I managed to spawn in a large watery area and dug into one of the cliffs and made my base there. It's kind of nice, I made a dock with a farm on it and the only way monsters can attack is by dropping into the water and swimming at me.
At first, the difficulty is a bit off-putting, but i'm starting to get the hang of the modpack.
I'm a bit at a loss as to how to deal with ESM ghasts though. They blast right through the roof of my cave and the hordes of monsters on top break through.I think this is the only time i've ever really had to enter creative mode, just to prevent my game from becoming unsalvageable (it doesnt help that the first ghast attack destroyed a third of my supplies)
The only thing I can think of immediately is to make a platform in the middle of the water and try to hit their fireballs back at them. I was wondering if there was a more effective way to deal with them. Or if there was a method I could use to reinforce the roof of my cave.
EDIT: Also. My bed was destroyed somehow and when I died, I respawned on the bedrock roof of the world.
It's nice to hear that you were able to play the pack! As for the Ghasts, Darkosto has expressed many times that he does not want the play to ever be 100% safe. One way we prevent the player from just burrowing into a hole and surviving that way is by adding the Ghasts that will breach your base. Yes they are a bit difficult to deal with, but there are still ways to protect your self against them. The spawning on top of the world bug is very known to us, but i believe that there is nothing that we can do from our end as i think it is a mod issue. Darkosto is probably a better person to answer that question than me. Once again thanks for playing our pack and leaving your feedback!
This modpack is crazy hard. Even harder than Crash Landing. I guess i'll tell some of the things I learned.
Base Design:
- Building a base on the water level of the world wasn't a bad idea. It seems to slow mob movement and allowed me to deal with incoming mobs in a more predictable manner. Creepers blowing up in the water have inflicted only minimal damage on my base.
- Glowstone nooks, built by cutting up a block of glowstone with a saw (microblocks) makes a good, reliable base lighting source.
- ESM Ghast attacks were hard to deal with at first. Preventing my base from becoming destroyed meant that I had to leave it, into dangerous mob-infested territory, often die, and often still have to deal with the ghast, but naked this time. I've remedied that by creating a long, underground escape tunnel with lighting (glowstone nooks) that I can use which is much safer than retreating to monster-infested open areas.
- I decided to move my bed further into the reaches of my base and outside of the area I usually spend time in. This buys me time to properly react to situations where I die in-base due to monster attacks.
- Rescue supply chest also in the far reaches of my cave, filled with things like torches and stone swords (about 4 of each, to account for failed rescues) have also allowed me to quickly rescue my grave when I have died.
- Noticing that water seems to provide blast-resistance to nearby tiles, i've actually coated the 'top' of my base in water (as my base was under a plateau/monster-platform). I haven't been able to really test this out but I think it will increase my resistance to ESM ghast attacks, and I have noticed occasional small damage to my base's ceiling that causes my base to flood but it's worth the small amount of upkeep for the piece of mind that it's given me, and for the times when it's probably saved my ass.
- Need to stop pesky mobs from entering your base? Try placing spectre glass on the floor of your base entrance. You'll be able to walk in but mobs will fall right through! Adding placing 2 height worth of water underneath will drown mobs and prevent creepers from destroying your pitfalls.
Tech Progression:
- I was lucky enough to get auto-repair through level up on some of my tools. And was also lucky enough to find a vanilla spawner dungeon that I could mine for moss stone which I made into tinker's moss to make sure my tools had enough auto-repair. However, if that weren't the case I would endeavor to collect vines to make into throwable moss stone which I would throw at a wall of cobble to convert it into moss stone. Vines are easy to gather once you have a smeltery up and can make bronze shears.
- I spent a lot of time finding gravel so I could make grout for a smeltery. Much to my dismay I found that it didn't double ores which really hampered my tech progression (original plan was to get a survivalist gen + leadstone energy cell + pulverizer). However, getting a one-high smeltery enabled me to smelt a lot of my compressed cobblestone directly into seared stone. After making an ingot cast and casting table with a hopper underneath. I crafted a redstone timer which would send redstone signals that would activate my seared faucets, so they would continually pour seared stone into the brick molds which would get sucked into the hopper. It was then quite easy to build casting basins, more casting tables and increase the size of my smeltery.
- I was lucky enough to get Travellers boots and a Travellers wings (Tinker's) from a random quest reward. I then crafted the travellers chestplate out of available materials. These have all come in handy, have provided me with an okay level of protection and have dramatically increased my mobility. I would recommend these items.
- Alumite! I was lucky enough to get a piece of obsidian somehow (I think from a mob drop). One piece of obsidian, an iron ore, and 3 aluminium ores will alloy in the smeltery to make alumite! This material can mine obsidian and any of the ores you will encounter. If you cannot secure at least one piece of obsidian before getting your smeltery up, don't fret! You can make steel which is just as good as alumite but has a little more durability. Steel is crafted by putting chain armor into the smeltery. Chain armor can be crafted in this modpack.
- Creating a lava crystal upgrade will allow ones pickaxe to auto-smelt ores that it mines. This combined with Fortune III means that mined ores will drop multiple ingots. It's the only ingot multiplying technique that I can think of that does not require expensive machinery.
Survival:
- Lime is a fantastic early game crop. It's easy to acquire, grows in vast quantities, it's been my number one fallback food if I have not been diligently creating food by other means. Combine lime with a juicer to make lime juice which is slightly better than regular lime. You can also craft a slightly more satiating drink with a glass bottle, hammer, and lime.
- One of my greatest flaws is thinking I can tank monsters, or 'tentatively' engage a few only to get webbed or picked off by a ranged unit when I didnt expect it. I'm pretty decent at PvE but death comes often, still. I should really be more cowardly and escape sooner.
- A glider (made of leather and sticks) has saved my life many times. I keep it as on my hotbar, right next to my sword. It has allowed me to quickly escape many sticky situations.
- I've found that a lot more types of enchantments are looking compelling now. While in other modpacks I heavily favored putting a few modifiers worth of quartz on my blades (more damage vs everything) while neglecting smite and bane of anthropods, quartz is so hard to find that i've now been considering smite and bane of anthropods and even knockback! I still like the necrotic/lifesteal modifier though (especially given that wither bones are easy to acquire) and like to have 2 modifiers worth of that. It makes me able to tank nearly infinite amounts of silverfish and probably helps out a bit with more protracted fights.
- I've noticed that the Traveller's armor starts to lose defensive power as it becomes damaged. I've overestimated my chances (and died) a lot due to not noticing it. Fortunately repairing it in the tool station seems to restore it's defensive powers.
- Some artifacts (obtainable via quest rewards) grant night vision and other bonuses. I recommend artifact weapons as these can grant you bonuses passively. This means you can wear whatever armor you want and still get the benefits of the artifacts. They will, however use up an inventory slot.
I have 2 complaints which are not related to difficulty (as I understand that this modpack is designed to be very difficult and unforgiving).
1) Health Regen. I understand the reason for having very slow health regen, as a difficulty/balance thing. However, if I have to wait more than 5 real minutes in base to heal up to full then it really hurts the pacing of the game. I regularly do /effect crouchingocelot 10 10 10 to quickly regen health to get around this issue (only if i'm safe).
I would recommend a method to create an easy-to-craft item that can heal you in 1 or 2 real minutes, but inflict status ailments that make mining and fighting impossible (I even wouldn't mind blindness and nausea very much).
I have an idea for an item that can be added. A 'first aid kit'. Made with, say, string and a (TiCon) heart or some other items that can be accessed without having to tech up too much. The First Aid kit would have similar use mechanics as a drinkable potion, use it for 10 seconds, it restores half a heart and consumes a small amount of durability. You continue to use it to (slowly) heal up in this way. As a red TiCon heart restores 10 hearts of health instantly, maybe it can create a first aid kit that restores 30 hearts before it is used up. And since it would have similar mechanics as a drinking potion, you would be unable to mine, run away, or fight while bandaging yourself up.
The other idea I have is for a shield. The shield would be an item in your hotbar that inflicts slowness 1 and reduces projectile damage and knockback from the front direction, but only when it's held. It would allow you to close the gap between yourself and a ranged unit (like a gatling skeleton) that might be giving you grief. Attacking with the shield would knock the enemy back but barely do any damage.
2) Drowning Creepers. I'm fine with dealing with the massive amount of silverfish blocks they can create, and in fact I even kind of like farming the silverfish for XP. However, I think that the water inside is just super annoying to clean up and have cheated in sponge wands just so that I could play without having to go through the tedium of filling the watery bits with solid blocks and then mining those out.
Making sponges more accessible would probably fix that issue.
Also. What are the HQM hearts used for? I think it would be cool if they can be crafted into the kinds of heart canisters that increase your max health.
How does dimension progression work in this? I just got a quest to go to the deep dark and I still have not been to the nether. Is there a quest to go to the nether or can i just make a nether portal and pass back and forth? I finally have a safe set up with auto farms and machines and Id hate to abandon my base.
I finally got to the point where I can build machines. I built a Pulverizer, Furnace, and Induction Smelter. So I decided to collect the snow from one of the quests and begin building a glacian precipitator. However as I went to the smeltery to pour a copper gear, I discovered the smeltery was cleaved half through and I lost the contents of it (due to the controller being destroyed). Even my machine room was cleaved through (but fortunately the machines were floating in the air). In other words a gigantic chasm suddenly appeared!
1) How did this happen? Was it triggered by collecting the snow rewards? Was it a timed/random event?
2) Is it safe to repair the damage to my base and put the smeltery and machines back in the same original place?
EDIT: I just moved my smeltery anyways. Still curious about that large chasm that appeared though.
How does dimension progression work in this? I just got a quest to go to the deep dark and I still have not been to the nether. Is there a quest to go to the nether or can i just make a nether portal and pass back and forth? I finally have a safe set up with auto farms and machines and Id hate to abandon my base.
The nether will follow the deep dark and from there the End which is the final dimension. There is no need to make a nether portal as it will not work.
I finally got to the point where I can build machines. I built a Pulverizer, Furnace, and Induction Smelter. So I decided to collect the snow from one of the quests and begin building a glacian precipitator. However as I went to the smeltery to pour a copper gear, I discovered the smeltery was cleaved half through and I lost the contents of it (due to the controller being destroyed). Even my machine room was cleaved through (but fortunately the machines were floating in the air). In other words a gigantic chasm suddenly appeared!
1) How did this happen? Was it triggered by collecting the snow rewards? Was it a timed/random event?
2) Is it safe to repair the damage to my base and put the smeltery and machines back in the same original place?
EDIT: I just moved my smeltery anyways. Still curious about that large chasm that appeared though.
EARTHQUAKE!!!! :D, but yes what you just expirenced was an Enviromine earthquake. You should have noticed your screen shaking aswell as a rumbling sound with rocks and such shifting. Earthquakes are a random event and you will most likely expirence a few while you play the pack, however you seem to have gotten very unlucky with your earthquake in that it actually tore though your base (most only affect the map around you not on you). After the earthquake has occurred you are free to do what you want, the chance of another one occurring in the same spot is VERY small. Thanks you for your questions!
I have 2 complaints which are not related to difficulty (as I understand that this modpack is designed to be very difficult and unforgiving).
1) Health Regen. I understand the reason for having very slow health regen, as a difficulty/balance thing. However, if I have to wait more than 5 real minutes in base to heal up to full then it really hurts the pacing of the game. I regularly do /effect crouchingocelot 10 10 10 to quickly regen health to get around this issue (only if i'm safe).
I would recommend a method to create an easy-to-craft item that can heal you in 1 or 2 real minutes, but inflict status ailments that make mining and fighting impossible (I even wouldn't mind blindness and nausea very much).
I have an idea for an item that can be added. A 'first aid kit'. Made with, say, string and a (TiCon) heart or some other items that can be accessed without having to tech up too much. The First Aid kit would have similar use mechanics as a drinkable potion, use it for 10 seconds, it restores half a heart and consumes a small amount of durability. You continue to use it to (slowly) heal up in this way. As a red TiCon heart restores 10 hearts of health instantly, maybe it can create a first aid kit that restores 30 hearts before it is used up. And since it would have similar mechanics as a drinking potion, you would be unable to mine, run away, or fight while bandaging yourself up.
The other idea I have is for a shield. The shield would be an item in your hotbar that inflicts slowness 1 and reduces projectile damage and knockback from the front direction, but only when it's held. It would allow you to close the gap between yourself and a ranged unit (like a gatling skeleton) that might be giving you grief. Attacking with the shield would knock the enemy back but barely do any damage.
2) Drowning Creepers. I'm fine with dealing with the massive amount of silverfish blocks they can create, and in fact I even kind of like farming the silverfish for XP. However, I think that the water inside is just super annoying to clean up and have cheated in sponge wands just so that I could play without having to go through the tedium of filling the watery bits with solid blocks and then mining those out.
Making sponges more accessible would probably fix that issue.
Also. What are the HQM hearts used for? I think it would be cool if they can be crafted into the kinds of heart canisters that increase your max health.
These are good ideas for consideration in the future of the pack. I appreciate your input and see what we can do to help pacing a long a bit.
To answer your question, the pack is meant to played in HQM hardcore. Assembling a full HQM heart gives you another life. Make sure to read the quest book as it tells you this information and how to to enable it.
Rollback Post to RevisionRollBack
twitch streamer, pizza lover, and avid coffee drinker.
How does dimension progression work in this? I just got a quest to go to the deep dark and I still have not been to the nether. Is there a quest to go to the nether or can i just make a nether portal and pass back and forth? I finally have a safe set up with auto farms and machines and Id hate to abandon my base.
Dimensional progression does not allow you to move in reverse or out of order. This is defined in the "How Not to Die" book given in the first quest and all the quests before you move on. The progression is as follows Overworld-Cave Dimension-Deep Dark-Nether-The End.
The idea is not to create a base that you won't want to leave since you cannot return. You cannot also go to the nether until you reach the quest allowing you to. Just make sure to read the tutorial books and the quest book and you'll get all the information you need
Rollback Post to RevisionRollBack
twitch streamer, pizza lover, and avid coffee drinker.
It's not required to have those options. The pack is run from a template and world generation is disabled by default.
Are you running PC?
Of course you're able to do a series, just please give credit for the pack when applicable. Thank you
Yes, I am running PC. And thank you for letting me do this. With HQM enabled, it will let me have a sad ending where I die, or a happy one, where I go to the center. Thank you for responding so quickly. (Lol, you did it while I was it the shower. . .) I am hoping this will be my first series that will be clutched onto and finished. Also, would you mind showcasing my series when I do it? (in next few days, hopefully) My channel is BrotherLeonGaming, in case you wanted to know.
Darkosto, I am trying to record, and the issue is that HQM has no quests in the book for this world. I know there are supposed to be quests. So, any suggestions, please? I really am pumped about this. Oh, yeah, the spawn area looks AMAZING. My first thought- is this even still MineCraft? Top notch, love it so far(first minute of playing). Umm.... do I need any specific settings? Also, is it NECCESSARY to have insanity on? I have had several problems in the past, where the the bar would not go back up while I am in a high-enough light level. I had to disable it. I will have to here, too, if it is problematic. So, required to have sanity, yes or no?
Brother Leon, if you're on linux (or maybe also mac) you have to go into your instance folder and rename the folder that says 'World' (uppercase W) to 'world' (lowercase W).
No, it is fine. I am on Windows. Actually, I am already recording this pack. Darkosto was a real mate, and he sent me a direct download link, as that is what we determined the problem was.
First of all that is a great mod and I love to play it. But since two days it crashes all the time when my character gets some effects like poison. Even when I am on fire or sometimes when I mine random blocks. Here is the crash report. It would be nice if someone can help me with that issue.
---- Minecraft Crash Report ----
// I feel sad now
Time: 4/4/15 3:49 AM
Description: Ticking player
java.lang.NullPointerException: Ticking player
at com.turkey.turkeyUtil.Events.InteractEvent.onInteract(InteractEvent.java:76)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_271_InteractEvent_onInteract_LivingHurtEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:298)
at net.minecraft.entity.player.EntityPlayer.func_70665_d(EntityPlayer.java:1080)
at net.minecraft.entity.player.EntityPlayerMP.localDamageEntity(EntityPlayerMP.java)
at api.player.server.ServerPlayerAPI.damageEntity(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.func_70665_d(EntityPlayerMP.java)
at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:785)
at net.minecraft.entity.player.EntityPlayer.func_70097_a(EntityPlayer.java:1034)
at net.minecraft.entity.player.EntityPlayerMP.localAttackEntityFrom(EntityPlayerMP.java:491)
at api.player.server.ServerPlayerAPI.attackEntityFrom(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.func_70097_a(EntityPlayerMP.java)
at com.rwtema.extrautils.worldgen.DarknessTickHandler.tickStart(DarknessTickHandler.java:33)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_621_DarknessTickHandler_tickStart_PlayerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:345)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:220)
at net.minecraft.entity.player.EntityPlayerMP.localOnUpdateEntity(EntityPlayerMP.java:295)
at api.player.server.ServerPlayerAPI.onUpdateEntity(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java)
at net.minecraft.network.NetHandlerPlayServer.func_147347_a(NetHandlerPlayServer.java:303)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:137)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:8)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.turkey.turkeyUtil.Events.InteractEvent.onInteract(InteractEvent.java:76)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_271_InteractEvent_onInteract_LivingHurtEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:298)
at net.minecraft.entity.player.EntityPlayer.func_70665_d(EntityPlayer.java:1080)
at net.minecraft.entity.player.EntityPlayerMP.localDamageEntity(EntityPlayerMP.java)
at api.player.server.ServerPlayerAPI.damageEntity(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.func_70665_d(EntityPlayerMP.java)
at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:785)
at net.minecraft.entity.player.EntityPlayer.func_70097_a(EntityPlayer.java:1034)
at net.minecraft.entity.player.EntityPlayerMP.localAttackEntityFrom(EntityPlayerMP.java:491)
at api.player.server.ServerPlayerAPI.attackEntityFrom(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.func_70097_a(EntityPlayerMP.java)
at com.rwtema.extrautils.worldgen.DarknessTickHandler.tickStart(DarknessTickHandler.java:33)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_621_DarknessTickHandler_tickStart_PlayerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:345)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:220)
-- Player being ticked --
Details:
Entity Type: null (net.minecraft.entity.player.EntityPlayerMP)
Entity ID: 9
Entity Name: Lupus2486
Entity's Exact location: 860.31, 138.00, -124.48
Entity's Block location: World: (860,138,-125), Chunk: (at 12,8,3 in 53,-8; contains blocks 848,0,-128 to 863,255,-113), Region: (1,-1; contains chunks 32,-32 to 63,-1, blocks 512,0,-512 to 1023,255,-1)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.entity.player.EntityPlayerMP.localOnUpdateEntity(EntityPlayerMP.java:295)
at api.player.server.ServerPlayerAPI.onUpdateEntity(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java)
at net.minecraft.network.NetHandlerPlayServer.func_147347_a(NetHandlerPlayServer.java:303)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:137)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:8)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@796cd2be
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Well, I was having trouble figuring out how to get the requisite diamond blocks for doing a quest but a little ingenuity and an energy condenser and I figured out how to get about 1.5 mil EMC (21 diamond blocks worth) for about 10 minutes of effort.
The TiCon equipment seems to render in a buggy fashion due to smart moving. Not a big deal. Though I think you guys should take a look at move plus if you haven't already.
I've been having problems with block updates. The most obvious appearance of it is when I try to break a block, it will fully crack and appear to break, but then it will immediately come back as if it wasn't broken at all. This means I sometimes have to mine the same block 3 or 4 times to get it to finally break for real. Another manifestation of the odd block updates is when i'm pouring liquids out of the smeltery, they might appear to fully pour, and harden like normal, but then revert back to being a liquid, then a solid, then a liquid, then a solid, etc.
I thought it might be caused by RouletteOres, so disabled that mod, however the bug still happens.
I finally made it to the deep dark. And, man, I was *not* ready for the immediate bad air quality in the starting room. I had not made or brought a gas mask (my mistake). And my spare leaves were in one of my chests that were loaded into dollies and stored in my bag of holding. By the time I noticed it, it was too late. It cost me a life but on respawn I was able to quickly deploy my chests and put some leaf blocks up to deal with the air problem.
So I packed everything up again and decided to look for a place to set up base. Checked a chest that was on a prespawned bedrock structure, it had a bunch of sort-of useful stuff in it but nothing I really needed. I glided down. Skeletons were attacking me. Then something lit me on fire. Witches, spiders, creepers, skeletons, ghast riders. There was just too many. I died and respawned back at the portal. All my stuff was in a gravestone on the ground and there was no way for me to get it back legit. My bad. I had to cheat to salvage the situation.
So, I hollowed out one of those pillars and dug straight down. My goal was to make an underground base. It was fairly easy to hollow out a nice area with my trusty The Alice Hammer. Deployed all my chests. Made a nice bedroom area with brick walls, rugs and polished andesite. Set down my bed. Put a diamond chest right next to it with all of my spare/emergency equipment in it as well as with my ProjectE stuff. Now to set my spawn point. BOOM. Theres fire all around. Diamond chest explodes, some of my stuff perishes in the fires. Lost my energy condenser and collector.
The horrors didnt end there though. I just finished making another chest, putting my supplies back into it. Suddenly a zombie attacks. I'm in my inventory and by the time I notice. I'm at half health. It appears the new zombies are much more aggressive about digging, not to mention being a lot more tanky. It looks like the surface floor is too dangerous to set up camp underneath. I'll probably have to set one up near the top of the world and use an elevator system (travel anchors or openblocks elevators) to go down. I haven't yet encountered any ESM ghasts, but if they do spawn i'll have a harder time defending base. I guess it's time to work on getting blast-proof materials to use as a floor.
So. Things I learned about the deep dark:
- You need a source of air immediately upon entering the realm. Gas mask or leaves.
- The surface is very hostile, monsters have several times more HP and seem to spawn in greater numbers.
It's nice to hear that you were able to play the pack! As for the Ghasts, Darkosto has expressed many times that he does not want the play to ever be 100% safe. One way we prevent the player from just burrowing into a hole and surviving that way is by adding the Ghasts that will breach your base. Yes they are a bit difficult to deal with, but there are still ways to protect your self against them. The spawning on top of the world bug is very known to us, but i believe that there is nothing that we can do from our end as i think it is a mod issue. Darkosto is probably a better person to answer that question than me. Once again thanks for playing our pack and leaving your feedback!
This modpack is crazy hard. Even harder than Crash Landing. I guess i'll tell some of the things I learned.
Base Design:
- Building a base on the water level of the world wasn't a bad idea. It seems to slow mob movement and allowed me to deal with incoming mobs in a more predictable manner. Creepers blowing up in the water have inflicted only minimal damage on my base.
- Glowstone nooks, built by cutting up a block of glowstone with a saw (microblocks) makes a good, reliable base lighting source.
- ESM Ghast attacks were hard to deal with at first. Preventing my base from becoming destroyed meant that I had to leave it, into dangerous mob-infested territory, often die, and often still have to deal with the ghast, but naked this time. I've remedied that by creating a long, underground escape tunnel with lighting (glowstone nooks) that I can use which is much safer than retreating to monster-infested open areas.
- I decided to move my bed further into the reaches of my base and outside of the area I usually spend time in. This buys me time to properly react to situations where I die in-base due to monster attacks.
- Rescue supply chest also in the far reaches of my cave, filled with things like torches and stone swords (about 4 of each, to account for failed rescues) have also allowed me to quickly rescue my grave when I have died.
- Noticing that water seems to provide blast-resistance to nearby tiles, i've actually coated the 'top' of my base in water (as my base was under a plateau/monster-platform). I haven't been able to really test this out but I think it will increase my resistance to ESM ghast attacks, and I have noticed occasional small damage to my base's ceiling that causes my base to flood but it's worth the small amount of upkeep for the piece of mind that it's given me, and for the times when it's probably saved my ass.
- Need to stop pesky mobs from entering your base? Try placing spectre glass on the floor of your base entrance. You'll be able to walk in but mobs will fall right through! Adding placing 2 height worth of water underneath will drown mobs and prevent creepers from destroying your pitfalls.
Tech Progression:
- I was lucky enough to get auto-repair through level up on some of my tools. And was also lucky enough to find a vanilla spawner dungeon that I could mine for moss stone which I made into tinker's moss to make sure my tools had enough auto-repair. However, if that weren't the case I would endeavor to collect vines to make into throwable moss stone which I would throw at a wall of cobble to convert it into moss stone. Vines are easy to gather once you have a smeltery up and can make bronze shears.
- I spent a lot of time finding gravel so I could make grout for a smeltery. Much to my dismay I found that it didn't double ores which really hampered my tech progression (original plan was to get a survivalist gen + leadstone energy cell + pulverizer). However, getting a one-high smeltery enabled me to smelt a lot of my compressed cobblestone directly into seared stone. After making an ingot cast and casting table with a hopper underneath. I crafted a redstone timer which would send redstone signals that would activate my seared faucets, so they would continually pour seared stone into the brick molds which would get sucked into the hopper. It was then quite easy to build casting basins, more casting tables and increase the size of my smeltery.
- I was lucky enough to get Travellers boots and a Travellers wings (Tinker's) from a random quest reward. I then crafted the travellers chestplate out of available materials. These have all come in handy, have provided me with an okay level of protection and have dramatically increased my mobility. I would recommend these items.
- Alumite! I was lucky enough to get a piece of obsidian somehow (I think from a mob drop). One piece of obsidian, an iron ore, and 3 aluminium ores will alloy in the smeltery to make alumite! This material can mine obsidian and any of the ores you will encounter. If you cannot secure at least one piece of obsidian before getting your smeltery up, don't fret! You can make steel which is just as good as alumite but has a little more durability. Steel is crafted by putting chain armor into the smeltery. Chain armor can be crafted in this modpack.
- Creating a lava crystal upgrade will allow ones pickaxe to auto-smelt ores that it mines. This combined with Fortune III means that mined ores will drop multiple ingots. It's the only ingot multiplying technique that I can think of that does not require expensive machinery.
Survival:
- Lime is a fantastic early game crop. It's easy to acquire, grows in vast quantities, it's been my number one fallback food if I have not been diligently creating food by other means. Combine lime with a juicer to make lime juice which is slightly better than regular lime. You can also craft a slightly more satiating drink with a glass bottle, hammer, and lime.
- One of my greatest flaws is thinking I can tank monsters, or 'tentatively' engage a few only to get webbed or picked off by a ranged unit when I didnt expect it. I'm pretty decent at PvE but death comes often, still. I should really be more cowardly and escape sooner.
- A glider (made of leather and sticks) has saved my life many times. I keep it as on my hotbar, right next to my sword. It has allowed me to quickly escape many sticky situations.
- I've found that a lot more types of enchantments are looking compelling now. While in other modpacks I heavily favored putting a few modifiers worth of quartz on my blades (more damage vs everything) while neglecting smite and bane of anthropods, quartz is so hard to find that i've now been considering smite and bane of anthropods and even knockback! I still like the necrotic/lifesteal modifier though (especially given that wither bones are easy to acquire) and like to have 2 modifiers worth of that. It makes me able to tank nearly infinite amounts of silverfish and probably helps out a bit with more protracted fights.
- I've noticed that the Traveller's armor starts to lose defensive power as it becomes damaged. I've overestimated my chances (and died) a lot due to not noticing it. Fortunately repairing it in the tool station seems to restore it's defensive powers.
- Some artifacts (obtainable via quest rewards) grant night vision and other bonuses. I recommend artifact weapons as these can grant you bonuses passively. This means you can wear whatever armor you want and still get the benefits of the artifacts. They will, however use up an inventory slot.
I have 2 complaints which are not related to difficulty (as I understand that this modpack is designed to be very difficult and unforgiving).
1) Health Regen. I understand the reason for having very slow health regen, as a difficulty/balance thing. However, if I have to wait more than 5 real minutes in base to heal up to full then it really hurts the pacing of the game. I regularly do /effect crouchingocelot 10 10 10 to quickly regen health to get around this issue (only if i'm safe).
I would recommend a method to create an easy-to-craft item that can heal you in 1 or 2 real minutes, but inflict status ailments that make mining and fighting impossible (I even wouldn't mind blindness and nausea very much).
I have an idea for an item that can be added. A 'first aid kit'. Made with, say, string and a (TiCon) heart or some other items that can be accessed without having to tech up too much. The First Aid kit would have similar use mechanics as a drinkable potion, use it for 10 seconds, it restores half a heart and consumes a small amount of durability. You continue to use it to (slowly) heal up in this way. As a red TiCon heart restores 10 hearts of health instantly, maybe it can create a first aid kit that restores 30 hearts before it is used up. And since it would have similar mechanics as a drinking potion, you would be unable to mine, run away, or fight while bandaging yourself up.
The other idea I have is for a shield. The shield would be an item in your hotbar that inflicts slowness 1 and reduces projectile damage and knockback from the front direction, but only when it's held. It would allow you to close the gap between yourself and a ranged unit (like a gatling skeleton) that might be giving you grief. Attacking with the shield would knock the enemy back but barely do any damage.
2) Drowning Creepers. I'm fine with dealing with the massive amount of silverfish blocks they can create, and in fact I even kind of like farming the silverfish for XP. However, I think that the water inside is just super annoying to clean up and have cheated in sponge wands just so that I could play without having to go through the tedium of filling the watery bits with solid blocks and then mining those out.
Making sponges more accessible would probably fix that issue.
Also. What are the HQM hearts used for? I think it would be cool if they can be crafted into the kinds of heart canisters that increase your max health.
How does dimension progression work in this? I just got a quest to go to the deep dark and I still have not been to the nether. Is there a quest to go to the nether or can i just make a nether portal and pass back and forth? I finally have a safe set up with auto farms and machines and Id hate to abandon my base.
I finally got to the point where I can build machines. I built a Pulverizer, Furnace, and Induction Smelter. So I decided to collect the snow from one of the quests and begin building a glacian precipitator. However as I went to the smeltery to pour a copper gear, I discovered the smeltery was cleaved half through and I lost the contents of it (due to the controller being destroyed). Even my machine room was cleaved through (but fortunately the machines were floating in the air). In other words a gigantic chasm suddenly appeared!
1) How did this happen? Was it triggered by collecting the snow rewards? Was it a timed/random event?
2) Is it safe to repair the damage to my base and put the smeltery and machines back in the same original place?
EDIT: I just moved my smeltery anyways. Still curious about that large chasm that appeared though.
The nether will follow the deep dark and from there the End which is the final dimension. There is no need to make a nether portal as it will not work.
EARTHQUAKE!!!! :D, but yes what you just expirenced was an Enviromine earthquake. You should have noticed your screen shaking aswell as a rumbling sound with rocks and such shifting. Earthquakes are a random event and you will most likely expirence a few while you play the pack, however you seem to have gotten very unlucky with your earthquake in that it actually tore though your base (most only affect the map around you not on you). After the earthquake has occurred you are free to do what you want, the chance of another one occurring in the same spot is VERY small. Thanks you for your questions!
These are good ideas for consideration in the future of the pack. I appreciate your input and see what we can do to help pacing a long a bit.
To answer your question, the pack is meant to played in HQM hardcore. Assembling a full HQM heart gives you another life. Make sure to read the quest book as it tells you this information and how to to enable it.
Check out the Dark Zone at Twitch * Twitter * YouTube
Dimensional progression does not allow you to move in reverse or out of order. This is defined in the "How Not to Die" book given in the first quest and all the quests before you move on. The progression is as follows Overworld-Cave Dimension-Deep Dark-Nether-The End.
The idea is not to create a base that you won't want to leave since you cannot return. You cannot also go to the nether until you reach the quest allowing you to. Just make sure to read the tutorial books and the quest book and you'll get all the information you need
Check out the Dark Zone at Twitch * Twitter * YouTube
EDIT: I was going to say that the MFR Planter/Harvester weren't working. But they were just being a bit derpy, so nevermind.
I am having some problems with world generation. When I click "Create World," all it brings up is the "World Name" thing.
And then I can't generate a world.
Is it a config I must edit? Biomes O' Plenty, maybe?
Oh, wait, is it OK to make a minecraft series for this? To put on YouTube, I mean.
EDIT: Not meant to create world, but put "World" in saves folder.
It's not required to have those options. The pack is run from a template and world generation is disabled by default.
Are you running PC?
Of course you're able to do a series, just please give credit for the pack when applicable. Thank you
Check out the Dark Zone at Twitch * Twitter * YouTube
Yes, I am running PC. And thank you for letting me do this. With HQM enabled, it will let me have a sad ending where I die, or a happy one, where I go to the center. Thank you for responding so quickly. (Lol, you did it while I was it the shower. . .) I am hoping this will be my first series that will be clutched onto and finished. Also, would you mind showcasing my series when I do it? (in next few days, hopefully) My channel is BrotherLeonGaming, in case you wanted to know.
Darkosto, I am trying to record, and the issue is that HQM has no quests in the book for this world. I know there are supposed to be quests. So, any suggestions, please? I really am pumped about this. Oh, yeah, the spawn area looks AMAZING. My first thought- is this even still MineCraft? Top notch, love it so far(first minute of playing). Umm.... do I need any specific settings? Also, is it NECCESSARY to have insanity on? I have had several problems in the past, where the the bar would not go back up while I am in a high-enough light level. I had to disable it. I will have to here, too, if it is problematic. So, required to have sanity, yes or no?
Brother Leon, if you're on linux (or maybe also mac) you have to go into your instance folder and rename the folder that says 'World' (uppercase W) to 'world' (lowercase W).
Your world should then generate properly.
No, it is fine. I am on Windows. Actually, I am already recording this pack. Darkosto was a real mate, and he sent me a direct download link, as that is what we determined the problem was.
are you wearing the turtle shell by chance? If so taking it off should fix your problem. Seems i made a calculation error with my math.
Well, I was having trouble figuring out how to get the requisite diamond blocks for doing a quest but a little ingenuity and an energy condenser and I figured out how to get about 1.5 mil EMC (21 diamond blocks worth) for about 10 minutes of effort.
The TiCon equipment seems to render in a buggy fashion due to smart moving. Not a big deal. Though I think you guys should take a look at move plus if you haven't already.
I've been having problems with block updates. The most obvious appearance of it is when I try to break a block, it will fully crack and appear to break, but then it will immediately come back as if it wasn't broken at all. This means I sometimes have to mine the same block 3 or 4 times to get it to finally break for real. Another manifestation of the odd block updates is when i'm pouring liquids out of the smeltery, they might appear to fully pour, and harden like normal, but then revert back to being a liquid, then a solid, then a liquid, then a solid, etc.
I thought it might be caused by RouletteOres, so disabled that mod, however the bug still happens.
I finally made it to the deep dark. And, man, I was *not* ready for the immediate bad air quality in the starting room. I had not made or brought a gas mask (my mistake). And my spare leaves were in one of my chests that were loaded into dollies and stored in my bag of holding. By the time I noticed it, it was too late. It cost me a life but on respawn I was able to quickly deploy my chests and put some leaf blocks up to deal with the air problem.
So I packed everything up again and decided to look for a place to set up base. Checked a chest that was on a prespawned bedrock structure, it had a bunch of sort-of useful stuff in it but nothing I really needed. I glided down. Skeletons were attacking me. Then something lit me on fire. Witches, spiders, creepers, skeletons, ghast riders. There was just too many. I died and respawned back at the portal. All my stuff was in a gravestone on the ground and there was no way for me to get it back legit. My bad. I had to cheat to salvage the situation.
So, I hollowed out one of those pillars and dug straight down. My goal was to make an underground base. It was fairly easy to hollow out a nice area with my trusty The Alice Hammer. Deployed all my chests. Made a nice bedroom area with brick walls, rugs and polished andesite. Set down my bed. Put a diamond chest right next to it with all of my spare/emergency equipment in it as well as with my ProjectE stuff. Now to set my spawn point. BOOM. Theres fire all around. Diamond chest explodes, some of my stuff perishes in the fires. Lost my energy condenser and collector.
The horrors didnt end there though. I just finished making another chest, putting my supplies back into it. Suddenly a zombie attacks. I'm in my inventory and by the time I notice. I'm at half health. It appears the new zombies are much more aggressive about digging, not to mention being a lot more tanky. It looks like the surface floor is too dangerous to set up camp underneath. I'll probably have to set one up near the top of the world and use an elevator system (travel anchors or openblocks elevators) to go down. I haven't yet encountered any ESM ghasts, but if they do spawn i'll have a harder time defending base. I guess it's time to work on getting blast-proof materials to use as a floor.
So. Things I learned about the deep dark:
- You need a source of air immediately upon entering the realm. Gas mask or leaves.
- The surface is very hostile, monsters have several times more HP and seem to spawn in greater numbers.
- Zombies can dig down.
- Beds will explode if you try sleeping in them.
I wonder what other surprises are in store.