that is, if the quests that they set up for the pack are actually finished. but that's good. HQM has become super common in the packs I see, and both my packs have it to tell the story of the packs themselves, it's a great addition for adding that kind of depth, especially if you can retexture it to look like something that makes more sense in the pack like I think they did in crashlanding.
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Jan 31, 2016Posted in: Mods Discussion
Well, I became curious, and figuring that this is an alright spot for a discussion to see how everyone feels on the subject. So I'd like to ask everyone who'd like to voice their opinion, "How do you like your modpacks?" and by extension, "What kind of mods do you go for and what would your ideal modpack be like?"
I'll go first.
I like my modpacks to be overpowered, but with that overpowered I like a sense of danger and a reason that you need the power in the first place. I like being able to take a pack and from simple beginnings quickly become really powerful without too much derping around through bottomless crafting chains impossible to find or grindy resources but despite all of it, still be able to get dunked on if I get too careless.
I also like modpacks with a backstory which aren't "just another modpack like this, editing to be more like that without this thing but with more of that thing" and such. I think with a good story and maybe also some sneaky modpack edits done with the various tools at our disposals it gives a pack more of an identity and personality than just being another modpack with a cool name.
I've done this in both my released modpacks over a couple of years. One which is still in 1.6.4 called "Masters of Minecraft" and a more (in theory) PvP oriented biospheres based modpack in 1.7.10 I called "Aetherwars Infinite" both of which shouldn't be too hard to find through the technic launcher if you're at all curious. But I know some people like packs with constant danger or well thought out tech lists and things that aren't too much overpowered than each other unless they take about a week to get going properly but in doing so give you a sense of achievement, or grindfests that eventually get easier and easier if you're a wizz with automation or something like that.
So lets hear it. What do you think?
Nov 23, 2015darkmega posted a message on [1.7.10] [Technic Launcher] Aetherwars Infinite, "Cause Some things are just worth fighting for..."Posted in: Mod Packs
Aetherwars is updated to 0.3.3a! Now with almost complete coverage of aether values for base thaumcraft and thermal expansion in general, resource and most machine values for technomancy and more tool values like darknut swords and chameleon tools among others!
Nov 17, 2015darkmega posted a message on [1.7.10] [Technic Launcher] Aetherwars Infinite, "Cause Some things are just worth fighting for..."Posted in: Mod Packs
Aetherwars Infinite has recently been updated (update is currently on the latest version until I play it for a while longer to make sure it seems to work, select it manually or set the launcher to latest)!
Along with a whole bunch of mod updates Ex Astris Reborn and tainted magic are now part of the pack! There are also new "Commander/Hero sets" which have a lot more op starter gear to them but require you to sacrifice 2 of your 3 lives (/kill command or suicide then get the lives off your corpse with a shovel) to unlock them. High powered gear for high risk!
Also includes a crafting recipe for oil incase you have horrible spawns or can't find artifices surface pools or if you're playing in Custom maps. Something rather interesting to do it to grab a CTM map and use aetherwars to blitz it. The Special mobs and mekanism armors randomly appearing on the mobs make up for the increase in power you gain ... or if you're ultra sadistic you can use the spare difficult life config in the [bonus] folder to make the mobs increase in difficulty over time. >=3
anyway, Please enjoy the pack, and watch the above video of myself vs Creperton if you haven't!
Sep 16, 2015darkmega posted a message on [1.7.10] [Technic Launcher] Aetherwars Infinite, "Cause Some things are just worth fighting for..."Posted in: Mod Packs
No big updates. but instead, something different. A video of myself fighting my special creeper boss.
Sep 8, 2015Posted in: Let's Plays Help
I shall add both of you presently. And also, the modlist can be found by going to the aetherwars page on the technic platform which is here: http://technicpack.net/modpack/aetherwars-infinite.590580/mods
All the mods are there, and they all have links to their download pages.
Sep 6, 2015Posted in: Let's Plays Help
well guess what? I do actually have a private server. and I very much think, if you'd join that irc channel on the bottom of the aetherwars thread I could probably give you the ip and we could play. ...provided the modpack will run for you. Does it run for you? D: same goes for anyone else who would want to do a server with their lets plays, since I'll often be on.
But to clarify, I won't be making my own videos cause of internet limitations, but I'd definitely be down for appearing in other peoples videos over skype and in game.
Sep 4, 2015Posted in: Mod Packs
Modpack has recently updated! Now includes natura for some more decorative natural options. Whether or not you'll find them generating in biospheres I haven't fully tested yet, but hopefully they should appear eventually if you look around hard enough. Also Iguana tinker tweaks, which instead of being a nerf mod I used it to buff tinkers to high heavens so it can stand up to the power of enchanting plus and overpowered standard style weapons. So enjoy only needing 40% xp and 20% on weapons and having up to 15 levels all giving modifier slots and random modifiers and 5 modifiers just by default.
finally, cooking for blockheads, for those who like doing a lot of cooking with pams harvestcraft (despite once something is cooked once it can be aethered. but oh well. :P)
Remember, aetherwars doesn't just have to be for war, it can be for peace! ... or eventual peace, when you put it that way. Also included are a few config changes and couple of other mod updates. Consult the changelog for the full details I guess. Enjoy!
Aug 25, 2015Posted in: Let's Plays Help
Hey there. I recently released a modpack on the technic launcher after some time of creating it and I am currently looking for minecraft lets players to make lets plays, their own pvp wars or reviews of my modpack, "Aetherwars Infinite". Information on the modpack can be found at that link, and the mod list can be found on the technic platform page under mods.
In short, Aetherwars is an overpowered variety modpack set on Biospheres generation with hardcore questing mode as a form of story teller and starting equipment giver. Afterwards players explore to find resources and use aethercraft to generate more of them while staying alive. Although it is designed with highly destructive and fast paced pvp in mind that doesn't mean it people can't team up on a server and merely conquer the worlds together.
Anyway, if you're interested please tell me, as I'd enjoy talking with you and discussing your plans and the modpack in general. Thanks.
Aug 22, 2015Posted in: Mod Packs
Modpack has recently been updated with Just a few fish, Buffed tools and difficult life (only for the cosmetic armor slots, but can be reconfiged if you like to die a lot). Along with various mod updates like botania, chisel, tconstruct, mantle and a few others. Now the biosphere lakes will be filled with a lot more life, especially the ones that chance in ocean biospheres, and you can wear different armors over your overpowered clockwork suits and such so you don't have to always wear the best.
Aug 21, 2015Posted in: Mod Packs
Aetherwars Infinite Cinematic Intro: A visit from the unknown.
Welcome to Infinity. A world from the beginning of time; before giant biomes, rivers and strongholds where masses of land encapsulated by glass known as biospheres and their moons existed.
This world was inhabited by a number of highly technologically and magically adept Minecraftians who’s forgotten techs, machines, spells, incantations and ways are only just being reinvented in the present (normal) worlds.
It was here that a Steve from the old days and his friends stayed for a large majority of their lives, as the novel terrain provided them fuel for their adventurous needs, danger to test their skills and hardship to push them to their limits…
Atleast, that was until the first steve was overcome with the need to do “everything”. He saw what the various peoples were capable of from his wanderings and he was determined to experience not just one side of the coin he was faced with, but both.
The Magisters and Machinists as they were soon called often had skirmishes against each other, but combat was expensive, as lives were lost forever as Infinity was never meant to house people in it's state so only their spirits could hold them in the world between deaths. People often fought for control over the moons, to harvest their riches, and some of the people had to search far and wide for the ingredients to fulfil their crafts, but Steve built the foundations of a city and invited both to join together in their struggle for survival against the mobs. But also so he could interact with both sides without being held in contempt with the other.
After the initial negotiations and tension filled agreements it was soon apparent that both sides wanted what the other wanted, “survival” and so together they built the biggest multi-biosphere cities of the new nations and shared their knowledges between each other.
It was from this sharing that they realized they had both noticed something was unique about the world they were living in. Both sides had noticed that everything in the world resonated energy, and the release of this energy would provide power, usually from the obvious burnable sources. But other less fuel related objects also had the potential. This energy was called aether, and after months of research they had a break through.
Using hybridized tech/magical machines the people found that they were finally able to destroy objects in a way to release the aether sealed within, and the resulting energy became a green liquid that had no form that would simply vanish into thin air when it was taken out of specialized containment fields.
Then, the day that changed the face and future of Infinity forever. Objects were finally able to be scanned into a machine which was then able to fabricate other objects using the power of aether alone. In their excitement these machines were mass produced, and after the announcement nearly every person who lived in the now life filled world of Infinity had aether extraction and condensing machinery in their households.
It was at this point that their once limited existences were set free. Industry started booming, Magicians got stronger and smarter and Steve soon had
his fill of it all… But if this was the end of the story, it wouldn’t be called Aetherwars would it?
As the people become more reliant on Aether while building their citadels, cities, factories, laboratories and temples, they become more desperate. Sure aether could infinitely be farmed from mass resource sifting, efficient processing standards and simple farming, but the people wanted more. Industry continued to grow, building projects became bigger, magicians went mad with power and were tormented by the things they had been better off not knowing and eventually… Lets just say aether became easier to farm over someone elses dead body...
So by and by a war broke out as the people soon had enough of each other and got greedy. A war that seemed like it had no end. Steve, wracked with guilt, seeing that his bringing together of the people had eventually caused this, built a ship he called “The Sanctuary” and flew away, leaving behind his once beautiful but now war stricken world. (no, it’s just in the story. Sorry. You can’t has the sanctuary. Make your own. :P)
He grew old toying around with the knowledge he had gained on his travels and his final chronicles and fragments of the old world stored away in his chests and drives are now all that’s left. So he has now stored it all inside an enchanted AE Disk with transcribed holographic images (imagine them. :P) imbedded in an impervious book. This book was eventually found in the void and then given to you, by the unknown.
But it seems others have somehow found out about this data aswell and have come to claim the prize of infinite power for themselves and their followers. The biospheres have reformed and time has continued, but not everyone can be a god.
And so, the endless war continues in…!
^ download link here
Ok... so, What is Aetherwars Infinite?
Aetherwars Infinite is a large variety modpack made to be played on the new biospheres terrain generation mode. Created by myself after getting an
idea from playing a little bit of planetary annihilation and supreme commander it’s meant to allow groups of players to rapidly tech up using everything and anything at their disposal and fight each other in battles where one loss in hardly the war! Of course you don’t need to pvp as you can always just team up and conquer the world.
Aetherwars takes use of HQM to provide starting gear that is practically vital to starting a game along with a stylized story in the form of written monologues from the original Steve whos records are stored in the embedded drive of the book.
Aetherwars also contains an optional Soundtrack of assorted game musics. If you’d like to enable it you can find it in the resources pack list, this contains songs for the title screen, overworld day time, Overworld night time, sunrise, battles with various and specific bosses, music for all the different dimensions, battles with mobs, battles with endermen and pvp battle themes.
Unfortunately I’d advise against using it in videos unfortunately due to the majority of them coming from other games and hence being copyrighted. :< But as most if not all these songs can be found and listened to on youtube and hence downloaded personally I figured it couldn’t hurt for peoples optional personal use as I wanted to make good use of music choices by tmtravlr. Please don’t be salty. :<
Finally, but also most importantly, as the name suggests, Aethercraft is also in the modpack and most resources required to make things from mods such as Thaumcraft, Thermal Expansion, Witchery, Ars Magica and applied energistics (and many many more) can be forged using the power of aether thanks to the procedural or manual config additions to aethercraft allowing other objects to be made.
Wage war with autospawners, soul shards, genetic super soldier players, magic, guns, technology or even Archimedes ship bases better portals, transporters, TNT cannon broadsides and platforms or be peaceful and learn the mysteries of the thaumic universe, become the strongest that ever lived so you can protect everything, Shield your base with high tech security from pneumaticraft (no forcefields unfortunately), explore, hide or thrive in other dimensions or even turn your biosphere into a paradise with chisel blocks and decocraft! Even if it’s not war that you’re into, Aetherwars Infinite will have something for you!
I’ve spent several months developing and testing this modpack with others so I hope you’ll enjoy it as much as I have! It’s completely hosted using technic solder graciously provided by Amaxter from endermedia, who's website you can find here: http://www.amaxter.com/home/ .
Solder also procedurally makes a modlist which you can find on the Technic modpack page to explore whats in the pack.
also, due to people liking different types of minimaps, and journeymap being salty about technic modpacks (so I can't have it by default) please find and install your own selected minimap mods if you'd like to use a minimap. I've also made sure that professor mobius' OPIS can work in the modpack if need arises if manually installed for the server and client. of course, without a minimap you can make super good use of an atlas from bibliocraft if you care to make one.
Join Irc Espernet Channel #Aetherwars to chat with myself and others who play the modpack! Also if people could record lets plays and pvp wars of their own and recommend the pack to others so that it can grow that would be much appreciated and I can display your lets play videos here on the modpack threads on minecraft forum or technic forums for all to see.
Thank you for reading! and please enjoy the modpack and suggest it to your friends if you like what you see and play.
For my other works, please try Masters of Minecraft, a modpack for 1.6.4. Unfortunately Masters is no longer being worked on, but is still a fun modpack (and for the curious, was the unknown's first appearance, and also my first public released modpack.)
Jul 5, 2015Posted in: Minecraft Mods
(...and after a week of skyrim after getting it for cheap on steam and forgetting to check minecraft forum. :V) Yes, for the most part. Physical obviously hits for physical normal damage. Magic is meant to outright ignore armor, like splash potions and stuff. Lightning is meant to ignore it and actually deal more damage to targets who have more of it (dunno if it's just for metal armors or something but it wrecks armored zombies), drown is meant to deal damage as if the target took drown damage so undrownable mobs take no effect, fire is meant to be like taking a fire tick, only massive (so ignores armor, gets blocked by fire protect maybe) and ice is just magic damage programmed to hit nether mobs like a truck and cause an innate built in slow as far as I can tell.
Jul 2, 2015darkmega posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)Posted in: Minecraft Mods
well bugger. if i was still doing updates to masters of minecraft that would've been a welcome surprise. Cause thats stuck in 1.6.4.
Jun 24, 2015Posted in: Minecraft Mods
The armor is usually better than diamond depending on what clockwork you put in it. Each armor piece has the same damage reduction, which is based on the speed of its clockwork. A full set with 300 speed in each piece of armor has about 92% damage reduction as opposed to a full diamond set which has about 80%. The maximum useful speed in armor is around 700, at which point it gives 100% protection against standard damage. The quality works the same way as it does in the tools, reducing tension costs from getting hit. And no, it has no special abilities.
The tools are equivalent to diamond tools in mining level.
is it just me or does it appear to reduce magic damage aswell? cause my friend on my modpack private server has a set that has 100% and she takes literally no damage even from ars magica spells that blow a normal unenchanted normal armored person away in a single hit from like 2 bars of absorption and a full bar of shields and she'll take none or maybe 1 or 2 damage. cause my mundaner armor with similar enchants doesn't cushion the blow as much, only to about maybe 4 damage, but she takes none (it could be just the sheer volume of magic damage reduction resist enchants we've got on) :V. I also noticed a few versions back some time ago when I had it on I took noticeably less damage from armor ignoring sources like witchy splash potions, poisons and general annoyingness...
Jun 20, 2015Posted in: Minecraft Mods
holy crap. data explosions. that doesn't look like clockwork phase to me. O_o
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Jul 16, 2013It's about bloody time this got some spotlighting where people can see it. Cause with a mod like this, theres no reason for people to complain that enchanting is a pain in the rear. and "I don't like mods" people, are Just. Gonna. Miss. Out.Posted in: News
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