Metaldude, I couldn't agree more. The horses derp so hard it hurts. Rest assured, the Zulu horses have been disabled from spawning. Honestly, wildlife wasn't the reason we put Zulu in. We added it for the labyrinths, pyramids and graveyards it adds and the spawning system therein. While the wildlife looks pretty funky in many cases, some of the hostile monsters are pretty sweet, we think. We found it while looking for mods that add structure spawning in an attempt to cut our losses from removing Chocolate Quest.
We looked at Mo' Creatures a long time ago, and it wasn't working with the pack at the time. It's been a while since we've played around with it or tested it, but the things it adds are pretty awesome. There's a possibility it'll show up in a later update. At the moment, we're focusing on getting loot, overworld spawns and dungeon configs perfected. This weekend, we'll start testing our build privately, and unless something game-breaking rears its head, we should have a pack update available the following weekend. Almost immediately after the update is up, we'll be opening the server.
This updated pack will be of nightmarish difficulty, I kid you not. Here's why:
We've fixed spawning and updated Grimoire of Gaia 2 and Lycanites Mobs. Exploring the overworld at night alone is a good way to get devoured. Some biomes are even pretty dangerous during the day. This is the way we intended it to be originally.
We've added Deadly World (thanks again, theweltinator). Now, every cave you go down is going to be filled with mob spawners and traps. If you're not careful, you're gonna get blown up, burnt to a crisp, shot full of arrows and ripped apart. Assuming the mobs from the spawners don't puree you. The mobs in these spawners will be a good mix of vanilla mobs and their harder Special Mobs counterparts.
Lycanites mobs and Grimoire of Gaia 2 mobs will feature prominently in the Doomlike Dungeons we're adding. These dungeons will be filled with the best loot you can find in the pack, and it will be well-guarded, with proper bosses and everything. The Nether dungeon in particular is shaping up to be insane.
Survival is going to be a bigger challenge. You're going to need to work together with people to stay alive (and hopefully snag some sweet loot).
Those of you who will be joining us on the server, how many of you would be interested in building a settlement with us?
Like me on Facebook for similar updates as well as to leave any questions, comments, and suggestions you may have! https://www.facebook.com/PolluxStar
Now, as for the pack, be sure to read Svartulf's update above. We will be releasing Version 1.1 as soon as it's working like we want. Should be early/middle next week. We also plan on opening the server next weekend, hopefully in an event that everyone can join in on. I'll post and update here, on the above pages, and on YouTube when that date and time has been confirmed.
Glad to see I'm not alone in hating Project Zulu's horse models. Their structures and hostile mobs (Ents, Minotaurs, Mimics, Haunted Armor) are probably my favorite part of the mod. The potions are also nice. I have to admit, I'm slightly relieved that Better Dungeons is leaving. Created a new world with ES, spawned next to a Better Dungeons tower, triggered about half the spawners at once, lagged ridiculously, and crashed. Must have just crossed my computer's memory limit...Meh. I'll just delete some old worlds. Those Feed the Beast packs really pile up.
Deadly World...fun. Only thing you could possibly do to make this pack harder is add Iguana Tweaks (for vanilla) and Hunger Overhaul. (Note: Please do not actually add either of those.)
This pack has completely replaced Hexxit for me, though I'll always love FTB. Hope this pack continues to update and improve, keep up the good work!
I'm more curious about damage indicators. The problem being the lack of a health bar or an interface. 20% of the time it was crashing my minecraft so I'm forced to do without for the time being.
I have defaulted to Biomes O Plenty for most of my own mod mixes these days, but to be fair the last time I had any extended experience with Extrabiomes was early days of 1.4.7 modpacks. For all I know, they could have added a lot of stuff since then. Just asked out of curiosity.
ExtrabiomesXL has much better worldgen compatability than BOP. For example, dungeons and Natura's plants will generate in Extrabiomes biomes, but for the most part they will not, or will generate weirdly, in BOP biomes.
I'm more curious about damage indicators. The problem being the lack of a health bar or an interface. 20% of the time it was crashing my minecraft so I'm forced to do without for the time being.
We're having that issue too. A temporary workaround (until we update the pack with a proper fix) is to press the period key to go into the damage indicators settings menu, and set the skin to "Minimal." It seems that the weird rendering issue might be caused by the miniature portrait of whatever you're targeting. The Minimal skin doesn't seem to have that issue.
Have you ever given thought to adding Enchanting Plus to the pack? Basically, it gives you the option to upgrade your enchanting table with gold, obsidian, an eye of ender, and a writable book. Not only does the upgraded table have an awesome visual, but it has 3 unique features. First and foremost, it takes the randomness out of enchanting. You can pick which enchantments you want and how many levels of each by using sliders. This will let you create a custom enchanted weapon. Feature 2 is the ability to use XP levels to repair enchanted items. And finally, you can strip enchantments from items you've enchanted and put new ones in while getting some of your levels back. It's fun to see how you can combine effects or make custom tools and weapons for yourself or friends.
Have you ever given thought to adding Enchanting Plus to the pack? Basically, it gives you the option to upgrade your enchanting table with gold, obsidian, an eye of ender, and a writable book. Not only does the upgraded table have an awesome visual, but it has 3 unique features. First and foremost, it takes the randomness out of enchanting. You can pick which enchantments you want and how many levels of each by using sliders. This will let you create a custom enchanted weapon. Feature 2 is the ability to use XP levels to repair enchanted items. And finally, you can strip enchantments from items you've enchanted and put new ones in while getting some of your levels back. It's fun to see how you can combine effects or make custom tools and weapons for yourself or friends.
Last time I used that was in Hexxit. It was pretty buggy then, in that you could enchant many things that shouldn't be enchantable, you could enchant many things for no XP cost, and you couldn't remove enchantments from enchanted items found in loot chests. And I don't believe there was any way to upgrade an enchantment table in Hexxit. Since Hexxit is several Minecraft versions behind Forge, I'm assuming most of those bugs have been fixed.
EDIT: Checked out their MCF page, looks good! I'm theweltinator, and I support this message!
Also, Ender Prospecting is a cool mod I saw recently. It basically adds a very expensive not-overpowered way of finding ores more easily. Check it out here: Ender Prospecting!
Better Enchanting looks like a really cool mod, but there's currently a system in game for copying enchanted books, and with the upcoming update, finding enchanted books and experience to enchant your own is going to be a little easier. PolluxStar and I agree that we'd like people to rely on luck at first to get the enchantments they want, then work a bit to reproduce those enchantments if they want to keep using them. Here's a video we made that shows the process.
We're taking a look at Ender Prospecting, thanks for the referral.
PolluxStar is working on one currently, and it's looking doable. Should make things much easier. Can't say for sure whether it will be out for this week's update or not, but keep your fingers crossed.
There may be a secret feature in the update too, assuming we can get it to work. Underground adventures will be oh so fun! We won't spoil the surprise, but you should bring your D20's and pray for crits.
Last time I used that was in Hexxit. It was pretty buggy then, in that you could enchant many things that shouldn't be enchantable, you could enchant many things for no XP cost, and you couldn't remove enchantments from enchanted items found in loot chests. And I don't believe there was any way to upgrade an enchantment table in Hexxit. Since Hexxit is several Minecraft versions behind Forge, I'm assuming most of those bugs have been fixed.
EDIT: Checked out their MCF page, looks good! I'm theweltinator, and I support this message!
Also, Ender Prospecting is a cool mod I saw recently. It basically adds a very expensive not-overpowered way of finding ores more easily. Check it out here: Ender Prospecting!
Yeah, Enchanting+ was buggy in it's earlier builds, but the latest 1.6.4 builds are solid. The inability to strip levels from loot items is intentional to maintain balance. It prevents players from exploiting loot to get free levels. You can only pull levels from items YOU enchant. And it's not something you can get right away unless you're lucky enough to find Cinderpearls in a desert. Otherwise, you need to brave the nether to get the blaze powder for the Eye of Ender. Until you progress to that point, you kinda HAVE to rely on luck to get your enchantments. Also, I think the recipe can be disabled to make it a creative-only item. The server moderators can maybe set up a server capital with an upgraded table and perhaps a Statue of the Goddess that players need to earn the right to use, which brings me to another point.
Someone (svartulf, I think) asked about RP for the server, like a story or something. I think that sounds interesting. With the various types of magic, there can be factions of mages specializing in each form. Wizards using AM2, Thaumaturges using TC4, Witches/Warlocks using Witchery, and Blood Mages using BM. CraftHeraldry can even be used to set up insignias for each faction and sub-faction. Not sure if Reliquary and Runic Dust would count as schools of magic, but it's easy to picture Witch Hunters using Reliquary's holy items to fight undead raised by Witchery brews. People could still mix-and-match styles as free agents or sign up at an Adventurer's Guild of sorts, but try to keep to a specific school when working with a faction or risk practicing in secret. A council can be set up in the capital with leaders of each faction like an Archmage, a Sanguine Lord, a High Witch, etc.. They can be the ones to decide how and why a storyline moves forward. Was listening to some of my songs the other day and got an image in my head of an epic magic war between wizards and witches. That's just my idea.
PolluxStar is working on one currently, and it's looking doable. Should make things much easier. Can't say for sure whether it will be out for this week's update or not, but keep your fingers crossed.
There may be a secret feature in the update too, assuming we can get it to work. Underground adventures will be oh so fun! We won't spoil the surprise, but you should bring your D20's and pray for crits.
I'm not 100% sure what that would be but I think it has something to do with the c words and exploring them
And yay a launcher, cause I was stumped at "open forge" in the instructions
Yeah, Enchanting+ was buggy in it's earlier builds, but the latest 1.6.4 builds are solid. The inability to strip levels from loot items is intentional to maintain balance. It prevents players from exploiting loot to get free levels. You can only pull levels from items YOU enchant. And it's not something you can get right away unless you're lucky enough to find Cinderpearls in a desert. Otherwise, you need to brave the nether to get the blaze powder for the Eye of Ender. Until you progress to that point, you kinda HAVE to rely on luck to get your enchantments. Also, I think the recipe can be disabled to make it a creative-only item. The server moderators can maybe set up a server capital with an upgraded table and perhaps a Statue of the Goddess that players need to earn the right to use, which brings me to another point.
Someone (svartulf, I think) asked about RP for the server, like a story or something. I think that sounds interesting. With the various types of magic, there can be factions of mages specializing in each form. Wizards using AM2, Thaumaturges using TC4, Witches/Warlocks using Witchery, and Blood Mages using BM. CraftHeraldry can even be used to set up insignias for each faction and sub-faction. Not sure if Reliquary and Runic Dust would count as schools of magic, but it's easy to picture Witch Hunters using Reliquary's holy items to fight undead raised by Witchery brews. People could still mix-and-match styles as free agents or sign up at an Adventurer's Guild of sorts, but try to keep to a specific school when working with a faction or risk practicing in secret. A council can be set up in the capital with leaders of each faction like an Archmage, a Sanguine Lord, a High Witch, etc.. They can be the ones to decide how and why a storyline moves forward. Was listening to some of my songs the other day and got an image in my head of an epic magic war between wizards and witches. That's just my idea.
I think what he means is role playing not faction teaming. Of course you could stick with one or two mods but come up with a character and act
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The knowledge of the arcane runs deep within my veins
I think what he means is role playing not faction teaming. Of course you could stick with one or two mods but come up with a character and act
Yeah, I got that. I just thought factions could play into a server story if one gets started and was sharing how I thought it would work. RP is well and good on it's own, but there's nothing wrong with a bit of world building and story to go alongside it.
Heh. "World building." Accidentally made a Minecraft funny.
Someone (svartulf, I think) asked about RP for the server, like a story or something. I think that sounds interesting. With the various types of magic, there can be factions of mages specializing in each form. Wizards using AM2, Thaumaturges using TC4, Witches/Warlocks using Witchery, and Blood Mages using BM. CraftHeraldry can even be used to set up insignias for each faction and sub-faction. Not sure if Reliquary and Runic Dust would count as schools of magic, but it's easy to picture Witch Hunters using Reliquary's holy items to fight undead raised by Witchery brews. People could still mix-and-match styles as free agents or sign up at an Adventurer's Guild of sorts, but try to keep to a specific school when working with a faction or risk practicing in secret. A council can be set up in the capital with leaders of each faction like an Archmage, a Sanguine Lord, a High Witch, etc.. They can be the ones to decide how and why a storyline moves forward. Was listening to some of my songs the other day and got an image in my head of an epic magic war between wizards and witches. That's just my idea.
Brilliant! I love the factions / mage wars idea. Building and defending guild halls, hunting down enemy players... I'm all for it. Sounds like a great way to add driving force to people's personal stories. Once we've got this update finished, I'll work with whoever's interested in creating a framework for that.
Over the next couple days, we'll be finalizing the configs and testing to make sure everything is working as planned, but it's looking good. The only hiccup we ran into was that Grimoire of Gaia mobs don't spawn properly in Doomlike Dungeon spawners currently, so the spawn lists have been resorted and are currently being tweaked. Once that's finished (most likely tomorrow), it's only a matter of checking the configs for errors and doing a bit of testing to make sure everything is spawning where it should be, in appropriate numbers.
All I can say is, be afraid.
Are any of you writers? We're tossing around the idea of adding a mod by FatherToast called Lost Books. It allows for player-written books to drop as random loot from mobs, and show up as trade options from librarian villagers. I was thinking about filling the pool of books with short stories from Lovecraft initially (because Eldritch), but then letting anyone who wants to contribute add their own books to the pool. Anyone who downloads the modpack would have a chance to find the books you guys write. They could be anything, ritual instructions, an explorer's journal entries, a campfire story, a shopping list, anything that would make sense in the world of the mod pack. Anyone interested?
Curse that blasted council! What right do they have to say I can only study one art? People already give me suspicious looks when I pass them in the halls, whisper about how I've gone mad... I can't let this stand. I'll go into hiding, start a new city. One where all can do magic freely, without all these rules....
I've decided to copy this book, scattering replicas in the wild. If someone has found this, consider this your invitation to join me in the forgotten city. It is a place far from the councils gaze, where they hold no power. If you feel like I do, then join me there. Visit my old lab in starting city, then use this book to find your first clue to my new home.
I will be waiting. -TheMadman
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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
Yeah, I got that. I just thought factions could play into a server story if one gets started and was sharing how I thought it would work. RP is well and good on it's own, but there's nothing wrong with a bit of world building and story to go alongside it.
Heh. "World building." Accidentally made a Minecraft funny.
Well played but there are a few ways the server could faction, the mods, am2 affinities, or just plane factions
I was thinking of doing it with affinities and to be in a faction you need 100% affinity to join! and if we go with affinities I CALL ENDER!!!
P.s. I think I could probably write a few short stories
We looked at Mo' Creatures a long time ago, and it wasn't working with the pack at the time. It's been a while since we've played around with it or tested it, but the things it adds are pretty awesome. There's a possibility it'll show up in a later update. At the moment, we're focusing on getting loot, overworld spawns and dungeon configs perfected. This weekend, we'll start testing our build privately, and unless something game-breaking rears its head, we should have a pack update available the following weekend. Almost immediately after the update is up, we'll be opening the server.
This updated pack will be of nightmarish difficulty, I kid you not. Here's why:
We've fixed spawning and updated Grimoire of Gaia 2 and Lycanites Mobs. Exploring the overworld at night alone is a good way to get devoured. Some biomes are even pretty dangerous during the day. This is the way we intended it to be originally.
We've added Deadly World (thanks again, theweltinator). Now, every cave you go down is going to be filled with mob spawners and traps. If you're not careful, you're gonna get blown up, burnt to a crisp, shot full of arrows and ripped apart. Assuming the mobs from the spawners don't puree you. The mobs in these spawners will be a good mix of vanilla mobs and their harder Special Mobs counterparts.
Lycanites mobs and Grimoire of Gaia 2 mobs will feature prominently in the Doomlike Dungeons we're adding. These dungeons will be filled with the best loot you can find in the pack, and it will be well-guarded, with proper bosses and everything. The Nether dungeon in particular is shaping up to be insane.
Survival is going to be a bigger challenge. You're going to need to work together with people to stay alive (and hopefully snag some sweet loot).
Those of you who will be joining us on the server, how many of you would be interested in building a settlement with us?
Follow my Twitter handle for updates on the pack, videos, public server, and more!
https://twitter.com/PolluxStarGames
Like me on Facebook for similar updates as well as to leave any questions, comments, and suggestions you may have!
https://www.facebook.com/PolluxStar
Now, as for the pack, be sure to read Svartulf's update above. We will be releasing Version 1.1 as soon as it's working like we want. Should be early/middle next week. We also plan on opening the server next weekend, hopefully in an event that everyone can join in on. I'll post and update here, on the above pages, and on YouTube when that date and time has been confirmed.
Deadly World...fun. Only thing you could possibly do to make this pack harder is add Iguana Tweaks (for vanilla) and Hunger Overhaul. (Note: Please do not actually add either of those.)
This pack has completely replaced Hexxit for me, though I'll always love FTB. Hope this pack continues to update and improve, keep up the good work!
ExtrabiomesXL has much better worldgen compatability than BOP. For example, dungeons and Natura's plants will generate in Extrabiomes biomes, but for the most part they will not, or will generate weirdly, in BOP biomes.
We're having that issue too. A temporary workaround (until we update the pack with a proper fix) is to press the period key to go into the damage indicators settings menu, and set the skin to "Minimal." It seems that the weird rendering issue might be caused by the miniature portrait of whatever you're targeting. The Minimal skin doesn't seem to have that issue.
^________^
Last time I used that was in Hexxit. It was pretty buggy then, in that you could enchant many things that shouldn't be enchantable, you could enchant many things for no XP cost, and you couldn't remove enchantments from enchanted items found in loot chests. And I don't believe there was any way to upgrade an enchantment table in Hexxit. Since Hexxit is several Minecraft versions behind Forge, I'm assuming most of those bugs have been fixed.
EDIT: Checked out their MCF page, looks good! I'm theweltinator, and I support this message!
Also, Ender Prospecting is a cool mod I saw recently. It basically adds a very expensive not-overpowered way of finding ores more easily. Check it out here: Ender Prospecting!
We're taking a look at Ender Prospecting, thanks for the referral.
There may be a secret feature in the update too, assuming we can get it to work. Underground adventures will be oh so fun! We won't spoil the surprise, but you should bring your D20's and pray for crits.
Yeah, Enchanting+ was buggy in it's earlier builds, but the latest 1.6.4 builds are solid. The inability to strip levels from loot items is intentional to maintain balance. It prevents players from exploiting loot to get free levels. You can only pull levels from items YOU enchant. And it's not something you can get right away unless you're lucky enough to find Cinderpearls in a desert. Otherwise, you need to brave the nether to get the blaze powder for the Eye of Ender. Until you progress to that point, you kinda HAVE to rely on luck to get your enchantments. Also, I think the recipe can be disabled to make it a creative-only item. The server moderators can maybe set up a server capital with an upgraded table and perhaps a Statue of the Goddess that players need to earn the right to use, which brings me to another point.
Someone (svartulf, I think) asked about RP for the server, like a story or something. I think that sounds interesting. With the various types of magic, there can be factions of mages specializing in each form. Wizards using AM2, Thaumaturges using TC4, Witches/Warlocks using Witchery, and Blood Mages using BM. CraftHeraldry can even be used to set up insignias for each faction and sub-faction. Not sure if Reliquary and Runic Dust would count as schools of magic, but it's easy to picture Witch Hunters using Reliquary's holy items to fight undead raised by Witchery brews. People could still mix-and-match styles as free agents or sign up at an Adventurer's Guild of sorts, but try to keep to a specific school when working with a faction or risk practicing in secret. A council can be set up in the capital with leaders of each faction like an Archmage, a Sanguine Lord, a High Witch, etc.. They can be the ones to decide how and why a storyline moves forward. Was listening to some of my songs the other day and got an image in my head of an epic magic war between wizards and witches. That's just my idea.
I'm not 100% sure what that would be but I think it has something to do with the c words and exploring them
And yay a launcher, cause I was stumped at "open forge" in the instructions
I think what he means is role playing not faction teaming. Of course you could stick with one or two mods but come up with a character and act
Yeah, I got that. I just thought factions could play into a server story if one gets started and was sharing how I thought it would work. RP is well and good on it's own, but there's nothing wrong with a bit of world building and story to go alongside it.
Heh. "World building." Accidentally made a Minecraft funny.
Brilliant! I love the factions / mage wars idea. Building and defending guild halls, hunting down enemy players... I'm all for it. Sounds like a great way to add driving force to people's personal stories. Once we've got this update finished, I'll work with whoever's interested in creating a framework for that.
Over the next couple days, we'll be finalizing the configs and testing to make sure everything is working as planned, but it's looking good. The only hiccup we ran into was that Grimoire of Gaia mobs don't spawn properly in Doomlike Dungeon spawners currently, so the spawn lists have been resorted and are currently being tweaked. Once that's finished (most likely tomorrow), it's only a matter of checking the configs for errors and doing a bit of testing to make sure everything is spawning where it should be, in appropriate numbers.
All I can say is, be afraid.
Are any of you writers? We're tossing around the idea of adding a mod by FatherToast called Lost Books. It allows for player-written books to drop as random loot from mobs, and show up as trade options from librarian villagers. I was thinking about filling the pool of books with short stories from Lovecraft initially (because Eldritch), but then letting anyone who wants to contribute add their own books to the pool. Anyone who downloads the modpack would have a chance to find the books you guys write. They could be anything, ritual instructions, an explorer's journal entries, a campfire story, a shopping list, anything that would make sense in the world of the mod pack. Anyone interested?
Curse that blasted council! What right do they have to say I can only study one art? People already give me suspicious looks when I pass them in the halls, whisper about how I've gone mad... I can't let this stand. I'll go into hiding, start a new city. One where all can do magic freely, without all these rules....
I've decided to copy this book, scattering replicas in the wild. If someone has found this, consider this your invitation to join me in the forgotten city. It is a place far from the councils gaze, where they hold no power. If you feel like I do, then join me there. Visit my old lab in starting city, then use this book to find your first clue to my new home.
I will be waiting. -TheMadman
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 played but there are a few ways the server could faction, the mods, am2 affinities, or just plane factions
I was thinking of doing it with affinities and to be in a faction you need 100% affinity to join! and if we go with affinities I CALL ENDER!!!
P.s. I think I could probably write a few short stories