• 0

    posted a message on Shanghaied [Survival Questing Pack]

    Sorry I missed your post. I'm usually sent an email to let me know when someone posts on here but this time I didn't get one and I get so few replies that I tend to forget to come back, especially when I'm preoccupied like I am now with a new pack that I'm working on..


    Anyway to answer your question, I've just loaded my Technic Launcher, deleted my existing pack and clicked on the instal button and it had no trouble installing it, so its still there.


    I also tried installing the pack from the technic site and it said I needed to instal the launcher first. Not sure what else I can tell you other than to try installing it again and to make sure you're doing it from the Technic Launcher.


    I'm assuming of course that you are trying to instal my old Shanghaied version and not the newer Shanghaied Nightmare which can only be obtained from Curse.


    Hope you have better luck with your next attempt.


    cheers.......

    Posted in: Mod Packs
  • 0

    posted a message on Shanghaied Nightmare 1.7.10 [Survival Questing Pack]

    Just a quick note to let everyone know that this pack has migrated to the curse Launcher.


    Its undergone a few updates since its initial release so if you haven't found the site before, now would be a good time to check it out.


    To find it on the curse site just do a search for shanghaied. The nightmare part isn't required but feel free to try it anyway........


    Cheers.................

    Posted in: Mod Packs
  • 0

    posted a message on Shanghaied [Survival Questing Pack]

    Hi everyone Major news. The pack has now been migrated to the Curse Launcher. You can check it out and download it at:


    https://www.curseforge.com/minecraft/modpacks/shanghaied-nightmare


    Its been updated since it was released so I have removed the Technic site as I don't want to have 2 similar packs circulating as it could cause problems later on.


    Cheers............

    Posted in: Mod Packs
  • 0

    posted a message on Shanghaied [Survival Questing Pack]

    Hi everyone. Its taken around 9 months but I've finally managed to give birth to a brand new sequel to Shanghaied. Its called Shanghaied Nightmare and although it does have some of the features of the original, its different in many many ways that would take too long to explain. I'm still using Technic as the only current site to download the game so assuming you have a technic launcher, you can load it up and type shanghaied in the search bar and it will now present you with 2 choices.

    There's also a brand new web site at Technic that has more information about what you can expect from the sequel. Hopefully anyone who is still following this thread will at least try the new pack as I for one think its better than the original and it also flows along much faster with less grind.

    I'd really be interested in hearing your opinions on the sequel. Images etc will eventually follow but for now I thought I'd just announce its arrival and see what happens from there.


    Oh, and there's a new thread on here that you can go to and find out how to download the pack. The new website is:


    SEE the post BELOW

    Cheers........

    Posted in: Mod Packs
  • 0

    posted a message on Shanghaied Nightmare 1.7.10 [Survival Questing Pack]

    INTRODUCTION


    Welcome one and all to our 2nd season of Shanghaied. Last season proved so successful for my souvenir shop that I spent the entire off season gathering new sponsors to help boost sales and make this season the most profitable ever. Oh, and if you're successful and manage to make it all the way through our grueling contest, you'll be awarded with a magnificent tin trophy, gold plated of course. It may be a little dusty but we almost certainly won't charge you extra if we decide to dust it off before presenting it to you.


    This season we've chosen a barren wastelands that is almost inhospitable but not entirely. It has all the biomes that you'd expect to find in a regular minecraft world but without the accompanying flora and fauna. Each new biome you explore might contain unique ruins that cannot be found anywhere else so exploring extensively can bring great rewards. We've even taken on some new sponsors who are keen to test out your survival skills while showcasing their wonderful products.


    As always, you'll start out with very little and gradually build your 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, all the while guiding you towards your ultimate goal of plucking that winners trophy from the hands of our cold hearted number one VIP sponsor. Who knows, you might even learn a few new tricks along the way.


    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's been gathering dust since last season. We don't think that gold plating will last another season and we really don't want to go to the expense of having it replated so are hoping someone will manage to survive long enough to complete the final challenge we've painstakingly prepared. Okay so it's the same finale as last season but since no one got that far, its kinda like a new challenge isn't it?


    MOD MANIA

    Who hasn't played a pack containing Ex-nihilo and spent hour after grinding hour sifting blocks for needed items? It was fun the first time I encountered it. Even enjoyable setting up automation to relieve my poor withered mouse clicking finger. But enough is enough, no more the sifting nightmare shall I endure. That's why sifting has been totally removed from Shanghaied Nightmare while the best bits of Exnihilo remain.



    Next we turn our attention to the smeltery found in TConstruct. Great for mixing metals hey? Unless you accidentally mix vital metals that you wanted for something else. Or wind up with a smidgen of molten metal from making tool parts, grrrr. Then I thought, we've got a perfectly functional Alloy Smelter that only makes a limited amount of alloys? An idea was born and we've managed to expand its repertoire to include every alloy available in this new pack, plus a few new things we thought might come in handy. As for the lumbering smeltery, it has been consigned to history.



    But wait I hear you say, with all those new recipes, it will be a nightmare trying to find each recipe as they're required. And you'd be right if we hadn't switched to a new beaut Crafting Guide that is easy and safe to use and doesn't glitch at the drop of a hat. It doesn't show machine recipes but we've taken care of that by adding extensive tooltips to every recipe that wouldn't otherwise show up in the guide. Oh, and don't worry, you'll still be able to make those snazzy tinkers tools without the smeltery because we've taken care of it by expanding the use of our ever popular Industrial Wizz. Best of all, no more left over bits of metal.



    Who loved Enviromine the first time it turned up in a pack? Me neither, I mean I liked the idea of needing to drink water, and those camel packs were handy but not at the expense of not being able to wear it with certain armors. Then there was the temperature factor and don't get me started on sanity, having to sleep when there's so much to do? No thanks, so we removed the sanity and temperature aspect entirely and only included the best bits and then made some changes to make those more user friendly, like only needing 3 bottles to fill a camel pack so that it can be done in one go in your inventory. Not easy enough? We figured you'd say that so we also included easy to make and fill stackable 'disposable' camel fillers that let you explore further and not take up valuable inventory space with bottles of water or spare camel packs. Oh, and camel packs can now be worn with ALL available chest armors.



    So what else is new? We've swapped the Aether for a new world I personally hadn't come across before and it's really rather impressive. Something of a nightmare to survive in lol, but that is kinda the idea of this pack, right? Lots of new things to do and discover and not as grindy as last season's challenge. So why are you still wasting time reading this when you could be out there getting slaughtered by our friendly team of monsters? You can't win if you don't begin.


    READ ALL ABOUT IT


    BEGINNING YOUR ADVENTURE: Ho hum, another day, yet another survival game, but it has some differences you need to hear about. You start out on a dying planet with a few possessions including a frying pan that can not only cook food, it also doubles as your primary weapon. You'd be advised to spend the day searching for dying trees and some all important 'dead' wood that is required to make your first liquefier in order to make life saving water. Hopefully you'll have collected enough wood to make a bunker before night falls and the nightly mobs come out to play. Oh, and if you find a pool of water somewhere, that would be a great place to set up your first base and get some fishing done.


    COMPLETING THE QUEST: Although this is your primary goal, there are heaps of things you need to accomplish before you can take on that final challenge. Read all the quests carefully as they are not only designed to keep you occupied, many of them are filled with useful information that could help your progress. Visiting new worlds to plunder their riches should be a priority as that is the key to progression. One more thing, although you can complete the final quest on the Winners Circle page without completing every quest in the book, be assured that the book can be completed 100%, in fact we give out a completionist ribbon for those persistent contestants that do manage to finish every quest.


    DISCLAIMER BOOK: As always, we've 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 still 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 crazy botanist has managed to mutate what were once innocent berry bushes into more staple produce that make even more recipes than before. These mutated bushes along with traditional melons and pumpkins can be obtained via Lucky Dips and quest rewards so if you're lucky by nature, you'll get a head start on the opposition.


    Some crops are now only obtainable offworld so you'd be well advised to do the quests that will help you travel to new worlds as soon as possible. In the meantime catch and cook fish to combine with monster jerky and keep eating those Zombie Steaks until your new player threshold has been reached.


    Hopefully you'll last long enough to 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 of regular crops 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 its not quite the same as last season when we gave out hints, but I think its best to let you discover it for yourself after you get started. Oh, and we've changed the secret recipe challenge this year so that you actually have to make the secret recipes. So you might find yourself having to make a recipe that you have already received in a reward bag.


    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. In the beginning you will only have access to the five basic ores that grow on bushes. Other ores will become available once you go offworld. Some of them can initially be blasted out of the ground using TNT. Some require SDX. All can be removed using various level pickaxes, but you'll find out more as you progress through the game. To simplify the pickaxe progression system we've reduced the number of mining levels to four, stone, obsidian, alumite and manyullyn.


    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.


    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. As this world has multiple biomes, you'll discover that some ruins and plants only spawn in certain biomes, like cactus in desert regions. Traveling extensively will expand your chances of finding items that will enhance your chances of survival.


    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.


    WATER: Water is a requirement for survival. Do the two quests that give free water to get you started. Gather dead wood and make a liquefier to make water. Harvest maple trees for saplings that can be used to make water. Plant any cactus you find as soon as possible as it also makes water. Keep a lookout for the quests that will help you automate your water production.


    DO's and DON'TS

    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 yet 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. Try going in a different direction next time, you never know what you'll find. 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.


    Do tell all your friends about this pack if you totally enjoy playing it. In fact tell everyone, even the old hermit living in his underground bunker down the road. After all, he needs something to occupy his mind while waiting for his next shipment of overpriced zombie steaks from my gourmet home delivery service.


    Don't be afraid to make a comment about your experience playing this pack, even if its an incredulous tale on how you reached that elusive Winners Circle on the first day. We'll almost certainly believe your totally unbelievable claim, and might not even throw you down a cave shaft filled with waiting cave spiders. So go ahead, make our day.


    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.


    ~ AppleCore ~ ChickenChunks ~ CodeChicken Core ~ CodeChickenLib ~ Craft Guide ~ CreeperCollateral ~ CustomItems ~ CustomMainMenu ~ Enchiridon ~ EnderCore ~ EnderIO ~ Enviromine ~ Ex-Nihilo ~ excompressum ~ Ezwastelands ~ HQM-TheJourney ~ HungerOverhaul ~ IguanaTinkerTweeks ~ InGameInfoXML ~ INpureCore ~ Journey Map ~ Lockdown-universal ~ LunatrisCore ~ Mantle ~ MineTweaker3 ~ ModTweaker ~ Natura ~ ResourceLoader ~ Ruins ~ SpecialMobs ~ SpiceofLife ~ StorageDrawers ~ SuperCraftingFrame ~ TConstruct ~ The Erebus ~ TiCToolTips-mc ~ Waila ~ WailaHarvestability-mc ~ Wawla ~ Waystones ~


    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.


    ------------------------------------------------------------------

    We've migrated our modpack to Curse so you'll need to do a search for shanghaied once you get there to find it.


    If you're successful you should be looking at an image similar to the one above:


    Just click on the install button located on the right of the screen to begin your exciting adventure.........


    The address should be the same as the one below:

    https://www.curseforge.com/minecraft/modpacks/search?search=shanghaied



    PS: Okay so you could also click on the link to get there even faster but some people don't like clicking on links, and we wanted to provide them with an alternative they would be comfortable with.


    Oh and if you want to check out some more images before committing to a download, you can click on the games title on the left side of the screen to go to our curse site where there is a section for images and also a section outlining the updates we've made since its first release.

    ------------------------------------------------------------------
    Posted in: Mod Packs
  • 0

    posted a message on Shanghaied [Survival Questing Pack]

    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

    Posted in: Mod Packs
  • 0

    posted a message on Shanghaied [Survival Questing Pack]

    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.

    Posted in: Mod Packs
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    posted a message on Shanghaied [Survival Questing Pack]

    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........

    Posted in: Mod Packs
  • 0

    posted a message on Shanghaied [Survival Questing Pack]

    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.............

    Posted in: Mod Packs
  • 0

    posted a message on Shanghaied [Survival Questing Pack]

    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.

    Posted in: Mod Packs
  • 0

    posted a message on Shanghaied [Survival Questing Pack]

    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................

    Posted in: Mod Packs
  • 0

    posted a message on Modpack Crashing

    You'd probably have a better chance of getting a reply if you put your post in the mod creators thread instead of creating a new one in the section that is supposed to be reserved for actual mod pack releases. Generally pack creators set their threads to get notifications when someone posts on their threads and won't come looking for your problem. I would probably miss a notification about someone having a problem with my pack if it hadn't been posted in my thread. You can always do a search for the pack you are having a problem with to find it.

    Posted in: Mod Packs
  • 0

    posted a message on Shanghaied [Survival Questing Pack]

    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.......

    Posted in: Mod Packs
  • 0

    posted a message on Shanghaied [Survival Questing Pack]

    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.........

    Posted in: Mod Packs
  • 0

    posted a message on custom modpack request (1.4.7)

    You'd probably have more luck if you posted in the right section. This thread is for finished mod packs for others to download and try out.


    Try posting in Minecraft Mods in Requests/ Ideas for mods

    Posted in: Mod Packs
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