Would the "you will die" mod work for the pack? And maybe battle towers? Of course the you will die mod enhances dungeon spawning by a lot but the bit of OPness makes up for how many mobs spawn naturally and how hard they are
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The knowledge of the arcane runs deep within my veins
Though you might want to add a "How to get started"
Section in the main forum post because I am sure that some people still don't know how to work around with iguana tweaks for tinkers construct.
Though you might want to add a "How to get started"
Section in the main forum post because I am sure that some people still don't know how to work around with iguana tweaks for tinkers construct.
Actually I (and one or two others) am currently working on putting together a wiki for this pack. In a short while, we should have enough to justify putting it on the main post.
How about adding Infernal Mobs and/or BattleTowers? It would be... fun.
Infernal Mobs has two issues: (1) the mobs are sometimes insanely hard, even for this pack, and there's no way to keep them from harassing entry-level players and (2) we can not publicly distribute it. As a minor point (3), we believe Special Mobs fills in a similar role pretty well.
Battle Towers has the same point (2) as above, with the addition that we kinda think they're boring and repetitive after a couple.
Infernal Mobs has two issues: (1) the mobs are sometimes insanely hard, even for this pack, and there's no way to keep them from harassing entry-level players and (2) we can not publicly distribute it. As a minor point (3), we believe Special Mobs fills in a similar role pretty well.
Battle Towers has the same point (2) as above, with the addition that we kinda think they're boring and repetitive after a couple.
Oh, I guess I should do my homework before suggesting things in the future.
Also, I'm very glad that you guys managed to deal with those odd spawning glitches.
Cool! A wiki as nice, and I added some stuff to the starting guide that I've found. I'll do my best to fill in any gaps that are left on the wiki soon!
Have you guys thought of adding the tool belt mod and or the crafting dead mod, I know the crafting dead mod has guns and stuff but what other mods that you guys have added adds as much terror and challenge as this. of course this is supposed to be a magic mod pack but seriously, even with magic people would still invent technology, I could come up with many ways to back up this modpack especially the fact that mini boss mobs spawn not 10 blocks from where new players spawn and since the whole block ID thing messed up every chunk you could save the hostile and some peoples bases if they want and reload the world for a fresh, no block ID, restart with everything everyone has. And anyway everyone has there mode of weaponry.
Have you guys thought of adding the tool belt mod and or the crafting dead mod, I know the crafting dead mod has guns and stuff but what other mods that you guys have added adds as much terror and challenge as this. of course this is supposed to be a magic mod pack but seriously, even with magic people would still invent technology, I could come up with many ways to back up this modpack especially the fact that mini boss mobs spawn not 10 blocks from where new players spawn and since the whole block ID thing messed up every chunk you could save the hostile and some peoples bases if they want and reload the world for a fresh, no block ID, restart with everything everyone has. And anyway everyone has there mode of weaponry.
The tool belt mod is cool, but we took out back tools because they were still visible even when the player goes invisible via a potion or a spell. Do you know whether or not the tool belt mod has the same problem?
We won't be adding the Crafting Dead, as it doesn't fit the overall sword-and-sorcery feel of the pack. It's something to keep an eye on if we eventually make another pack with a modern-day theme, but we have no plans for anything like that at the moment.
We're happy with the current level of difficulty in the modpack. Tough as nails and unforgiving was the goal. Staying alive should feel like an accomplishment, and the occasional death should be expected. There are already plenty of extremely powerful abilities and items to make and find. They all take time and effort to acquire, and this was our intention.
I attempted to join the server, but my mods weren't fully updated. The server message said something about updating, but it was partially obscured by the thing that says how many players are on. The pack wouldn't update on its own like the other packs do. Am I supposed to remove it and reinstall the pack in the launcher?
I attempted to join the server, but my mods weren't fully updated. The server message said something about updating, but it was partially obscured by the thing that says how many players are on. The pack wouldn't update on its own like the other packs do. Am I supposed to remove it and reinstall the pack in the launcher?
I think that you have to reboot your computer to update the pack. No, I don't know why either.
This is not an issue I have ever encountered. I update my client using the launcher like everyone else, and after I update the pack on the website it asks me to update the pack when I launch. Have you made sure to restart the launcher? I'm really not sure how to deal with this problem, I'm sorry.
I found I had to reboot, but then again, my computer is somewhat ornery about things. Maybe you should update ethe OP with troubleshooting for it not updating (reopen launcher, reboot PC, etc.)
Restarting your client is the only thing I know that does anything at all, but we have had issues with that in the past as well. I will make a note in the main post.
Xeno's Reliquary seem to be broken in regards to the tome of Alkahest. I made one on the server, the recipies are in NEI, but the darned thing is worthless. Could you look into that?
`
EDIT:Oooookay, ones spawned in from creative work just fine, but ones crafted are not, and they have a damage value of 256, which seems to be the problem.
`
EDITEDIT: Also the Alkahest item is just not there
`
EDITEDITEDIT: In the Xeno's Requary config, near the bottom there is a line that says
I:tombRedstoneLimit=256
When it should say
I:tombRedstoneLimit=0
`
EDIT4: Alkahest is supposed to be gone
`
EDITV: the config s not retroactive, broken ones stay broken
Tarmunora, thanks for bringing the Reliquary issue to light. We'll be working on a solution, and hopefully have an update with the fix out by this weekend's Saturday play session.
*dances*
This modpack was better than expected!
Thanks?
Section in the main forum post because I am sure that some people still don't know how to work around with iguana tweaks for tinkers construct.
Actually I (and one or two others) am currently working on putting together a wiki for this pack. In a short while, we should have enough to justify putting it on the main post.
Infernal Mobs has two issues: (1) the mobs are sometimes insanely hard, even for this pack, and there's no way to keep them from harassing entry-level players and (2) we can not publicly distribute it. As a minor point (3), we believe Special Mobs fills in a similar role pretty well.
Battle Towers has the same point (2) as above, with the addition that we kinda think they're boring and repetitive after a couple.
Oh, I guess I should do my homework before suggesting things in the future.
Also, I'm very glad that you guys managed to deal with those odd spawning glitches.
The one thing it DOES have atm is a guide to surviving your first few nights. Check it out!
http://eldritchstudies.wikia.com/wiki/Eldritch_Studies_Wiki
The tool belt mod is cool, but we took out back tools because they were still visible even when the player goes invisible via a potion or a spell. Do you know whether or not the tool belt mod has the same problem?
We won't be adding the Crafting Dead, as it doesn't fit the overall sword-and-sorcery feel of the pack. It's something to keep an eye on if we eventually make another pack with a modern-day theme, but we have no plans for anything like that at the moment.
We're happy with the current level of difficulty in the modpack. Tough as nails and unforgiving was the goal. Staying alive should feel like an accomplishment, and the occasional death should be expected. There are already plenty of extremely powerful abilities and items to make and find. They all take time and effort to acquire, and this was our intention.
I think that you have to reboot your computer to update the pack. No, I don't know why either.
`
EDIT:Oooookay, ones spawned in from creative work just fine, but ones crafted are not, and they have a damage value of 256, which seems to be the problem.
`
EDITEDIT: Also the Alkahest item is just not there
`
EDITEDITEDIT: In the Xeno's Requary config, near the bottom there is a line that says
When it should say
`
EDIT4: Alkahest is supposed to be gone
`
EDITV: the config s not retroactive, broken ones stay broken