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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    It looked like a perfect planet. Plans to make a colony ship started that day. But now that we’ve arrived, it’s clear that things are not as they first appeared. A seething, teeming purple biomass covers the surface, spewing forth malign alien entities that cruelly murdered the initial scouts. We aren't sure if the scans were wrong or if Space Command was just lying to us, but this is not the paradise we were promised.

    We’re sending you down to the surface as our last attempt before giving up and taking the Jaded and her colonists back to Homeworld. We’ve got little to offer you besides a glass bioshelter to keep the aliens out. We’re only willing to invest so much more into what will probably be a failed expedition. But if you’re resourceful and lucky, perhaps we can find a way to make this colony work after all.


    Blightfall is a combination modpack and adventure map about surviving on an alien planet. It uses magic mods and tech mods to create a novel gameplay experience. Can you survive on a world completely covered by Thaumcraft taint?
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    Features:

    • A map handcrafted with Terrain Control over 3.75 square Km in size.
    • Dozens of new ores across 8 harvest levels. Each biome has its own ores.
    • Over 200 quests in the questbook.
    • Custom-built structures at quest locations across the world.
    • Custom mods specific to this modpack, adding new ways of fighting taint.
    • New TiC style books that explain the new metals, with expanded information about armor.
    • Plot. I kid you not.

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    (Or, just copy this link into your Technic Launcher: http://api.technicpack.net/modpack/blightfall )
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    Want to make a Blightfall server? You can! The server pack is available from the Technic site at the link above!
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    Screenshots:

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    If you need help, feel free to ask for assistance in this thread. If certain problems tend to get asked more than others, I can put an FAQ here.
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    Currently Featured Let's Play:
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    I hardly ever watch Let's Plays, but out of the dozen or so that I've seen, this guy is the best. If you're interested in a Blightfall Let's Play before jumping in, check this guy out:

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    Special Thanks:


    The "Special Thanks" section is now in the "hall of fame" on board the Jaded! Thanks again to all those who helped me!

    Subreddit:
    I now have a flair as /u/talonos on the FTB Subreddit!

    Changelog:

    2.1.0
    Mod Changes:

    -Added NoTimeFix
    ---This is an ASM injection hack that will fix the HQM party bug! Your quest data is safe now!
    -Added Botania
    -Added BlightCore
    ---A core mod that does ASM hacks to make the tainted desert look prettier, changes how death works in HQM, and other things.
    -Added NewRadicalBotany
    ---This is a core mod that changes some stuff about botania. Pure daisies ward off taint like a mini-bloom. Floral fertilizer only grows flowers of the same colors used to make it, botania flowers cannot be destroyed by taint now.
    -Added ArchemidesShips v1.7.1
    ---Config file limits valid ship parts to mostly decorative stuff. We're playing it defensively and trying to prevent crashes.
    -Added Thaumic Energistics 0.8.10.2
    ---Yes, you can now make ethereal blooms with your ME network, for all you factory fans.
    -Added Automagy
    -Upgraded ExtraTiC 1.4.1->1.4.5
    ---Adds new materials such as void metal and bedrockium.
    ---Manasteel, void metal, etc currently don't self-repair. I pressured glassmaker as much as I felt comfortable doing so, but RL kept him from finishing it in time. :(
    -Added Harvestcraft! (Many people requested a greater variety of foods, and Harvestcraft is about the best food mod out there!)
    ---Disabled most of harvestcraft. (There used to be hundreds of new foods added! Now there are closer to 80)
    ---Used Minetweaker to make harvestcraft play nicer with natura and not clutter up NEI.
    -Upgraded ModTweaker 0.7.1 -> 0.8.1
    -Upgraded Applied Energistics RV2 - Beta 8 -> RV2 - Stable 1
    -Upgraded Voxelmap 1.2.3 -> 1.5.13
    ---Hopefully fixes a bug some people were reporting where waypoints weren't being placed correctly.
    -Added MouseTweaks
    -Upgraded ExtraUtilities 1.1.0k -> 1.2.5 (They aren't updating their forum thread, so I had no idea I was so far behind.)
    -Added netherless 0.9.0
    ---I can't beleive I forgot to put this in last update. No wonder people were able to get to the nether. :/
    -Added a modified version of Schematica.
    ---Enables the drop pod to give your world a victory village when fully cleansed.
    -Updated ReqCredit
    ---Scanner bugfixes, added a giant multiblock taint cleaning essentia chugger, changed how the tinker books work, added an ore discovery tech tree.

    Config Changes:
    -Spice of Life Overhaul!
    ---Food now stays good for longer! (For example, bread can be eaten about 6 times before degrading at all, 10 times before being half effectiveness, and 18 times before dropping to nothing.)
    ---Food queue is now much, much longer. (Measuring in the hundreds!)
    ---This should be okay, because we added harvestcraft. You'll still need to rotate through 8-10 different foods, but you can carry 8-10 of one food instead of 1 of 8-10 foods.
    ---Also nerfs berries and cookies *Hard*! (They don't clear out your queue like they used to!)
    -Removed Natura flour recipes.
    -Main menu is now Blighted.
    -Major tweaks to the laser drill ore distribution
    -Major tweaks to the preferred ores of the laser foci.
    --- Changed names and added tooltips to make it clear which colors give what ores.
    -Reactors tweaked. Generates 50% less power per tic, all yellorium lasts 50% longer. Math savvy people will notice this is a net nerf.
    -Mining Laser tweaked: Requires about 165% more power per ore block produced than before, but if you can give it power fast enough, it will produce them 35% quicker than before. *Everybody* will notice this is a net nerf.
    ---The previous two changes leave it possible but non-trivial to make a self-sustaining infinite ore quarry using an MFR drill with six yellow foci and a giant yellorium reactor. If you know how to work turbines, it'll be even easier.
    -Tons of new tooltips, especially for uncommon stuff like CustomNPCs guns or new TabulaRasa items.
    -Iguana Tinker Tweaks Tweaks:
    ---Tools start with a modifier slot.
    ---Tools no longer gain random levelup bonuses. Instead, *every* level now gives you a new modifier slot.
    ---Tools now require 100% more XP to level up.
    -----These three changes together are actually a huge buff. Because XP to next level increases quadratically, and I multiplied XP requirements linearly, the XP needed *per open modifier slot* is actually significantly reduced! You'll just miss out on random modifiers which seemed to cause people more annoyance than joy anyway.
    ---Mining difficulty of all nether trees increased by one step. Now the axe needed to chop them is one step behind the axe you can build from them. (instead of two).
    -Forbidden magic has one fewer shard. 3 guesses which.
    -Fixed bug that make platinum tools unrepairable.

    Quest Changes:
    -Fixed the Totem of Dawn quest so you actually have to do something to complete it.
    -Added a lot of Botania related quests. I'm counting 26ish.
    -Moved around some Paranormalist quests. (Only changes their position, not their content or how they link together)
    -Replace presses quest, translation device quest, Extract Netherrack quest, and Extract EndStone quests now repeatable.
    -Translation devices require way fewer language samples now.
    -Fixed blood orb quests to be NBT insensitive.
    -All wooded scout locations give 5 more reputation than their unwooded counterparts to reflect extra difficulty.
    -Driskel gives full energy cells now.
    -Added oureclase black market quests.
    -Removed extra life quest. You can no longer get extra lives.
    ---Removed Hardcore mode. You no longer need extra lives to keep your world from being deleted.
    ---Side note: Every time you die, you will lose 10 reputation. If you get to -150 rep or so, you lose the ability to win the game. But you can keep playing.
    -Added quests to remind you that dying is a bad idea.


    World Changes: (Will require a world restart to get!)
    -Added botania flowers. In 16 special places.
    -Hidden underwater lab. It's invisible from the surface unless you drink a night vision potion. (Or have a very low render distance. Haven't figured that one out yet.) Quests direct you to where to find it.
    -Each village only grows one kind of crop (Except for wheat, which can appear in any village)
    -Each village grows a *different* crop than each other village. (Collect all five!)
    -Lit a few skystone meteors on fire so they're easier to spot.
    -Added berry bushes to some scout locations, bees to a village, and mana beans to a forest.
    -Fixed some misleading dialogue from Shiitake and Mirabelle.
    -More tainted mobs. Scout, Botanist, Arcanist, Alchemist... The list goes on.
    -Fixed broken teleporter near flying city.
    -End portal removed and replaced with something else.
    -Hidden treehouse added.
    -Four lore books added. They must be translated with a translation device before you can read them.
    -Added lots more language samples in random villages.
    -Added alien grimoires you can right-click with to get free research points.
    -Keep inventory is now on. (The Jaded will recover your equipment when you die.)
    -More content in the floating city.
    -Colony drop pod computer added to the Jaded.
    -Hall of Fame added to the Jaded.
    -Added a dimensional recovery room to the jaded. You can only get there if the jaded recovers you from another dimension.
    -Added a "starting room" to the Jaded. (Some people were complaining that for some reason they were spawning on top of the ship. If this happens to you, you should spawn in an open ceiling room instead with a teleport plate that'll let you in.)
    -Floating ship outside the city is now a floating ship instead of a bunch of wood and cloth pretending to be a floating ship.


    Recipe Changes:
    -Added recipes for Sapphires and Peridot. From their respective ores. Dunno why that wasn't working earlier.
    -Other recipes for diamond tools added to blood magic.
    -CustomNPCs stuff no longer craftable through a carpentry bench. Did anybody even know about the carpentry bench?
    -Secret recipes for guns no longer secret. To most, this will look like I added guns. Again, blame the carpentry bench.
    -Other CustomNPCs recipes removed (Such as the NPC wand). Related to above issue.
    -Changed recipes for bullets. They're more cost effective, but now require gunpowder.
    -Moss is now an infusion recipe.
    -Angel rings are now infusion recipes.
    -Can make labels out of glue. (But not blood. Ew.)
    -MFR Chunkloaders now easier to get.
    -Blood magic recipe changes; now require some of the less useful metallurgy metals.
    -Blood magic Blood altars, knives, and daggers now craftable. They are way more expensive than default.
    -Added a convenience recipe to make four chests at once.
    -Portal to the last millenium made more expensive.
    -Removed a bunch of CustomNPCs clutter from NEI.
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    2.0.4c
    Mod Changes:
    -Upgraded bibliocraft to 1.10.3
    -Upgraded Redstone Arsenal RC1-17 -> 1.1.0-80
    -Upgraded CoFHCore 3.0.0RC7-211 -> 3.0.2-268
    ---Should fix issue with flux infused pick crashing.
    -Upgraded ReqCredit 0.60 -> 0.61
    ---Fixes biomescanner errors.
    -Added NoTimeFix 2.0.2
    ---Fixes the HQM party bug. Hooray! Finally!

    Recipe Changes:
    -Fixed Blood Magic Diamond Sword. For real. I swear.

    2.0.4:
    Mod Changes:
    - Upgraded Requisition Credit 0.48 -> 0.60.4
    --- Lots of new stuff dealing with that giant machine on the Jaded.
    - Updated Thaumcraft 4.2.3.0 -> 4.2.3.5, but actually did so this time.
    - Updated ExtraTiC to 1.4.1
    - Updated HQM 4.2.2 -> 4.2.3
    --- Fixes a bug that was killing people's framerate.
    --- Those who could already run the pack should see considerable improvement.
    --- Those who could not run the pack probably still won't be able to. :(
    - Added Tabula Rasa 1.0.1-3.
    - Updated Thaumic Tinkerer to version 471. If I didn't last time.
    - Updated Netherores to RC 4-4
    - Updated Iguana's tinker tweaks to a custom version modified that fixes a bug in the original. Closest "Official" Iguana Tinker Tweaks version is still 2.1.4

    World Changes (Will not affect previous saves unless you use the new world file):
    - The giant taint scanning machine on board the Jaded is now operational.
    - Added a teleporter room to the ship. You can now get back there after being dropped off on the planet's surface!
    - Added one (1) Shiitake. He's a captain, but not *the* captain.
    - Added a giant city, courtesy of RedJohnsX. I do not claim it as my own, as per his Terms of Use. Though I did edit it a lot. Which may have involved explosions. And extreme interior decorating.
    - Removed illegible research notes from that one place to put something more useful there instead.
    - Added another Tainted mob via CustomNPCs.
    - Fixed a few random cuboids of air in the middle of the ocean. There are probably more though. It's tough know for sure. :/
    - Eldrich Obelisk given a sinister node. Sources claim that will make it work now.
    - Gravel ore deleted.
    - Because I was rushed, I didn't fully de-taint some scout locations. This might result in a little pink goo near the bases of some silverwood trees.

    Quest Changes:
    - About 74 new quests in the colonists. Most of them are very similar.
    - New quests in the Xeno-Biologist that deal with the floating city.
    - New Quest in the Dark One with appropriately snarky dialogue. It's impossible to complete currently. :(
    - Nerfed the reward on most scout location quests.
    - Buffed the swamp reward, because seriously, explore or starve to death surrounded by bread.
    - Buffed the pillars reward, because reports suggest it's the deadliest place.
    - Made machine bags a little more expensive.
    - Reduced number of capacitors per machine bag.
    - Redstone Armory tools and armor come uncharged.
    - Floating island coordinate now correct.

    Config Changes:
    - Old (2.0.1) names of harvest levels restored.
    - Lots of good information in Ayumu Nagasawa's books that was accidentally removed in 2.0.3a is now restored.
    - Removed Steam Boiler.
    - Also fixes related issue where FNF_404 did what worked.
    - Removed some cable facades that were impossible to get anyway.
    - Disabled Golden Lasso due to bugs with CustomNPCs. Use safari balls.
    - NPC wand made uncraftable.
    - AE2 compass removed because it was broken and misleading. You should find meteors in the process of scouting; they're surprisingly common and the minimap helps a lot.
    - Blood magic mobs should now be less grindable; they're too magic to be safari balled.
    - Quartz cutting knife and wrench enabled.
    - TiC tools do not randomly gain emerald or diamond modifiers anymore.
    - Fixed mushroom stew. The fix broke glowshroom stew. Which you might not have ever been able to make anyway.
    - Added recipe for Diamond Sword. (No executive mandates were broken in the creation of this recipe.)

    2.0.3:

    WARNING: This upgrade will break existing saves, removing all totems of dawn, silverleaf potions, purity foci, and infused ore in the world!) Stay on version 2.0.2 if this worries you!
    Mod Changes:
    - Upgraded Requisition Credit 0.46 -> 0.48
    --- Terrain control no longer bundled in.
    --- Iguana Tinker Tweaks no longer bundled in.
    --- Cost-per-block of using Purity focus reduced to 1/10th what it once was.
    --- Purity focus cleanses a radius one block larger. In effect, all purity focuses get Enlarge 1 for free.
    --- Dawn totem cheaper by 16 essentia. Per category.
    --- Foundation work on complicated multi-block taint cleaning machine!
    --- Code refactoring that should be transparent unless you try decompiling it or something. :/
    - Updated Terrain Control Custom build -> Build 55.
    - Updated Iguana's tinker tweaks Custom Build -> 2.1.3 (With a changed localization file)
    - Added Thermal Dynamics (Which is way cheaper than ExtraUtilities, making automation easier with fewer resources)
    - Updated Tinker's Construct 1.8.2a -> 1.8.3b
    - Updated Forge Multipart 1.311 -> 1.321
    - Updated Thermal Expansion
    - Updated Thermal Foundation
    - Updated CoFH Core
    - Updated Minefactory Reloaded
    - Updated Thaumcraft 4.2.3.0 -> 4.2.3.5 Thought I did. Turns out I didn't.
    - Updated Thaumic Tinkerer 2.5-162 - 2.5-426
    - Fixes Osmotic Enchanter crash
    - Added Lockdown 2.0.0.0
    - Added UBC Ore Registrar 0.1.3.0
    - Added Netherless 0.9.0


    World Changes (Will not affect previous saves unless you use the new world file):
    - Added a transporter beacon to the Island Lab. (Sorry it wasn't there before!)
    - Added some tainted town guards as a test of concept.
    - Shiitake's Second reported Rainbow Broadsword of Crashing Everything wasn't at the reported location. I put a chest there anyway.


    Quest Changes:
    - "Gearbox" machine reward now only gives one gear of each type. Truly disappointing!
    - Lumium and glowstone lamp rewards halved.

    Recipe Changes:
    - Disable Terrain Smasher
    - Metallum removed from milk bottles
    - Gravel to flint recipe changed

    2.0.2:
    Mod changes:
    - Upgraded ModTweaker 0.6-0 -> 0.7.1
    - Upgraded Requisition Credit 0.45 -> 0.46:
    --- Cut console spam when Dawn Totem spawns particles
    --- Dawn totems drop themselves when you break them.
    --- Fixed silverwood potion crafting recipe. Sorry about that.
    --- Silverwood potions now destroy tainted blocks. Text in research page changed to reflect that.
    --- Dawn totem changed to a complicated infusion recipe.

    World Changes (Will not affect previous saves unless you use the new world file):
    - Decreased max size of iron veins by 1, but increased the number of iron veins by 20%. I think this will cause the same amount of iron to appear, but should make it slightly easier to find.
    - Decreased the max size of copper and tin veins by 40%, but doubled their frequency. This should make them about twice as easy to find, but you'll get less on average when you do find them. It's still a net increase to the amount of copper in the world.
    - There are now only two manganese veins per chunk instead of five, but the height levels have capped to between 35 and 50. This means it should be waay easier to find. (Previously, the five veins could be found anywhere from 7 to 128, meaning half of them probably wouldn't even be generated.)
    - Floaty bits of pillars biome now float because glowstone. Also nodes on top!
    - Obsidian tower now much easier to climb due to conviniently placed glowstone showing where the stairs are. All other light sources removed, increasing creepiness by 15%.
    - Tier 3 Dark One altar glowstone corners un-pre-broken. Troll beacons left unchanged.
    - Research notes hidden in hidey-hole renamed to "Illegible Research Notes"
    - +2 rainbow broadsword of instant crashing previously hidden in glacier removed and replaced with suitably epic replacement.

    Quest Changes:
    - Iron tools quest now repeatable.
    - Satchels, tanks, and energy cells in the Engineer questline changed to NBT insensitive variants.
    - You can meet Team Omega from either the snow scout location or the pillars now.
    - Added three ME related quests (one of which gives you presses)
    - Wording clarified in "Mass Stone Sample" quest.
    - Floating Island 3 quest now fixed.
    - Updated Enderium quest text to reflect Tinker's Construct's recent OreDicting of resonant ender. No magma crucible needed!

    Recipe Changes:
    - Added Blood Magic recipe for Greatwood
    - Added Blood Magic recipe for Shimmerleaves
    - Fixed Blood Magic recipe for Ethereal Blooms
    - Added Blood Magic recipe for Necrotic Bone
    - Added research and Infusion recipe for Wither Skeleton Skulls
    - Added research and Infusion recipe for Silverwood Saplings
    - Deleted recipe for Blood Altar.
    - Deleted recipe for Dagger of Sacrifice.
    - Deleted recipe for Sacrificial Knife.
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    2.0.1

    Mod changes:
    - Updated WAILA 1.5.4 -> 1.5.9
    - Deleted CoFHLib. Apparently it's a dev-only mod. :/
    - Upgraded Applied Energistics 2 rv1 Stable 1 -> rv2 beta 8.
    - Upgraded BigReactors 0.4.0rc10 -> 0.4.1A2
    - Upgraded Not Enough Items 1.0.3.56 -> 1.0.4.83
    - Upgraded CodeChickenCore 1.0.3.26 -> 1.0.4.29
    - Updated RequisitionCredit 0.43 -> 0.45
    --- Makes Pink Slime and Plastic appear normally in Ayumu Nagasawa's second and fifth books.
    --- Research for purity focus now mentions you can use it to cure tainted mobs. Also correctly references "Enlarge" instead of "Potency".
    --- Removed trace debugging console spam when you open one of Ayumu Nagasawa's books.
    - Updated personal branch of IguanaTweaks to be more compatible with new NEI version (Less console spam due to a fixed Null Pointer Exception)
    - Tried to update chisel. It killed the world. I un-updated it for now. We'll see if we can make the new version work later.

    Quest Changes:
    - Changed name of "Don't Patronize Me!" to "I Need No Tutorials!" and added a line encouraging those unfamiliar with TiC to back up and do the other quest line.
    - Changed endstone to netherrack in "Sample Netherrack" quest. Derp.
    - Prometheum Sale now gives a breeding pair of chickens as a reward, but three fewer animal bags.
    - Prometheum Production now gives two extra animals, one extra seed, and a breeding pair of cows as a reward, but one fewer machine bags. (10 prometheum blocks is a lot, but with a smeltry, that's only 45 prometheum ore, which shouldn't be hard to find with a TiC hammer. Besides, chickens are the main roadblock.)
    - You can now ask for more antique tools, such as gold axes or iron shovels.
    - If you manage to get an iron ingot before getting a prometheum or copper pick, the supernaturalist will open anyway. This lets people teching up via alternate routes (bloodwood, etc) still get into the main quest.

    Config Changes:
    - Alumite changed from mining level 6 to 5 (Alien to Supra-diamond) Geting an alumite pick requires either gold or aluminum brass, which requires at least a hard metal pick. You're only skipping one tier by being clever instead of two now.
    - Made it so that non-head tool parts change the levelling speed of the tool. Now Celengil bindings will make picks level up far faster, for instance. I can't beleive I forgot to toggle that config option, given that I programmed it in!

    World changes (Will not affect previous saves unless you use the new world file):
    - Killed all the starting taint in biodome Epsilon to make starting conditions similar to other biodomes.
    - Disabled cheat mode. Cheat mode in NEI will still work if you overwrite the world default config. /tp does not. Nor does Minimap teleporting.

    Other:
    - Server now works. Oops.

    Modlist:

    All the following mods have open permissions according to this spreadsheet:

    http://forum.feed-the-beast.com/threads/permissions-spreadsheet.50035/

    Modlist removed; get the most up to date one here: http://technicpack.net/modpack/blightfall.592618/mods

    Posted in: Mod Packs
  • 2

    posted a message on BetterStorage 0.13.1.127 [WIP]

    Hey, just noticed you've stopped minecraft development, but continue to monitor your old thread.

    Thanks so much for your mod! I've enjoyed it a lot while it was in development. I loved how the storage options were more aesthetic than those ugly old Iron Chests (especially the lockers). It had neat storage paradigms too, like the crate or the backpacks. It added something to storage that was not present in minecraft that made my server's experience more enjoyable to everyone.


    There's no hard feelings here, though. I'm glad you feel like you've come full circle in the mod development scene, and can move onto other things. You win! Go! Be free! :D

    Just wanted to express my appreciation. It's pretty rare that a modder declares they've quit minecraft development, but sticks around socially. I just wanted to happily try to counter some of the people trying to demand you spend more free time on something you're not interested in. You are awesome, and you will continue to be awesome even though you're leaving.

    Thanks again! Best of luck with Project Immersion!

    Posted in: WIP Mods
  • 1

    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    ...directly under the silverwood trees, meaning it is a teeny tiny magic forest biome.

    Posted in: Mod Packs
  • 1

    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Play with keepinventory on. 2.1.0 is the current version. Report bugs in this thread or here: https://github.com/talonos2/BlightfallTracker/issues


    I didn't test for cauldron compatibility, because I mistakenly thought cauldron was dead in that giant bukkit debacle. We'll look into adding support.


    Changelog:



    2.1.0:



    Mod Changes:

    -Added NoTimeFix

    ---This is an ASM injection hack that will fix the HQM party bug! Your quest data is safe now!

    -Added Botania

    -Added BlightCore

    ---A core mod that does ASM hacks to make the tainted desert look prettier, changes how death works in HQM, and other things.

    -Added NewRadicalBotany

    ---This is a core mod that changes some stuff about botania. Pure daisies ward off taint like a mini-bloom. Floral fertilizer only grows flowers of the same colors used to make it, botania flowers cannot be destroyed by taint now.

    -Added ArchemidesShips v1.7.1

    ---Config file limits valid ship parts to mostly decorative stuff. We're playing it defensively and trying to prevent crashes.

    -Added Thaumic Energistics 0.8.10.2

    ---Yes, you can now make ethereal blooms with your ME network, for all you factory fans.

    -Added Automagy

    -Upgraded ExtraTiC 1.4.1->1.4.5

    ---Adds new materials such as void metal and bedrockium.

    ---Manasteel, void metal, etc currently don't self-repair. I pressured glassmaker as much as I felt comfortable doing so, but RL kept him from finishing it in time. :(

    -Added Harvestcraft! (Many people requested a greater variety of foods, and Harvestcraft is about the best food mod out there!)

    ---Disabled most of harvestcraft. (There used to be hundreds of new foods added! Now there are closer to 80)

    ---Used Minetweaker to make harvestcraft play nicer with natura and not clutter up NEI.

    -Upgraded ModTweaker 0.7.1 -> 0.8.1

    -Upgraded Applied Energistics RV2 - Beta 8 -> RV2 - Stable 1

    -Upgraded Voxelmap 1.2.3 -> 1.5.13

    ---Hopefully fixes a bug some people were reporting where waypoints weren't being placed correctly.

    -Added MouseTweaks

    -Upgraded ExtraUtilities 1.1.0k -> 1.2.5 (They aren't updating their forum thread, so I had no idea I was so far behind.)

    -Added Netherless 0.9.0

    ---I can't beleive I forgot to put this in last update. No wonder people were able to get to the nether. :/

    -Added a modified version of Schematica.

    ---Enables the drop pod to give your world a victory village when fully cleansed.

    -Updated ReqCredit

    ---Scanner bugfixes, added a giant multiblock taint cleaning essentia chugger, changed how the tinker books work, added an ore discovery tech tree.

    -Probably a couple more I forgot.


    Config Changes:

    -Spice of Life Overhaul!

    ---Food now stays good for longer! (For example, bread can be eaten about 6 times before degrading at all, 10 times before being half effectiveness, and 18 times before dropping to nothing.)

    ---Food queue is now much, much longer. (Measuring in the hundreds!)

    ---This should be okay, because we added harvestcraft. You'll still need to rotate through 8-10 different foods, but you can carry 8-10 of one food instead of 1 of 8-10 foods.

    ---Also nerfs berries and cookies *Hard*! (They don't clear out your queue like they used to!)

    -Removed Natura flour recipes.

    -Main menu is now Blighted.

    -Major tweaks to the laser drill ore distribution

    -Major tweaks to the preferred ores of the laser foci.

    --- Changed names and added tooltips to make it clear which colors give what ores.

    -Reactors tweaked. Generates 50% less power per tic, all yellorium lasts 50% longer. Math savvy people will notice this is a net nerf.

    -Mining Laser tweaked: Requires about 165% more power per ore block produced than before, but if you can give it power fast enough, it will produce them 35% quicker than before. *Everybody* will notice this is a net nerf.

    ---The previous two changes leave it possible but non-trivial to make a self-sustaining infinite ore quarry using an MFR drill with six yellow foci and a giant yellorium reactor. If you know how to work turbines, it'll be even easier.

    -Tons of new tooltips, especially for uncommon stuff like CustomNPCs guns or new TabulaRasa items.

    -Iguana Tinker Tweaks Tweaks:

    ---Tools start with a modifier slot.

    ---Tools no longer gain random levelup bonuses. Instead, *every* level now gives you a new modifier slot.

    ---Tools now require 100% more XP to level up.

    -----These three changes together are actually a huge buff. Because XP to next level increases quadratically, and I multiplied XP requirements linearly, the XP needed *per open modifier slot* is actually significantly reduced! You'll just miss out on random modifiers which seemed to cause people more annoyance than joy anyway.

    ---Mining difficulty of all nether trees increased by one step. Now the axe needed to chop them is one step behind the axe you can build from them. (instead of two).

    -Forbidden magic has one fewer shard. 3 guesses which.

    -Fixed bug that make platinum tools unrepairable.


    Quest Changes:

    -Fixed the Totem of Dawn quest so you actually have to do something to complete it.

    -Added a lot of Botania related quests. I'm counting 26ish.

    -Moved around some Paranormalist quests. (Only changes their position, not their content or how they link together)

    -Replace presses quest, translation device quest, Extract Netherrack quest, and Extract EndStone quests now repeatable.

    -Translation devices require way fewer language samples now.

    -Fixed blood orb quests to be NBT insensitive.

    -All wooded scout locations give 5 more reputation than their unwooded counterparts to reflect extra difficulty.

    -Driskel gives full energy cells now.

    -Added oureclase black market quests.

    -Removed extra life quest. You can no longer get extra lives.

    ---Removed Hardcore mode. You no longer need extra lives to keep your world from being deleted.

    ---Side note: Every time you die, you will lose 10 reputation. If you get to -150 rep or so, you lose the ability to win the game. But you can keep playing.

    -Added quests to remind you that dying is a bad idea.



    World Changes: (Will require a world restart to get!)

    -Added botania flowers. In 16 special places.

    -Hidden underwater lab. It's invisible from the surface unless you drink a night vision potion. (Or have a very low render distance. Haven't figured that one out yet.) Quests direct you to where to find it.

    -Each village only grows one kind of crop (Except for wheat, which can appear in any village)

    -Each village grows a *different* crop than each other village. (Collect all five!)

    -Lit a few skystone meteors on fire so they're easier to spot.

    -Added berry bushes to some scout locations, bees to a village, and mana beans to a forest.

    -Fixed some misleading dialogue from Shiitake and Mirabelle.

    -More tainted mobs. Scout, Botanist, Arcanist, Alchemist... The list goes on.

    -Fixed broken teleporter near flying city.

    -End portal removed and replaced with something else.

    -Hidden treehouse added.

    -Four lore books added. They must be translated with a translation device before you can read them.

    -Added lots more language samples in random villages.

    -Added alien grimoires you can right-click with to get free research points.

    -Keep inventory is now on. (The Jaded will recover your equipment when you die.)

    -More content in the floating city.

    -Colony drop pod computer added to the Jaded.

    -Hall of Fame added to the Jaded.

    -Added a dimensional recovery room to the jaded. You can only get there if the jaded recovers you from another dimension.

    -Added a "starting room" to the Jaded. (Some people were complaining that for some reason they were spawning on top of the ship. If this happens to you, you should spawn in an open ceiling room instead with a teleport plate that'll let you in.)

    -Floating ship outside the city is now a floating ship instead of a bunch of wood and cloth pretending to be a floating ship.



    Recipe Changes:

    -Added recipes for Sapphires and Peridot. From their respective ores. Dunno why that wasn't working earlier.

    -Other recipes for diamond tools added to blood magic.

    -CustomNPCs stuff no longer craftable through a carpentry bench. Did anybody even know about the carpentry bench?

    -Secret recipes for guns no longer secret. To most, this will look like I added guns. Again, blame the carpentry bench.

    -Other CustomNPCs recipes removed (Such as the NPC wand). Related to above issue.

    -Changed recipes for bullets. They're more cost effective, but now require gunpowder.

    -Moss is now an infusion recipe.

    -Angel rings are now infusion recipes.

    -Can make labels out of glue. (But not blood. Ew.)

    -MFR Chunkloaders now easier to get.

    -Blood magic recipe changes; now require some of the less useful metallurgy metals.

    -Blood magic Blood altars, knives, and daggers now craftable. They are way more expensive than default.

    -Added a convenience recipe to make four chests at once.

    -Portal to the last millenium made more expensive.

    -Removed a bunch of CustomNPCs clutter from NEI.


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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Yeah, I got that. The helm is going to be an infusion recipe and it'll be pretty expensive, putting it on track with Angel Rings and stuff. It's more expensive than a thaumostatic harness because it has "infinite fuel" and you can put chests or even multiple players on it.



    Great thought, though. If I hasn't have done something, you're right that there would have been a balance issue. Vanilla AS is the cheapest flight ever.

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Thanks for all the bug reports!


    1: Already fixed. Await next version.

    2: Already fixed. Await next version.

    3: End is fixed next version. (I thought I disabled it by disabling stronghold generation, but I guess I didn't flip that boolean like I thought I did. :/ ) The nether I thought I shut down already by including a "netherless" mod. I'll look into it to make sure its working. Are you playing this on a server or on a single-player LAN world? If it's a server, you might need to manually turn it off in the server config; I think the netherless mod only works in single player.

    4: Already fixed. Await next version.

    5: Relocate it with what? Portaspawner? Diamond dolly? I want to make sure this is fixed before next version. Could you provide more detail?

    6: Already fixed. Await next version. (Details here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2359536-blightfall-hqm-adventure-map-v2-0-3a?comment=507)

    7: Already fixed, await next version.

    8: You are. It is coming out next version. Also you are correct, this was also balanced for 3-4 teams of 2-3 people each. (Small family and friend servers)


    Next version is making a major taint cleaning machine that you can put onto an Archimedes ship to easily relocate. It loads the chunks it cleans so you can leave it on while you are elsewhere, and it cleans the land far faster than a totem block does. You'll probably really like it. If you want to go the totem route instead, Thaumic Energistics gives you easy ways to automate dawn totem production.


    In the current version, I think the easiest way to clean taint (given that you are so late in the game) is to get a purity focus, and enchant it with enlarge IV. That will make it clean a 7x7 area per click. And, of course, by "Clean" I mean "Destroy all taint blocks, making it unlikely to to be retainted quickly." It'll cost lots of vis, but an alchemically crowned blood wand tied to a user with a self-sustaining mob-spawner + suffering well blood altar setup will probably be able to do it. Might still take a lot of time though.


    Thanks your your feedback! I really appreciate it, it even though most of your issues are solved!

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Remember how people were all confused about where to find manganese?


    Well, now Ayumu Nagasawa has a book that displays where to find any minable material.


    Included is a map of the continent so you know exactly where to find what you're looking for.


    Next version is really close, guys. One might say frustratingly close.


    Carmot and Mithril

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    You cannot get Ghasts from reward bags. They count as "things that explode" and thus fall under Driskel's guarantee that you "will not get an undead and will not get something that explodes." Pigmen can come from bags, though. So can villagers.


    I programmed them to spawn around the volcano once it's been fully cleansed, though I've never seen it happen in person. Beyond that, there's the necromancy tablet from TT and also I'm adding a way to get a guaranteed ghast spawn egg through a quest (next version).

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Yeah, I can see that. I'll add a division sigil to some chest somewhere. I'll add it to my list of things to do next time I edit the world map.

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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    You rock. Gonna pass that on and get that fixed.


    So I'm doing some polish on the modpack. Here's a question for anybody who wants to answer: Is there anything that doesn't have thaumcraft aspects on it that you think should? Or anything that has thaumcraft aspects on it that make no sense?


    I've given the TiC smeltry and all the metallurgy metals new aspects. That also means all metallurgy armor, tools, etc will have aspects. I've gotten metal out of the milk bottles, I've added aspects to all the blood magic alchemy stuff and to all the slates. TiC stone torches give light instead of power now. Anything else I should look into? Blutonium, enderium, ludicrite, signalum, and lumium all have aspects. Is there anything else you wish you could research? What's frustrated you when it says "You can learn nothing from this"?

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