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    posted a message on The MODDED Fantasy City Build Challenge!! - April Fool's Day!

    I'll be back on the Refugee to Regent thread if anyone wants to find me.

    Best of luck to you all.

    Posted in: Survival Mode
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    posted a message on The MODDED Fantasy City Build Challenge!! - April Fool's Day!

    Dude, that was so verbose. Do you have a TL;DR?

    ...just kidding! Welcome to the challenge, Rfil!

    Edit: Yeah, I actually went there. I made a TL;DR reference given my history of long posts... :D

    Posted in: Survival Mode
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    posted a message on The MODDED Fantasy City Build Challenge!! - April Fool's Day!
    Quote from Bocci»

    Hey guys!

    Nice to see this post active after a few days of no activity :)

    Anyways, I decided to try out the Anglo-Saxton challenge, and I'll probably just disregard the "This challenge ends at level 10" notice because I'd like to experience all this challenge has to offer. Anyways, I thought I'd share my modlist, and although its a work in progress, it could be helpful :S
































    And, if anyone has any unique mods that I don't have, feel free to suggest them!

    Hi Bocci! I post both here and on the FTB forums in the Refugee to Regent Challenge thread there. I've been working on creating some packs that follow this challenge, both one that tracks pretty closely to what Monarch_of_Gold uses in her Let's Play, and a slightly more mod-heavy version of the pack that adds many of the mods suggested in the original post on this thread.

    Unless you love torturing yourself, you might want to disable Mekanism Tools, otherwise every other skeleton or zombie you see will be wearing some form of Mekanism armor and be abnormally hard to kill. Until there is a reliable way to keep those armors from being outfitted on the mobs by default, I find it better to just disable that component of Mekanism. The rest of it is pretty great though.

    The ComputerCraftPlus...Edu is neat in a way, and Direwolf20 recently spotlighted it in a youtube video, but unless you really have no clue how to program in lua and really want to use this challenge as a springboard to do so, I would recommend just removing ComputerCraft altogether. If you already know lua, the ...Edu component is largely a novelty, and you will possibly find it slowing you down more than anything within the scope of that mod. If you already know lua, either use ComputerCraft (not the Edu version) or OpenComputers.

    That said, I will likely be using ComputerCraft in my own version of this challenge.

    For Thaumcraft, I'd suggest perhaps also adding Forbidden Magic, Thaumic Exploration, and Thaumic Energistics.

    If you haven't played Botania before, it can be a lot of fun to get into, but if you've already done Botania in the last dozen or so packs you've played (like me), taking a break from all the flowers can be nice too. The same goes for PneumaticCraft. I've left both of them out in my version of the pack, just to reduce the "Ooh, more flowers" thing.

    As Monarch touched on, taking ALL the magic suggestions might be a bit of overload. Even by themselves, AM2, Blood Magic, Botania and Thaumcraft are pretty deep mods. I'd suggest possibly picking just one or two and run with those. For me, I'll be adding Blood Magic and Thaumcraft. Monarch I believe is going with Ars Magica 2.

    Just as you can "go nuts" with magic, you also want to make sure you don't inundate yourself with tech either, or you'll end up with another kitchen-sink pack that doesn't hold your attention for as long as you'd like.

    Like Monarch, I've kept buildcraft out of the pack, not because I don't like it, but because I've used it in nearly every pack I've played for ages. I stepped away from IndustrialCraft for a while and haven't really given it a fair shake recently, so I'm giving it another try. I'm not sure if I'll like it or not, but there's no harm in trying.

    I'm not including Ender IO because that is also a common go-to mod for me. I like it, a lot. I'm trying to wean myself away from doing the same old mods with a different pack name, and actually try to do different things this time. :-)

    For similar reasons, I initially included ExtraUtilities in my pack, but I'll probably take it back out. There are plenty of cool things in there - so much so that I frequently shortcut through ExtraUtilities to circumvent some of the progression in other mods. I don't want to rely on that as a crutch for old habits.

    I like Twilight Forest, and will definitely be adding it to my pack.

    I'm in a love-hate relationship with Mystcraft. I love the mod. I hate the baseline profiling stuff. I know there was a config option recently added to sort-of mitigate the profiling, but I still don't like it.

    On the flip side, I really like McJty's RFTools and his Dimension Builder as an alternative to Mystcraft. My only hesitation there, and it could be purely in my imagination, is the "Creepy Uncle Lester" feeling I get when I look at the server logs and see wierd messages about an RFTools player or process constantly connecting and disconnecting. I've also had intermittent problems with syncing dimension information to players or something of the sort and then they get disconnected. It's annoying, but not as annoying as that Mystcraft baseline profiling. :-)

    For me doing this challenge though, I'm just going to stick with Twilight Forest and call it a day. I don't think I'll need either Mystcraft or RFTools to have a fun time.

    Keep in mind that I'm just a player too, and these are only my opinions and/or observations. Monarch_of_Gold runs the show, I just try to keep up to speed with what she's doing so I can keep the modpacks straight!

    Best of luck on your adventures!

    Posted in: Survival Mode
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    posted a message on The MODDED Fantasy City Build Challenge!! - April Fool's Day!

    Too much magic tends to muddle the pack, I agree.

    Posted in: Survival Mode
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    posted a message on The MODDED Fantasy City Build Challenge!! - April Fool's Day!

    Hmm. I'm adding a few more of the suggested mods and am running into an odd conflict with Thaumcraft and Pam's Harvest The Nether mod. When I take "Harvest The Nether" out, everything works fine. If it is included, Thaumcraft throws a fit about an itemstack error and dies on the spot.

    Not sure which mod is the source of the problem, so for the time being, I'm just not including "Harvest The Nether".

    Posted in: Survival Mode
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    posted a message on The MODDED Fantasy City Build Challenge!! - April Fool's Day!

    Congrats on the new laptop, Kyle! I'd be interested to hear what mods you prefer using in your take on the Fantasy Modded City Building Challenge. :-)

    Posted in: Survival Mode
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    posted a message on The MODDED Fantasy City Build Challenge!! - April Fool's Day!
    [...]and then there's the storage/smelting area which will be smaller because, with upgrades available from Applied Energistics and IndustrialCraft, we won't need many furnaces and storage devices to do what we need to. I'm honestly thinking of making storage it's own building because AE is THAT cool (in my opinion).

    Did you mean Applied Energistics or Ancient Warfare? I ask because you didn't list it a few posts above where you listed what mods you're using.

    Ancient Warfare does actually have an AE-like storage system, so you could mean either one.

    I'm putting together a pack using MultiMC that pretty much mirrors the mods you are using so that people that want to attempt the challenge with a similar mod setup can do so, which is why I was asking. :mellow:

    I've toned down my own pack to something closer to yours, but I've added mods like:

    "Fast Leaf Decay" (because I hate waiting for leaves to despawn)

    "Streams" (because they are extremely cool)

    "Lumberjack" (like Treecapitator, but easier and faster in my opinion)

    "Fastcraft" (usually helps significantly improve game performance)

    If you've added more mods to your own setup, can you please let me know so I can update my list? Thanks!

    Posted in: Survival Mode
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    posted a message on The MODDED Fantasy City Build Challenge!! - April Fool's Day!

    Good job on your video, Monarch, I commented and subscribed to show some support for your efforts.

    ...so will your cat be making other special guest appearances? ^_^ That was cute, and sounded just like the way my daughter's cat acts.

    Also, was that an Ars Magica pool outside your front door? It looked like one, but I wasn't positive.

    Posted in: Survival Mode
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    posted a message on The MODDED Fantasy City Build Challenge!! - April Fool's Day!

    That's a good, simple mod list, Monarch. Nice!

    At some point in the future, you might want to look at a mod called "Progressive Automation". It is interesting in that it breaks all of it's machines into tiers, from simple wooden machines, to stone, iron, and then diamond. Similarly following a vanilla-like process. It might be more suitable in cases where you want it to feel more like you're progressing from flint tools to early industrialization.

    As with all my posts, feel free to use what you like, and discard the rest. I'm here to offer my take on things and to try and help you with your project. You're doing a fine job so far.

    Edit: Corrected tiers.

    Posted in: Survival Mode
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    posted a message on The MODDED Fantasy City Build Challenge!! - April Fool's Day!

    Hi, I'm Senseidragon from over on the Refugee to Regent Challenge thread. I've come over with the intent on trying out this challenge with a large assortment of mods to see what plays well together.

    I don't particularly advise everyone to try to necessarily use the same mods - or by any means the sheer number of mods I am using. I've just been at this a while and I like experimenting with interactions between mods and toying with potential progressions through them.

    Here is a list (hidden in a spoiler to save your eyes) of the mods I am currently running without issue. It is roughly grouped into categories:

    Applied Energistics 2 | Version: rv2-stable-10
    Archimedes' Ships Plus | Version: 1.7.10-1.7.12
    Big Reactors | Version: 0.4.3A
    BuildCraft | Version: 7.0.13
    BuildCraft Additions | Version: 2.2.0
    BuildCraft Compat | Version: 7.0.8
    CoFH Core | Version: 1.7.10R3.0.3B2
    Compact Machines | Version: 1.7.10-1.20
    ComputerCraft | Version: 1.74
    Computronics | Version: 1.5.5
    Ender IO | Version: 1.7.10-
    EnderStorage | Version:
    EnderTech | Version: 1.7.10-
    Eureka | Version: 3.0.2
    Extra Cells 2 | Version: 2.2.73
    Extra Utilities | Version: 1.2.7
    Funky Locomotion | Version: 1.0
    GenDustry | Version:
    Immersive Engineering | Version: 0.3.3
    Logistics Pipes | Version:
    Mekanism | Version: 8.1.5
    MekanismGenerators | Version: 8.1.5
    MineFactory Reloaded | Version: 1.7.10R2.8.1B1
    Moving World | Version: 1.7.10-1.7.12B
    OpenComputers | Version:
    Peripherals++ | Version: 1.2.10
    Pistronics 2 | Version: 0.5.1
    ProjectRed Compatibility | Version: 4.7.0pre4.88
    ProjectRed Core | Version: 4.7.0pre4.88
    ProjectRed Expansion | Version: 4.7.0pre4.88
    ProjectRed Fabrication | Version: 4.7.0pre4.88
    ProjectRed Illumination | Version: 4.7.0pre4.88
    ProjectRed Integration | Version: 4.7.0pre4.88
    ProjectRed Transmission | Version: 4.7.0pre4.88
    ProjectRed Transportation | Version: 4.7.0pre4.88
    Railcraft | Version:
    Refined Relocation | Version: 1.0.8b
    RotaryCraft | Version: Gamma
    Simply Jetpacks | Version: 1.5.1
    Steve's Factory Manager | Version: A93
    Super Crafting Frame | Version:
    Thermal Dynamics | Version: 1.7.10R1.1.0B2
    Thermal Expansion | Version: 1.7.10R4.0.2B2
    Thermal Foundation | Version: 1.7.10R1.2.0B1
    Tinkers' Construct | Version: 1.7.10-1.8.5.build957
    Tinkers' Mechworks | Version:
    Translocator | Version:
    WR-CBE Core | Version:
    Zetta Industries | Version: 1.1

    Blood Magic: Alchemical Wizardry | Version: v1.3.3
    Enchanting Plus | Version: 3.0.2-d
    Forbidden Magic | Version: 1.7.10-0.57
    Magic Bees | Version: 1.7.10-2.3.2
    Mystcraft | Version:
    Thaumcraft | Version:
    Thaumcraft NEI Plugin | Version: @[email protected]
    Thaumic Energistics | Version:
    Thaumic Exploration | Version: 0.6.0
    Thaumic Tinkerer | Version: unspecified

    AgriCraft | Version: 1.7.10-1.4.0-alpha-2
    Binnie Core | Version: 2.0-pre12
    Forestry for Minecraft | Version:
    Pam's HarvestCraft | Version: 1.7.10i

    Another One Bites The Dust | Version: 2.7.0
    Another One Bites The Dust: Berry Bushes | Version: 1.0.4
    Dense Ores | Version: 1.0
    Lumberjack | Version:
    Nether Ores | Version: 1.7.10R2.3.1B1
    Vein Miner | Version: 0.27.1_build.unknown

    BiblioCraft | Version: 1.10.4
    BiblioWoods Biomes O'Plenty Edition | Version: 1.9
    BiblioWoods Forestry Edition | Version: 1.7
    BiblioWoods Natura Edition | Version: 1.5
    Biomes O' Plenty | Version: 2.1.0
    Carpenter's Blocks | Version: 3.3.6
    Chisel 2 | Version:

    Craft Heraldry | Version: 1.1.3
    CustomNpcs | Version: 1.7.10c
    Decocraft | Version: 2.0.2
    DrCyano's Lootable Bodies | Version: 1.3.5
    Enchiridion 2 | Version: 2.0.2a
    Farseek | Version: 1.0.8
    Forge Microblocks | Version:
    Iron Backpacks | Version: 0.5.0
    Iron Chest | Version:
    JABBA | Version: 1.2.1
    Malisis' Doors | Version: 1.7.10-1.9.1
    MalisisCore | Version: 1.7.10-0.12.4
    MorePlayerModels | Version: 1.7.10b
    Natura | Version: 2.2.0
    Recurrent Complex | Version:
    Roguelike Dungeons | Version:
    Schematica | Version:
    Streams | Version: 0.1.4
    The BigTrees Mod | Version: 1.7.2b
    The SecretRoomsMod | Version: 4.7.1
    Trapcraft | Version: v2.2.1a

    Game Mechanics
    ChickenChunks | Version:
    FastCraft | Version: 1.21
    Fast Leaf Decay | Version: 1.1
    Hard Mode Tweaks | Version: 1.1.0
    Iguana Tinker Tweaks | Version: 1.7.10-
    Improving Minecraft | Version: 1.7
    MineTweaker 3 | Version: 3.0.9B
    Morpheus | Version: 1.7.10-1.6.4

    Client Interface
    Antique Atlas | Version: 4.2.4-1.7.10
    AppleCore | Version: 1.1.0
    HelpFixer | Version: 1.0.7
    Inventory Tweaks | Version: 1.59-dev-152-cf6e263
    NEI Addons | Version:
    NEI Integration | Version: 1.0.11
    Not Enough Items | Version:
    NotEnoughKEys | Version: @[email protected]

    Optifine | Version: 1.7.10 HD-U-C1
    Simple Achievements | Version: MC1.7.10-1.1.0-20
    StartingInventory | Version: 1.7.10.r03
    TC Node Tracker | Version: 1.1.1
    Waila | Version: 1.5.10
    Waila Harvestability | Version: 1.1.2

    IvToolkit | Version: 1.2
    asielib | Version: 0.4.2
    Baubles | Version:
    BD Lib | Version:
    bspkrsCore | Version: 6.15
    CodeChicken Core | Version:
    D3Core | Version:
    DragonAPI | Version: 1.0
    Forge Multipart | Version:
    ForgeRelocation | Version:
    Looking Glass | Version:
    LunatriusCore | Version:
    Mantle | Version: 1.7.10-0.3.2.jenkins184
    MCFrames | Version: 1.0
    Minecraft Forge | Version:
    Minecraft Multipart Plugin | Version:
    MrTJPCore | Version:
    RelocationFMP | Version:

    OS: Windows 7
    Java: 1.8.0_45
    Minecraft 1.7.10

    I also intend to play it in a sort of hardcore fashion, in that I have naturalRegeneration set to false, I also use Harcore Tweaks to adjust food so that only food that restores 8 or more hunger (4+ full shanks) will restore any health at all, and will only restore 1/3 of whatever the hunger value of the food was. So most berries/bread/snack type foods will restore hunger and saturation, but not health. Only more involved meals like Pizza or Hearty Breakfasts will also provide actual healing. This provides incentive to work through Pam's Harvestcraft and create some of the bigger meals. It prevents heal spamming by the simple fact that after eating a large meal, you are generally completely saturated and cannot eat again for quite some time. The largest meal possible in Pam's will only heal 3 hearts of health, so I think this works pretty well.

    I intentionally did not include things like Hunger Overhaul or Spice of Life, because while they have their roles and do them quite well, to me they exist more to obstruct the player from progress they'd rather be making. Diminishing food values and/or detrimental effects serve as a punishment to the player for NOT eating. What I prefer is providing incentive for the player TO eat, and eat well.

    This also has the benefit of making the farming/growing aspects of the challenge a little easier as the player will likely want to do this anyway for the healing benefit.

    An alternate route to healing is of course alchemy and/or magic.

    I also intentionally did not include a minimap mod as I intend to push myself into using Antique Atlas instead. It removes any temptation for using radar or cave-mapping features of some of the other minimap mods, and seems to not quite be such a resource hog as some others. Of course, if I'm wrong, I'll rip it out and kick it to the curb in a heartbeat.

    I'll post more on my initial foray into the challenge in another post, where I intend to run as a Human, in (mostly) the Advanced Challenge mode. I am not using GregTech at this time -- I've already substantially modded the game and have included RotaryCraft as one of the primary Tech offerings. I think adding GregTech on top of that (if it is even possible) might fall into the category of "player abuse," and I don't want to do that. :-)

    Posted in: Survival Mode
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    posted a message on Direwolf20's Modded Lets Play series
    No problem. I hope it fixes your issue.
    Posted in: Let's Plays
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    posted a message on Web Displays - Browse On the Internet in Minecraft!
    Read the FAQ linked in the first post:

    span>Q: MAC?
    Posted in: Minecraft Mods
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    posted a message on Direwolf20's Modded Lets Play series
    "button:2: attempt to index ? (a nill value)"

    Means "in the button script, on line 2, I have no idea what you're referring to."

    In the button script, the first two lines are:

      local mon = peripheral.wrap("left")


    This means it doesn't know what "mon" is, and so is saying it is (a nil value)

    Now on line 1, you're trying to define "mon" to be the peripheral on the "left" side of the computer that is running this script.

    In your first imgur picture, you show the monitor as appearing to be on the "right" side of the computer.
    Posted in: Let's Plays
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Thanks, Crunk. I didn't take it as sounding mean, and I did (as instructed on the very first post at the top of the thread) read about the last 5 pages of posts and hadn't seen this specific error mentioned. Maybe I was blind or just didn't go back far enough. Either way, as long as he's aware of it, I'm fine. As I noted in my post, I did update the API in the DragonAPI jar and all seems to be good on this side at least.

    Edit: Found the posts you were referring to, which were back from Jan 4th to Jan 7th. Not too long ago, but about 13 or so pages back, which is why I missed it.

    My search-fu has gained a level, thanks!
    Posted in: Minecraft Mods
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