I am planning to make a journal with some of the mods on this pack,i say some because i got the feeling some are incompatible with other ones i plan to use or are able of doing lots of damage to my world,i am gonna start building a basic modpack but here are some mods i definitely plan to have:
-Archimedes Ships(With this i can create a custom ship made by me to travel around the world and also hot air balloons)
-F/A
-Backpacks
-Battlegear
-Tall doors
-Zelda sword skills.
Rollback Post to RevisionRollBack
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
1. MyWorldGen is compatible with Roguelike Dungeons.
2. Mowzie's Mobs actually has all 4 different mobs in 1.7.10.
In other words, this poll was basically pointless because we get to keep Roguelike Dungeons regardless.
I'm uploading the update as I post this, as said earlier, the more sophisticated mod has no compatibility issues.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I am planning to make a journal with some of the mods on this pack,i say some because i got the feeling some are incompatible with other ones i plan to use or are able of doing lots of damage to my world,i am gonna start building a basic modpack but here are some mods i definitely plan to have:
-Archimedes Ships(With this i can create a custom ship made by me to travel around the world and also hot air balloons)
-F/A
-Backpacks
-Battlegear
-Tall doors
-Zelda sword skills.
Um...Okay then, glad you're doing that I guess? I don't really have much to say honestly.
A tip on mod incompatibilities: There's no harm in just trying mods in a new world to see if they're compatible, unless they're outright confirmed to be, (Battlegear and anything that alters player animations through RenderPlayerAPI for example) testing yourself is the best way to check compatibility; pretty much no other modpack will be using your exact mod setup.
General News: Modpack Update
Regular Version:
3.2 - MORE customization!
As it turns out, MyWorldGen is compatible with Roguelike Dungeons, so...The poll kinda had no point to it. *shrug*
CraftTweaker and Minetweaker RM let you change recipes in-game (through "/mtrm"), be very careful with it though; it really does change the recipe, and globally between worlds!
MyWorldGen and Schematica allow you to save and load schematics, MyWorldGen uses the same file format that tools such as MCedit does. I'm not sure what Schematica uses.
* Removed unneceessary config files from the server downloads. (I consider this a fix, not a removal.)
Resource Intensive Version (holy smokes that changelog):
1.9 - A new dimension, dinos, and MORE customization! (No Elytra though.)
This update includes a new dimension and more! Search swamps, and the seas of the Nether, you may find some interesting stuff...
As it turns out, MyWorldGen is compatible with Roguelike Dungeons, so...The poll kinda had no point to it. *shrug*
CraftTweaker and Minetweaker RM let you change recipes in-game (through "/mtrm"), be very careful with it though; it really does change the recipe, and globally between worlds!
MyWorldGen and Schematica allow you to save and load schematics, MyWorldGen uses the same file format that tools such as MCedit does. I'm not sure what Schematica uses.
+ Added Fossils and Archeology (With the recipe for the Analyzer disabled for balance purposes. Delete the "MineTweakerRecipeMaker" folder in the "scripts" folder in the modpack directory to disable/reset this change.)
+ Added the DNA Store NPCs, "Dawn N. Ae" and "Dusk N. Ae" which sell the player DNA in exchange for fossils. Add these NPCs through the first page of the NPC Copy Tool. (Cheats will have to be enabled, it's not the best solution, but it works.)
* Updated Lycanite's Mobs.
* Configured Rahovart's HP multiplier from 1.0 to 0.65 (3,575 hp)
* Removed unnecessary config files (for removed mods) from the server downloads. (I consider this a fix, not a removal.)
* Updated the controls file for The Betweenlands. The fly up/down buttons for the dragon are now the same as the up/down buttons for Archemedes' Ships as well. Why? Because you'll never be on both at the same time.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Um...Okay then, glad you're doing that I guess? I don't really have much to say honestly.
A tip on mod incompatibilities: There's no harm in just trying mods in a new world to see if they're compatible, unless they're outright confirmed to be, (Battlegear and anything that alters player animations through RenderPlayerAPI for example) testing yourself is the best way to check compatibility; pretty much no other modpack will be using your exact mod setup.
General News: Modpack Update
Regular Version:
3.2 - MORE customization!
As it turns out, MyWorldGen is compatible with Roguelike Dungeons, so...The poll kinda had no point to it. *shrug*
CraftTweaker and Minetweaker RM let you change recipes in-game (through "/mtrm"), be very careful with it though; it really does change the recipe, and globally between worlds!
MyWorldGen and Schematica allow you to save and load schematics, MyWorldGen uses the same file format that tools such as MCedit does. I'm not sure what Schematica uses.
* Removed unneceessary config files from the server downloads. (I consider this a fix, not a removal.)
Resource Intensive Version (holy smokes that changelog):
1.9 - A new dimension, dinos, and MORE customization! (No Elytra though.)
This update includes a new dimension and more! Search swamps, and the seas of the Nether, you may find some interesting stuff...
As it turns out, MyWorldGen is compatible with Roguelike Dungeons, so...The poll kinda had no point to it. *shrug*
CraftTweaker and Minetweaker RM let you change recipes in-game (through "/mtrm"), be very careful with it though; it really does change the recipe, and globally between worlds!
MyWorldGen and Schematica allow you to save and load schematics, MyWorldGen uses the same file format that tools such as MCedit does. I'm not sure what Schematica uses.
+ Added Fossils and Archeology (With the recipe for the Analyzer disabled for balance purposes. Delete the "MineTweakerRecipeMaker" folder in the "scripts" folder in the modpack directory to disable/reset this change.)
+ Added the DNA Store NPCs, "Dawn N. Ae" and "Dusk N. Ae" which sell the player DNA in exchange for fossils. Add these NPCs through the first page of the NPC Copy Tool. (Cheats will have to be enabled, it's not the best solution, but it works.)
* Updated Lycanite's Mobs.
* Configured Rahovart's HP multiplier from 1.0 to 0.65 (3,575 hp)
* Removed unnecessary config files (for removed mods) from the server downloads. (I consider this a fix, not a removal.)
* Updated the controls file for The Betweenlands. The fly up/down buttons for the dragon are now the same as the up/down buttons for Archemedes' Ships as well. Why? Because you'll never be on both at the same time.
Thanks and.....woah that big changelog.
Rollback Post to RevisionRollBack
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
I thought this update would come later and then boom it comes out now!
Thanks man.
On a completely unrelated note: I forgot that the Invasion Mod existed in either of these modpacks, which is sad since it's well put together and could be fun if I tried it with friends or something.
So...Long time no see! I've been busy with a bunch of school and stuff, but I'm back (sorta) to Modpack making again!
This is pretty much the last update batch for the 1.7.10 versions of the pack. (Yes, I specifically said 1.7.10 versions on purpose.)
Main change is that the controls settings (and options) file is now included in the downloads; details as to why in the changelogs.
Regular 1.7.10 Version:
At this point, I consider this version of the pack completed - No worries though! A 1.8 version of this modpack (both versions) will be uploaded "soon." (tm)
In other words, unless some issue appears in the 1.7.10 versions, future updates will be to the 1.8 editions.
3.3 - The "Final" Update!
*Most major: options.txt now included in the download, this will reset options; the reason I had it separate earlier was because Optifine had so many settings, but honestly it's just not worth the inconvenience of a separate download for controls now.
*Configured MoVillages villages to spawn slightly less frequently (20 > 24)
*Configured DoomlikeDungeons to spawn slightly more often (7 > 6), mostly because literally in the last like, roughly 50 hours of play, I've seen none of these and ONLY roguelike dungeons.
I'm hoping that this will increase dungeon variety, let me know what you guys think of this change through playing the pack; something I don't have time for.
Resource Intensive 1.7.10 Version:
At this point, I consider this version of the pack completed - No worries though! A 1.8 version of this modpack (both versions) will be uploaded "soon." (tm)
In other words, unless some issue appears in the 1.7.10 versions, future updates will be to the 1.8 editions.
2.0 - The "Final" Update!
*Most major: options.txt now included in the download, this will reset options; the reason I had it separate earlier was because Optifine had so many settings, but honestly it's just not worth the inconvenience of a separate download for controls now.
*Configured MoVillages villages to spawn slightly less frequently (20 > 24)
*Following configurations made mostly because literally in the last like, roughly 50 hours of play, I've seen none of these and ONLY roguelike dungeons:
*Configured most default dungeons from Better Dungeons (Chocolate Dungeons) to spawn more often. (NPCVillage 80 > 40, castlesRandomized 50 > 30)
*Configured DoomlikeDungeons to spawn slightly more often (7 > 6)
*Configured Roguelike Dungeons to spawn slightly less often (10 > 9)
I'm hoping that this will increase dungeon variety, let me know what you guys think of this change through playing the pack; something I don't have time for.
After this, hopefully I can move on to what I'm very excited to announce I'm doing: Putting together the 1.8 editions of the pack!
If all goes well and these versions are just as stable as the 1.7.10 editions, I may even replace the 1.7.10 ones with the 1.8 ones to free up pack slots; 1.8 is just 1.7.10 with more content, so...
I'm honestly not sure what to make after that; So far a brutal/hardcore edition that's more focused on doom has crossed my mind. (Adding certain mods that didn't make the cut like Mutant Creatures, removing incompatible mods in favor of harder ones.) Because a Darknut on Hard that 1-shots you with a defense-ignoring attack isn't hard enough, am I right?
Something to note; Once I get to 1.9+, I'll separate the versions from each other as I know that not everyone likes the 1.9+ combat. (Personally I like it, but not as much as Sword Skills + Battlegear combat in 1.7.10/1.8, but if both were combined...)
Edit: Updating again because a file, "Baubles-1.7.10-1.0.1.10.jar" was missing from the clients and needed to be manually added. (Automatic downloading of it through Dropbox didn't work since it's down.) I have no idea how long this has been going on, but please,if you have any issues people, report them immediately! I'll be glad to help the best I can! An issue unreported is an issue not resolved, especially since I don't have much time to play the pack.
As a side note, apparently the changelog descriptions last update got partially put into the version titles...but only in the version updater menu.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Issue Note: DNA shop CustomNPCs (Dawn N. Ae and Dusk N. Ae) have the completely wrong items in servers for some reason, the IDs appear to be changed from server to client...I think? (In singleplayer/LAN they're fine though)
So I guess I'll have to recreate them from scratch for serverside...Shouldn't be too bad, I'll get around to that "soon."TM Haven't had much time lately, but it should happen eventually.
(Also water Octoroks spawn too much...Again.)
Welp, so much for the pack actually being finished, seems like I'll be tweaking it for who knows how long. (It doesn't take long to tweak configs though, so I can do it at the same time I make the 1.8 versions.)
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Also, new config format that actually says what mod it's configuring!
Regular (3.5 - The probably still not final update):
*[options.txt] Changed the controls to align more with the other edition.
*[zeldaswordskills] Lowered the spawn rate of Water Octoroks from 8 to 5.
*[MoVillages] Disabled Ocean villages because they caused a crash in Savanna biomes. (Yep, I have no clue why either...)
Resource Intensive (2.2 - The probably still not final update):
*[options.txt] Changed the dragon fly controls to Numpad 9 and 6, apparently even though it's the same thing but for different vehicles (flying up and down) Archemedes doesn't like conflicting controls.
Changed Lycanite's controls to not take too many keys, this allowed room for other controls to be a little less combersome, the controls are also aligned more with the regular version! (Yes, running out of keys is an actual issue, so many backpack and utility keys from mods...)
Also made the resource pack (map compatibility thing) active from the start.
*[Customnpcs Dawn and Dusk NPCs] Fixed them by 1. making them not burn in sunlight, and 2. remaking them for servers.
*[thebetweenlands config] Fixed Twilight Forest Biome ID Conflicts.
*[zeldaswordskills] Lowered the spawn rate of Water Octoroks from 8 to 5.
*[MoVillages] Disabled Ocean villages because they caused a crash in Savanna biomes. (Yep, I have no clue why either...)
In other news, I honestly have no idea what to do with Lycanites Mobs spawn rates; some events (Raptor Rampage) spawn a bit too many mobs, but others (Acid Rain) spawn too few of mobs. As far as I can tell, these seem to be the last stuff needing to get done...I hope it is anyway. (Ha!)
Progress on the 1.8 editions:
I'm not sure if updating to 1.8 is gonna be worth it to be honest; I've already ran into quite a few mods that aren't included in the regular 1.8 version:
Atum (broken anyway honestly)
ArchemedesShips
Antique Atlas (redundant as Bibliocraft adds a map)
Better World Generation 4
Fastcraft
Hammer Time!
Uncrafting Table
Invasion Mod
Iron Chest Minecarts
MineTweaker RecipeMaker
Natura
Skin Port (Not needed anymore!)
Thaumcraft NEI Plugin(NEI Integration for Thaumcraft 4)
Tall Doors
Trapcraft (skipped 1.8.9)
Some of these are pretty major; Invasion Mod was a nice endgame, Uncrafting Table made there be a point on collecting stuff like Iron Doors for resources, Archemedes Ships just made exploration miles better, and Better World Generation had interesting twisted world options. A couple of these simply skipped 1.8.9/1.8, so later, in say 1.9, I can add them again.
Edit: Welp, gotta redownload like half the mods, turns out that 1.8 and 1.8.9 are not the same with a lot of mods...So now I'm switching over to 1.8 instead of 1.8.9, as it seems to have slightly better mod support.
Edit edit: Okay, well...1.8 has some mods, and 1.8.9 has different mods...It's looking like it's not even worth updating to divide the mods in two like that, as nice as 1.8 is, the amount of stuff I gain from 1.8 compared to the stuff I lose just seems not worth it; it's not like the pack is really needing the fixes from 1.8 anyway.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Also, new config format that actually says what mod it's configuring!
Regular (3.5 - The probably still not final update):
*[options.txt] Changed the controls to align more with the other edition.
*[zeldaswordskills] Lowered the spawn rate of Water Octoroks from 8 to 5.
*[MoVillages] Disabled Ocean villages because they caused a crash in Savanna biomes. (Yep, I have no clue why either...)
Resource Intensive (2.2 - The probably still not final update):
*[options.txt] Changed the dragon fly controls to Numpad 9 and 6, apparently even though it's the same thing but for different vehicles (flying up and down) Archemedes doesn't like conflicting controls.
Changed Lycanite's controls to not take too many keys, this allowed room for other controls to be a little less combersome, the controls are also aligned more with the regular version! (Yes, running out of keys is an actual issue, so many backpack and utility keys from mods...)
Also made the resource pack (map compatibility thing) active from the start.
*[Customnpcs Dawn and Dusk NPCs] Fixed them by 1. making them not burn in sunlight, and 2. remaking them for servers.
*[thebetweenlands config] Fixed Twilight Forest Biome ID Conflicts.
*[zeldaswordskills] Lowered the spawn rate of Water Octoroks from 8 to 5.
*[MoVillages] Disabled Ocean villages because they caused a crash in Savanna biomes. (Yep, I have no clue why either...)
In other news, I honestly have no idea what to do with Lycanites Mobs spawn rates; some events (Raptor Rampage) spawn a bit too many mobs, but others (Acid Rain) spawn too few of mobs. As far as I can tell, these seem to be the last stuff needing to get done...I hope it is anyway. (Ha!)
Progress on the 1.8 editions:
I'm not sure if updating to 1.8 is gonna be worth it to be honest; I've already ran into quite a few mods that aren't included in the regular 1.8 version:
Atum (broken anyway honestly)
ArchemedesShips
Antique Atlas (redundant as Bibliocraft adds a map)
Better World Generation 4
Fastcraft
Hammer Time!
Uncrafting Table
Invasion Mod
Iron Chest Minecarts
MineTweaker RecipeMaker
Natura
Skin Port (Not needed anymore!)
Thaumcraft NEI Plugin(NEI Integration for Thaumcraft 4)
Tall Doors
Trapcraft (skipped 1.8.9)
Some of these are pretty major; Invasion Mod was a nice endgame, Uncrafting Table made there be a point on collecting stuff like Iron Doors for resources, Archemedes Ships just made exploration miles better, and Better World Generation had interesting twisted world options. A couple of these simply skipped 1.8.9/1.8, so later, in say 1.9, I can add them again.
Edit: Welp, gotta redownload like half the mods, turns out that 1.8 and 1.8.9 are not the same with a lot of mods...So now I'm switching over to 1.8 instead of 1.8.9, as it seems to have slightly better mod support.
Edit edit: Okay, well...1.8 has some mods, and 1.8.9 has different mods...It's looking like it's not even worth updating to divide the mods in two like that, as nice as 1.8 is, the amount of stuff I gain from 1.8 compared to the stuff I lose just seems not worth it; it's not like the pack is really needing the fixes from 1.8 anyway.
I am gonna miss Atum a Lot,what hits me the worst is that fastcraft doesnt existt anymore for newer versions.
Also JS but with customNPCs you can alter some crafting recipes like the horse armor or the iron door if it is useful for you.
Rollback Post to RevisionRollBack
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
3.6 - Hopefully Final Update Pass! (It's been too long since one of these...)
Updates, and no more fire lords from chainmail.
*[CraftTweaker] You can no longer become a fire bender by uncrafting chain armor.
*Updated Hammer Time! SERVERS NOW WORK YEEEES.
*Replaced Archimedes Ships with Archimedes Ships Plus! Basically a continued, better version with submarines too!
*Updated Doomlike Dungeons
*Updated Roguelike Dungeons
*Updated Invasion Mod
*Updated Inventory Tweaks
*Updated Mo' Villages
*Updated Natura
*Updated Uncrafting Table
*Updated Treecapitator
*Updated Fastcraft
Resource Intensive Version (differences underlined):
2.3 - Hopefully Final Update Pass! (It's been too long since one of these...)
Updates, and no more fire lords from chainmail. +Added Uncrafting Table, times have changed and it works better than the twilight forest one anyway! (The other one is still craftable if you prefer it's looks.)
*[CraftTweaker] You can no longer become a fire bender by uncrafting chain armor.
*Updated Hammer Time! SERVERS NOW WORK YEEEES.
*Replaced Archimedes Ships with Archimedes Ships Plus! Basically a continued, better version with submarines too!
*Updated Doomlike Dungeons
*Updated Roguelike Dungeons
*Updated Invasion Mod
*Updated Inventory Tweaks
*Updated Mo' Villages
*Updated Natura
*Updated Treecapitator
*Updated Fastcraft *Fixed the NPCs again, because of course the like 3 new items added by Archimedes Ships Plus shifted their IDs AGAIN.
Something to note; Crafted enchanted items can now have their enchantments extracted into books by the Uncrafting Table! (But only with uncraftable items, so no enchantments from those funny Roguelike Dungeon items, like an Efficiency X Fish.)
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I am planning to make a journal with some of the mods on this pack,i say some because i got the feeling some are incompatible with other ones i plan to use or are able of doing lots of damage to my world,i am gonna start building a basic modpack but here are some mods i definitely plan to have:
-Archimedes Ships(With this i can create a custom ship made by me to travel around the world and also hot air balloons)
-F/A
-Backpacks
-Battlegear
-Tall doors
-Zelda sword skills.
Update on that experiment...It turns out that:
1. MyWorldGen is compatible with Roguelike Dungeons.
2. Mowzie's Mobs actually has all 4 different mobs in 1.7.10.
In other words, this poll was basically pointless because we get to keep Roguelike Dungeons regardless.
I'm uploading the update as I post this, as said earlier, the more sophisticated mod has no compatibility issues.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Um...Okay then, glad you're doing that I guess? I don't really have much to say honestly.
A tip on mod incompatibilities: There's no harm in just trying mods in a new world to see if they're compatible, unless they're outright confirmed to be, (Battlegear and anything that alters player animations through RenderPlayerAPI for example) testing yourself is the best way to check compatibility; pretty much no other modpack will be using your exact mod setup.
General News: Modpack Update
Regular Version:
3.2 - MORE customization!
As it turns out, MyWorldGen is compatible with Roguelike Dungeons, so...The poll kinda had no point to it. *shrug*
CraftTweaker and Minetweaker RM let you change recipes in-game (through "/mtrm"), be very careful with it though; it really does change the recipe, and globally between worlds!
MyWorldGen and Schematica allow you to save and load schematics, MyWorldGen uses the same file format that tools such as MCedit does. I'm not sure what Schematica uses.
+ Added CraftTweaker
+ Added MineTweaker Recipe Maker
+ Added Tall Doors, which adds drawbridges and well...Tall Doors.
+ Added MyWorldGen
+ Added Schematica
* Removed unneceessary config files from the server downloads. (I consider this a fix, not a removal.)
Resource Intensive Version (holy smokes that changelog):
1.9 - A new dimension, dinos, and MORE customization! (No Elytra though.)
This update includes a new dimension and more! Search swamps, and the seas of the Nether, you may find some interesting stuff...
As it turns out, MyWorldGen is compatible with Roguelike Dungeons, so...The poll kinda had no point to it. *shrug*
CraftTweaker and Minetweaker RM let you change recipes in-game (through "/mtrm"), be very careful with it though; it really does change the recipe, and globally between worlds!
MyWorldGen and Schematica allow you to save and load schematics, MyWorldGen uses the same file format that tools such as MCedit does. I'm not sure what Schematica uses.
+ Added CraftTweaker
+ Added MineTweaker Recipe Maker
+ Added The Betweenlands
+ Added Tall Doors, which adds drawbridges and well, Tall Doors.
+ Added MyWorldGen
+ Added Schematica
+ Added Mowzie's Mobs
+ Added Fossils and Archeology (With the recipe for the Analyzer disabled for balance purposes. Delete the "MineTweakerRecipeMaker" folder in the "scripts" folder in the modpack directory to disable/reset this change.)
+ Added the DNA Store NPCs, "Dawn N. Ae" and "Dusk N. Ae" which sell the player DNA in exchange for fossils. Add these NPCs through the first page of the NPC Copy Tool. (Cheats will have to be enabled, it's not the best solution, but it works.)
* Updated Lycanite's Mobs.
* Configured Rahovart's HP multiplier from 1.0 to 0.65 (3,575 hp)
* Removed unnecessary config files (for removed mods) from the server downloads. (I consider this a fix, not a removal.)
* Updated the controls file for The Betweenlands. The fly up/down buttons for the dragon are now the same as the up/down buttons for Archemedes' Ships as well. Why? Because you'll never be on both at the same time.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Thanks and.....woah that big changelog.
Aw yiss
I thought this update would come later and then boom it comes out now!
Thanks man.
On a completely unrelated note: I forgot that the Invasion Mod existed in either of these modpacks, which is sad since it's well put together and could be fun if I tried it with friends or something.
Just saying
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
So...Long time no see! I've been busy with a bunch of school and stuff, but I'm back (sorta) to Modpack making again!
This is pretty much the last update batch for the 1.7.10 versions of the pack. (Yes, I specifically said 1.7.10 versions on purpose.)
Main change is that the controls settings (and options) file is now included in the downloads; details as to why in the changelogs.
Regular 1.7.10 Version:
At this point, I consider this version of the pack completed - No worries though! A 1.8 version of this modpack (both versions) will be uploaded "soon." (tm)
In other words, unless some issue appears in the 1.7.10 versions, future updates will be to the 1.8 editions.
3.3 - The "Final" Update!
*Most major: options.txt now included in the download, this will reset options; the reason I had it separate earlier was because Optifine had so many settings, but honestly it's just not worth the inconvenience of a separate download for controls now.
*Configured MoVillages villages to spawn slightly less frequently (20 > 24)
*Configured DoomlikeDungeons to spawn slightly more often (7 > 6), mostly because literally in the last like, roughly 50 hours of play, I've seen none of these and ONLY roguelike dungeons.
I'm hoping that this will increase dungeon variety, let me know what you guys think of this change through playing the pack; something I don't have time for.
Resource Intensive 1.7.10 Version:
At this point, I consider this version of the pack completed - No worries though! A 1.8 version of this modpack (both versions) will be uploaded "soon." (tm)
In other words, unless some issue appears in the 1.7.10 versions, future updates will be to the 1.8 editions.
2.0 - The "Final" Update!
*Most major: options.txt now included in the download, this will reset options; the reason I had it separate earlier was because Optifine had so many settings, but honestly it's just not worth the inconvenience of a separate download for controls now.
*Configured MoVillages villages to spawn slightly less frequently (20 > 24)
*Following configurations made mostly because literally in the last like, roughly 50 hours of play, I've seen none of these and ONLY roguelike dungeons:
*Configured most default dungeons from Better Dungeons (Chocolate Dungeons) to spawn more often. (NPCVillage 80 > 40, castlesRandomized 50 > 30)
*Configured DoomlikeDungeons to spawn slightly more often (7 > 6)
*Configured Roguelike Dungeons to spawn slightly less often (10 > 9)
I'm hoping that this will increase dungeon variety, let me know what you guys think of this change through playing the pack; something I don't have time for.
After this, hopefully I can move on to what I'm very excited to announce I'm doing: Putting together the 1.8 editions of the pack!
If all goes well and these versions are just as stable as the 1.7.10 editions, I may even replace the 1.7.10 ones with the 1.8 ones to free up pack slots; 1.8 is just 1.7.10 with more content, so...
I'm honestly not sure what to make after that; So far a brutal/hardcore edition that's more focused on doom has crossed my mind. (Adding certain mods that didn't make the cut like Mutant Creatures, removing incompatible mods in favor of harder ones.) Because a Darknut on Hard that 1-shots you with a defense-ignoring attack isn't hard enough, am I right?
Something to note; Once I get to 1.9+, I'll separate the versions from each other as I know that not everyone likes the 1.9+ combat. (Personally I like it, but not as much as Sword Skills + Battlegear combat in 1.7.10/1.8, but if both were combined...)
Edit: Updating again because a file, "Baubles-1.7.10-1.0.1.10.jar" was missing from the clients and needed to be manually added. (Automatic downloading of it through Dropbox didn't work since it's down.) I have no idea how long this has been going on, but please, if you have any issues people, report them immediately! I'll be glad to help the best I can! An issue unreported is an issue not resolved, especially since I don't have much time to play the pack.
As a side note, apparently the changelog descriptions last update got partially put into the version titles...but only in the version updater menu.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Sweet
btw tip: to do the (tm) thing better, just hit the superscript button which should look like this
then type TM at the end of something and then click it again to turn it off
Example:
jimboTM
anyway cool and good
sugar is bad for you
Issue Note: DNA shop CustomNPCs (Dawn N. Ae and Dusk N. Ae) have the completely wrong items in servers for some reason, the IDs appear to be changed from server to client...I think? (In singleplayer/LAN they're fine though)
So I guess I'll have to recreate them from scratch for serverside...Shouldn't be too bad, I'll get around to that "soon."TM
Haven't had much time lately, but it should happen eventually.
(Also water Octoroks spawn too much...Again.)
Welp, so much for the pack actually being finished, seems like I'll be tweaking it for who knows how long. (It doesn't take long to tweak configs though, so I can do it at the same time I make the 1.8 versions.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Updates! (1.7.10 again)
Also, new config format that actually says what mod it's configuring!
Regular (3.5 - The probably still not final update):
*[options.txt] Changed the controls to align more with the other edition.
*[zeldaswordskills] Lowered the spawn rate of Water Octoroks from 8 to 5.
*[MoVillages] Disabled Ocean villages because they caused a crash in Savanna biomes. (Yep, I have no clue why either...)
Resource Intensive (2.2 - The probably still not final update):
*[options.txt] Changed the dragon fly controls to Numpad 9 and 6, apparently even though it's the same thing but for different vehicles (flying up and down) Archemedes doesn't like conflicting controls.
Changed Lycanite's controls to not take too many keys, this allowed room for other controls to be a little less combersome, the controls are also aligned more with the regular version! (Yes, running out of keys is an actual issue, so many backpack and utility keys from mods...)
Also made the resource pack (map compatibility thing) active from the start.
*[Customnpcs Dawn and Dusk NPCs] Fixed them by 1. making them not burn in sunlight, and 2. remaking them for servers.
*[thebetweenlands config] Fixed Twilight Forest Biome ID Conflicts.
*[zeldaswordskills] Lowered the spawn rate of Water Octoroks from 8 to 5.
*[MoVillages] Disabled Ocean villages because they caused a crash in Savanna biomes. (Yep, I have no clue why either...)
In other news, I honestly have no idea what to do with Lycanites Mobs spawn rates; some events (Raptor Rampage) spawn a bit too many mobs, but others (Acid Rain) spawn too few of mobs. As far as I can tell, these seem to be the last stuff needing to get done...I hope it is anyway. (Ha!)
Progress on the 1.8 editions:
I'm not sure if updating to 1.8 is gonna be worth it to be honest; I've already ran into quite a few mods that aren't included in the regular 1.8 version:
Atum (broken anyway honestly)
ArchemedesShips
Antique Atlas (redundant as Bibliocraft adds a map)
Better World Generation 4
Fastcraft
Hammer Time!
Uncrafting Table
Invasion Mod
Iron Chest Minecarts
MineTweaker RecipeMaker
Natura
Skin Port (Not needed anymore!)
Thaumcraft NEI Plugin(NEI Integration for Thaumcraft 4)
Tall Doors
Trapcraft (skipped 1.8.9)
Some of these are pretty major; Invasion Mod was a nice endgame, Uncrafting Table made there be a point on collecting stuff like Iron Doors for resources, Archemedes Ships just made exploration miles better, and Better World Generation had interesting twisted world options. A couple of these simply skipped 1.8.9/1.8, so later, in say 1.9, I can add them again.
Edit: Welp, gotta redownload like half the mods, turns out that 1.8 and 1.8.9 are not the same with a lot of mods...So now I'm switching over to 1.8 instead of 1.8.9, as it seems to have slightly better mod support.
Edit edit: Okay, well...1.8 has some mods, and 1.8.9 has different mods...It's looking like it's not even worth updating to divide the mods in two like that, as nice as 1.8 is, the amount of stuff I gain from 1.8 compared to the stuff I lose just seems not worth it; it's not like the pack is really needing the fixes from 1.8 anyway.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I am gonna miss Atum a Lot,what hits me the worst is that fastcraft doesnt existt anymore for newer versions.
Also JS but with customNPCs you can alter some crafting recipes like the horse armor or the iron door if it is useful for you.
Update!
Regular Version:
3.6 - Hopefully Final Update Pass! (It's been too long since one of these...)
Updates, and no more fire lords from chainmail.
*[CraftTweaker] You can no longer become a fire bender by uncrafting chain armor.
*Updated Hammer Time! SERVERS NOW WORK YEEEES.
*Replaced Archimedes Ships with Archimedes Ships Plus! Basically a continued, better version with submarines too!
*Updated Doomlike Dungeons
*Updated Roguelike Dungeons
*Updated Invasion Mod
*Updated Inventory Tweaks
*Updated Mo' Villages
*Updated Natura
*Updated Uncrafting Table
*Updated Treecapitator
*Updated Fastcraft
Resource Intensive Version (differences underlined):
2.3 - Hopefully Final Update Pass! (It's been too long since one of these...)
Updates, and no more fire lords from chainmail.
+Added Uncrafting Table, times have changed and it works better than the twilight forest one anyway! (The other one is still craftable if you prefer it's looks.)
*[CraftTweaker] You can no longer become a fire bender by uncrafting chain armor.
*Updated Hammer Time! SERVERS NOW WORK YEEEES.
*Replaced Archimedes Ships with Archimedes Ships Plus! Basically a continued, better version with submarines too!
*Updated Doomlike Dungeons
*Updated Roguelike Dungeons
*Updated Invasion Mod
*Updated Inventory Tweaks
*Updated Mo' Villages
*Updated Natura
*Updated Treecapitator
*Updated Fastcraft
*Fixed the NPCs again, because of course the like 3 new items added by Archimedes Ships Plus shifted their IDs AGAIN.
Something to note; Crafted enchanted items can now have their enchantments extracted into books by the Uncrafting Table! (But only with uncraftable items, so no enchantments from those funny Roguelike Dungeon items, like an Efficiency X Fish.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!