»

    I just want to ask what do you do to build safe zones? i mean i dont know if some of this mods add mobs that can leave a huge dent on my house so i ask it because of that, if it is i will have to build as wall and keep a pet dinosaur to keep the house safe.


    Hiding underground in a lit place is the safest type of base in this modpack, it's the type of base I build in my Hardcore runs. The disadvantage is that there's no way to tell what's outside while in the base, but if you have good ears for sound effects you can gather that info.

    The second safest base is one in the sky; a floating ruin is a good place to start building a base once the mobs are cleared, be sure to build a wall though as there are a few flying mobs. The disadvantage here is that it's hard to get up to, but that applies to the mobs too! (Besides, just build a small airship.)

    The third safest base is a walled open area on the ground, this base has the advantage of far-ranging sight and no roof blocking the way of tall ally mobs. (Like the dinos coming up.)

    As far as I know there are no super-destructive naturally spawning mobs in the Overworld, the only one I can name is Fire Arrow Skeletons that can easily burn down a wooden wall if they miss you.

    General News:
    The update is almost ready, I have created the DNA shop NPCs, the only excluded dino was Brontosaurus as he did 17 damage. Good news is that NPCs are saved by name, rather than by slot, so no NPCs have to be replaced. The bad news however is that I can't make them spawn naturally, so a Copy Tool will be required to spawn them.

    I also found out Rahovart normally has, I kid you not, 5500 health.
    So...I nerfed that! He now has 3,575 health instead, (0.65 instead of 1.0 multiplier) which is still super high but he should be do-able with endgame gear solo now. (Seriously, 5500 hp is way too much for just a couple of players.)

    So now, with this change...Phase 1: 3575 to 2145. Phase 2: 2145 to 715. Phase 3: 715 and below.
    No other changes were made to Ravovart; he's still super deadly, I just find that insane health is suitable for like 8 players, not 1 to 3.

    Once the poll is concluded, the update should come out very soon after that! :)
    Posted in: Mod Packs
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