Hello, and welcome to the magic island hardcore questing island!(It is a mouth-full, I know)
Here, you are a mage who has been cast out to sea(Something about using dark magic or some other non-sense) and have wound up on this desert island. Without your powers or your infrastructure, you will need to rebuild back up to your former power. But why stop there.... Here, you have no one else to tell you what you can and can't do, so you can run wild and indulge in the very magic they threw you out for. Irony is so very sweet...
I should mention that this map assumes knowledge of how to progress and use the required mods(Yet still has quests to make major and obscure items and tools). I have also added quests to get you to make items you normally wouldn't(Triple meat treats, hyper energetic nitor, player beacons. And that's just the thaumcraft branch!) I have tried to keep them from feeling grindy(Since automation is normally out of the question) , but the "End game" quest for stocking up are unavoidable. If I added a "Stock up" type quest, you can be sure there is a way to automate it!
Now then, on to map related things!
The quest lines! The thaumcraft quest line! The Ars magic quest line! The Blood magic quest line! Blood for the Blood Gods! Why do I keep adding exclamation points! The witchery quest line! So many quests! The "Other" quest line! Random quests for silly things go here(Also, botania quests. Not much to them)!
Feel free to add other mods(I personally play with the addition of growth craft), but I would avoid adding tech mods(For the principle of it). A note: A few of these mods were added last minute(After I made all the quests) to fix a few problems that crept up(Ars magica flowers, mostly). Because of this, quests and rewards will not mention them. I may fix this at a latter date, but for now the map works.
Here is the download for the map itself, a modified version of the normal "Survival island" from better world generation. Modified how? I added seven hidden chests around the map(Within render distance, make sure to look high and low). Also, fair warning: One of the chests is trapped.
Download everything!(Mods, map, and config): https://www.mediafire.com/?e1uyvd8kvj6wxb9
How to install: Download the everything folder, then unzipping the folder and dropping everything in where you want to have the map.(I'd recommend making a new instance with them all). Or watch this video provided by JezuzChr1st for a quick and easy install guide.
I must thank everyone who decides to record them playing this map, as it is always useful for me to see how players react to what I've done. I hope each of you have enjoyed what you've played, as it is only my opening act! Considering this map was my testing grounds... Well, do with that what you will. I wish you all well, and hope you will move on to some of my future projects.
Laskeri:
JezuzChr1st:
If there is high enough demand for it, I will try to get this map and modpack on the AT launcher to streamline downloading and updating. For now, I'll stick to ye'old fashioned way.
So you got an outdated version of the config files, maybe added a few mods or tweaked configs yourself? Don't want to re-download everything? Here you'll find updates that hold only what I changed, without anything else. So all you need to do to update is unzip the file here, then drag and drop everything inside it into your config folder and tell it to "Replace files". If you changed anything in the config that I changed, you'll need to do it again(Unless I did it myself in the update, who knows?).
This map may have a few kinks to work out, so I need feedback. Have an idea for a quest? Let me know, and I might add it! Reward bag suggestions? I need all the rewards I can cram in! Found an exploit? Let me know, and I'll try to fix it! Suggestions? I'm all ears.Also, I need some fancy art to put as the cover image in the quest book. If you post a good cover art piece here, I might try and add it in a future update!
V1.3 Updated ars magica to help with a few bugs. Added three new quests. Changed the vanilla line around a bit, making getting through it much faster(You now only need to beat seven quests, instead of ten). Removed a broken ars magica quest(The caster has been removed from AM all together, who knew?), replacing it with a flicker quest.
V1.2.6 Fixed Bump in the night(Again). Added a new reward to bump in the night.
V1.2.5 Updated JABBA to hopefully fix a bug, and tweaked early game quests.
V1.2.2 Small change to fix the "Bump in the night" quest. Note to self, kill quests work better if you remember to set the mobs and not just the icons...
V1.2.1 Smaller update to address a few criticisms and minor problems. Vanilla stating line has a few more quests, some using mods to improve your life a bit. Changed hunger overhaul to be a lot easier, as crops will grow much faster. Changed the ars magica flicker quest to one using tool binding catalysts. Added mods WAILA and inventory tweaks due to popular demand.
V1.2 Huge update. I can barely remember everything I've done in the few hours of work this update needed. Here are some highlights:
Buffed blood magic meteors. Now it is more worth while to summon nether star meteors.
Added a new quest, "Soul train".
Tweaked a few quests, adding to some, lowered needed amounts for some, added new items for others.
Changed quests to go with the HQM update.(Lots of detection quests)
Fixed snow balls not dropping when you mine them.
Fixed all ars magica fire, earth, and water elemental's always being infernal. Don't worry, blood magic elementals are still going to be infernal.
Fixed a few TC researches being impossible.
Updated ars magica 2, witchery, Hardcore questing mode, and ex aliquo to latest versions.
Added AnimationAPI
Various other things that I can't remember right now.
V1.1.1: Small list of changes this time. Fixed: Buggy hecates spawning that can't do anything but take up mob slots, clogging mob grinders, and die pitifully. Fixed: Corporal atractors needing copper. Fixed: A few endgame quests and NBT(Sigh, you live and you learn). Fixed: Small typo. Added: Coco beans to a vanilla quest reward
Added: More ones to update name
V1.1: A huge update, with all kinds of new things! Here is a quick list of what I can remember:
Added loot to infernal mobs. Everything from wither skulls to tarma root.
Buffed AND nerfed infernal mobs(Raised HP, re-enabled effects like wither, disabled effects like sticky).
Added new quests!
Added new questlines!
Fixed quests(CURSE YOU NBT!)
Other....Things! What can I say, it has been a lot of work for this update...
Also, this is the first update to have the "All in one" download. Mods, map, config.
V1.08: An update so large it stretched across TWO versions! Off the top of my head, it has a typo fix, a new quest, and new rewards in TC quest(A little something to help with research).
V1.06= I fixed a few quests, like the make an altar quest in witchery and the mana battery quest in Ars Magica. Also buffed the number of flowers you get for the first botania quest to make it much less grindy.
V1.05= A few fixes to witchery quests involving books, a fixed typo, and a new reward to reward bags(Spoiler: It's a bunch of flowers)
V1.04= A small fix for the "Throw the book at him" quest that makes it completable. Also tweaked early witchery quests to make the easier and added flowers to quest rewards(So you can use them for quests. There are other ways of getting them, but they aren't easy or simple).
V1.03=Small changes, hopefully fixing problem with HQM and a few typos. I also derped last time, and everyone started in edit mode.
V1.02= Lots-o-changes this time! Nerfed the ender quarry, so magic mining is the way to go!
Disabled the enderthermal pump. No auto lava is way!
Tweaked hunger overhaul to prevent the slowdown of plant growth in the wrong biomes(Considering that that map is only one huge biome...)
Fix quests that could not be completed due to NBT data. Should fix a problem in the BM and TC quests.
Added a few rewards to loot bags, added more heart pieces to quests(You'll find more pieces in side quests then the main ones), changed the vanilla quest to be less grindy, and added a new quest(getting emeralds is now a side quest, with a main quest of visiting the nether taking it's place).
V1.01= Tweaked the config to fix a small derp on my part. You should no longer crash when you eat.
Looks like a great map to play. It actually reminds me of a magical Agrarian Skies, but that's probably because of the Quest Book. Anyway, I'll get the mods together and give it a try.
Rollback Post to RevisionRollBack
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
How do I go about getting an emerald for the quest? Am I going to be forced to purify zombies or what? :l
Sift gravel. That can get you diamond and emerald, though rarely. Agrarian Skies FTW!
Rollback Post to RevisionRollBack
"If you have built castles in the air, your work need not be lost; that is where they should be. Now put foundations under them."
-Henry David Thoreau __________________________________________________________________________________________________________________________________________
It seems as if most people with smaller (>500 posts) titles are taking advantage of the new system to get the "42 Title" back. Here's lookin at you, Ice. /hypocrisy __________________________________________________________________________________________________________________________________________
Sift gravel. That can get you diamond and emerald, though rarely. Agrarian Skies FTW!
I may or may not have made that less viable by tweaking the config file a bit... You'll find that you get items less often with the sieve, any you can't automate the sieve.
Rollback Post to RevisionRollBack
Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
I assume there is mineable materials underground? If so, an Ars Magica Zone>Dig spell might be the way to go.
Rollback Post to RevisionRollBack
"If you have built castles in the air, your work need not be lost; that is where they should be. Now put foundations under them."
-Henry David Thoreau __________________________________________________________________________________________________________________________________________
It seems as if most people with smaller (>500 posts) titles are taking advantage of the new system to get the "42 Title" back. Here's lookin at you, Ice. /hypocrisy __________________________________________________________________________________________________________________________________________
I assume there is mineable materials underground? If so, an Ars Magica Zone>Dig spell might be the way to go.
Well, the reason I turned it down was to encourage mining instead of sitting at a sieve. Both are options, but mining will get you the materials for sieving. Besides, there is a quest to submit an octuple-compressed cobblestone block. You'll want to do a LOT of mining.
Rollback Post to RevisionRollBack
Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
It seems you've made a mistake on the link to blood magic. It's taking me to the bibliocraft thread instead. It took me a few tries before I realized I wasn't misclicking.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
It seems you've made a mistake on the link to blood magic. It's taking me to the bibliocraft thread instead. It took me a few tries before I realized I wasn't misclicking.
Fixed. Also, I notice the irony of the blood magic link name and this problem...
Rollback Post to RevisionRollBack
Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
I'll change the link, and I can give you a little feedback on what I experienced.
Well, it was fine for the most part it was fine. Was a little irritating at times(Like trying to set required quests across several lines, and the fact that when I was adding quest goals I kept needing to swap back to pointer mode to move on to the next quest instead of changing the icon of quests), but it was bearable.
I would be happy to have more quest types(Repeatable quests, kill-this-thing quests, obtain this item quests), as I had to work around a few limitations of your mod. Notably, I always had to make consume quests for things like "Craft a blood orb" or "Make a thaumonomicon". If we had a quest type(The previously mentioned "Obtain" quests) that instead of waiting for a craft or needing to submit it, you click a button and it checks the player inventory for the quest item. If it finds it, it marks the objective as complete.
Other then that, it was fine to use. I have a few other ideas for maps, but I'll wait until I've finished this one and HQM has a few more options. I'm currently toying with the idea of a "Tainted land survival" map, but I still need to work out a few details.
Rollback Post to RevisionRollBack
Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
The Meaning of Life, the Universe, and Everything.
Join Date:
8/29/2013
Posts:
57
Minecraft:
MrWonderful2012
Member Details
Nice! Just got it in my email from MCF that you are done!Great job Ive been so busy with moving and properly learning java.Java8's javafx is amazing but come on we aren't move directors!About to try it out!
Alright guys, doing my own play through of the map. I'll tweak a few of the early quest to be less grind-y(One iron block instead of three, three blocks of redstone...) and fix a problem with a few quests(I forgot to make NBT not matter, so items like blood orbs can't be submitted if you bind them). Expect an updated HQM config file soon(Also, I'll disable the "You should grow X plant in Y biome" in hunger overhaul. That should make early game easier).
Rollback Post to RevisionRollBack
Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Hello, and welcome to the magic island hardcore questing island!(It is a mouth-full, I know)
Here, you are a mage who has been cast out to sea(Something about using dark magic or some other non-sense) and have wound up on this desert island. Without your powers or your infrastructure, you will need to rebuild back up to your former power. But why stop there.... Here, you have no one else to tell you what you can and can't do, so you can run wild and indulge in the very magic they threw you out for. Irony is so very sweet...
I should mention that this map assumes knowledge of how to progress and use the required mods(Yet still has quests to make major and obscure items and tools). I have also added quests to get you to make items you normally wouldn't(Triple meat treats, hyper energetic nitor, player beacons. And that's just the thaumcraft branch!) I have tried to keep them from feeling grindy(Since automation is normally out of the question) , but the "End game" quest for stocking up are unavoidable. If I added a "Stock up" type quest, you can be sure there is a way to automate it!
Now then, on to map related things!
Ars magica by Mithion: Link
Bibliocraft by Nuchaz: Link-a-roo
Blood Magic by WayofTime: Link-to-the-past
Botania by Vazkii: A-Link-with-pink-hair
Better world generation by ted80: L-to-the-I-to the-NK
Nei and codechickencore by chicken_bones: Chain-Link
El niliho by Erasmus_Crowley: Linking-parks
Ex aliquo by Zerokyuuni: Link-between-worlds
Extra utilities by RWTema: Linking-memories
Forbidden magic by SpitefulFox: Linking-mods
Hardcore questing mode by Vswe: Linking-quests
Hunger overhaul by iguana_man:
Linking-meals Infernal mobs by AtomicStryker: Link-of-pain
Inventory tweaks by Kobata: Sorted-link
JABBA and WAILA by ProfMobius: Link-of-mass Link-of-space
Open Blocks by Mikeemoo: Link-to-fun
Pam's harvestcraft by MatrexsVigil: Linking-plants
Player beacons by Kihira: Linking-souls
Thaumcraft by Azanor: Linking-research
Thaumic tinkerer by pixlepix: Linking-aspects
Witchery by Emoniph: Zelda
Feel free to add other mods(I personally play with the addition of growth craft), but I would avoid adding tech mods(For the principle of it). A note: A few of these mods were added last minute(After I made all the quests) to fix a few problems that crept up(Ars magica flowers, mostly). Because of this, quests and rewards will not mention them. I may fix this at a latter date, but for now the map works.
Here is the download for the map itself, a modified version of the normal "Survival island" from better world generation. Modified how? I added seven hidden chests around the map(Within render distance, make sure to look high and low). Also, fair warning: One of the chests is trapped.
Download everything!(Mods, map, and config): https://www.mediafire.com/?e1uyvd8kvj6wxb9
Download The Map!: https://www.mediafir...78fx5nhyh9g3axd
Download The Config: https://www.mediafir...itasksn1tbm65dx
How to install: Download the everything folder, then unzipping the folder and dropping everything in where you want to have the map.(I'd recommend making a new instance with them all). Or watch this video provided by JezuzChr1st for a quick and easy install guide.
I must thank everyone who decides to record them playing this map, as it is always useful for me to see how players react to what I've done. I hope each of you have enjoyed what you've played, as it is only my opening act! Considering this map was my testing grounds... Well, do with that what you will. I wish you all well, and hope you will move on to some of my future projects.
Laskeri:
JezuzChr1st:
If there is high enough demand for it, I will try to get this map and modpack on the AT launcher to streamline downloading and updating. For now, I'll stick to ye'old fashioned way.
So you got an outdated version of the config files, maybe added a few mods or tweaked configs yourself? Don't want to re-download everything? Here you'll find updates that hold only what I changed, without anything else. So all you need to do to update is unzip the file here, then drag and drop everything inside it into your config folder and tell it to "Replace files". If you changed anything in the config that I changed, you'll need to do it again(Unless I did it myself in the update, who knows?).
V1.02: https://www.mediafir...97al23oa3dj12xk
V1.03: https://www.mediafir...d3un6wk2otzmkka
V1.04: https://www.mediafir...r114btj9znsn1yt
V1.05: https://www.mediafir...3mrq7tc3x5a6tib
V1.06: https://www.mediafir...rva6mbb9yy826tj
V1.08: http://www.mediafire...1.08_update.zip V1.1(Warning, this one will mess with your worlds. Some player beacons stuff will go missing, and you should feel free to replace it): http://www.mediafire.../1.1_update.zip
V1.1.1: https://www.mediafire.com/?60t1203381rf56n
V1.2 http://www.mediafire.com/download/fhf9w780cb7kvmo/1.2_MI_update.zip Note, this one is going to replace infinity orbs with runes. Fair warning, nothing I can do to stop it.
V1.2.1 http://www.mediafire.com/download/7nva0u36hfoh0yi/1.2.1_update_MI.zip Note, this one might reset the new quest from last time for reasons I don't want to go into.
V1.2.2 http://www.mediafire.com/download/cddgrbwebnfi6f9/1.2.2_MI__update.zip
V1.2.5 http://www.mediafire.com/download/02tmrkbkovo9ffh/1.2.5_MI_update.zip
V1.2.6 http://www.mediafire.com/download/75dfam8dxz5292z/1.2.6 MI update.zip
V1.3 http://www.mediafire.com/download/y4ifaquto0w6v45/1.3 MI update.zip
V1.3 Updated ars magica to help with a few bugs. Added three new quests. Changed the vanilla line around a bit, making getting through it much faster(You now only need to beat seven quests, instead of ten). Removed a broken ars magica quest(The caster has been removed from AM all together, who knew?), replacing it with a flicker quest.
V1.2.6 Fixed Bump in the night(Again). Added a new reward to bump in the night.
V1.2.5 Updated JABBA to hopefully fix a bug, and tweaked early game quests.
V1.2.2 Small change to fix the "Bump in the night" quest. Note to self, kill quests work better if you remember to set the mobs and not just the icons...
V1.2.1 Smaller update to address a few criticisms and minor problems. Vanilla stating line has a few more quests, some using mods to improve your life a bit. Changed hunger overhaul to be a lot easier, as crops will grow much faster. Changed the ars magica flicker quest to one using tool binding catalysts. Added mods WAILA and inventory tweaks due to popular demand.
V1.2 Huge update. I can barely remember everything I've done in the few hours of work this update needed. Here are some highlights:
Added: More ones to update name
V1.1: A huge update, with all kinds of new things! Here is a quick list of what I can remember:
V1.06= I fixed a few quests, like the make an altar quest in witchery and the mana battery quest in Ars Magica. Also buffed the number of flowers you get for the first botania quest to make it much less grindy.
V1.05= A few fixes to witchery quests involving books, a fixed typo, and a new reward to reward bags(Spoiler: It's a bunch of flowers)
V1.04= A small fix for the "Throw the book at him" quest that makes it completable. Also tweaked early witchery quests to make the easier and added flowers to quest rewards(So you can use them for quests. There are other ways of getting them, but they aren't easy or simple).
V1.03=Small changes, hopefully fixing problem with HQM and a few typos. I also derped last time, and everyone started in edit mode.
V1.02= Lots-o-changes this time! Nerfed the ender quarry, so magic mining is the way to go!
Disabled the enderthermal pump. No auto lava is way!
Tweaked hunger overhaul to prevent the slowdown of plant growth in the wrong biomes(Considering that that map is only one huge biome...)
Fix quests that could not be completed due to NBT data. Should fix a problem in the BM and TC quests.
Added a few rewards to loot bags, added more heart pieces to quests(You'll find more pieces in side quests then the main ones), changed the vanilla quest to be less grindy, and added a new quest(getting emeralds is now a side quest, with a main quest of visiting the nether taking it's place).
V1.01= Tweaked the config to fix a small derp on my part. You should no longer crash when you eat.
V1.0= First release
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Aside from that, this is hella fun, sir.
I got burned out of skyblock before Agrarian Skies came out, so this is perfect as a HQM map for me
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Sift gravel. That can get you diamond and emerald, though rarely.
Agrarian Skies FTW!
-Henry David Thoreau
__________________________________________________________________________________________________________________________________________
It seems as if most people with smaller (>500 posts) titles are taking advantage of the new system to get the "42 Title" back. Here's lookin at you, Ice.
/hypocrisy
__________________________________________________________________________________________________________________________________________
I may or may not have made that less viable by tweaking the config file a bit... You'll find that you get items less often with the sieve, any you can't automate the sieve.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
-Henry David Thoreau
__________________________________________________________________________________________________________________________________________
It seems as if most people with smaller (>500 posts) titles are taking advantage of the new system to get the "42 Title" back. Here's lookin at you, Ice.
/hypocrisy
__________________________________________________________________________________________________________________________________________
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Well, it was fine for the most part it was fine. Was a little irritating at times(Like trying to set required quests across several lines, and the fact that when I was adding quest goals I kept needing to swap back to pointer mode to move on to the next quest instead of changing the icon of quests), but it was bearable.
I would be happy to have more quest types(Repeatable quests, kill-this-thing quests, obtain this item quests), as I had to work around a few limitations of your mod. Notably, I always had to make consume quests for things like "Craft a blood orb" or "Make a thaumonomicon". If we had a quest type(The previously mentioned "Obtain" quests) that instead of waiting for a craft or needing to submit it, you click a button and it checks the player inventory for the quest item. If it finds it, it marks the objective as complete.
Other then that, it was fine to use. I have a few other ideas for maps, but I'll wait until I've finished this one and HQM has a few more options. I'm currently toying with the idea of a "Tainted land survival" map, but I still need to work out a few details.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
I will try this, and give feedback
It's not like it matters. it's easy to begin digging underground and get a lot more dirt. That was one of the first things I did.