I'll scan the forest with an X-ray mod on to make sure it has carmot. It's in my list now. I'll put the results of my scan in the next patch notes. Thanks for the feedback.
...first person to screenshot a naturally spawning hostile mob gets a spot in the lorebooks...
Boldness changed for emphasis.
Sorry, but most of us have already observed passive mobs spawn in our worlds. One fellow in this thread (Shiitake, I think?) had the good fortune of having a bunch of chickens spawn in his biodome while he was away. We're thinking specifically about hostile mobs. I don't think anybody's seen a creeper on this map since I hit the "Taint all" button.
Sorry. It's cool to see screenshots from somebody else's world, though!
Oh it was meant more to confirm neutral mobs spawning outside of the untainted biodomes It's a sad bug though and I hope you can find a fix for it.
It also seems my previous edit ate the post so I'll just repeat a few bugs I found here. I can't make deconstruction tables because you disabled the recipe for gold tools. There's also an issue with the chisel but I'm not sure if that's a general bug or specific to your mod. I made an iron chisel in tinker's construct but my character tries to eat it when I use it, I was able to make a regular chisel (despite the tooltip saying its for crafting purposes only) and it works, but only on vanilla blocks.
The tcon chisel makes that eating sort of animation because it's supposed to be scratching at the block you aim at. At least, that's what I think the explanation is. You can craft it with various blocks to make other versions of them like bricks and chiseled blocks. My Chisel chisel doesn't say crafting only? You make it with one iron ingot and one stick. Was there some sort of alternative recipe for a tcon iron chisel? As for the deconstruction tables, you have to requisition "antique" golden tools to make those.
Edit: Derp, yeah, the Chisel chisel says crafting only for some reason. Speaking of which, I wish there was a way to convert the underground biomes marble to Chisel marble.
so at what point can i expect to see someone set up a server... obviously it would have to be whitelisted but i still think it would be much more fun with other people
I found some hostile mobs in the mines under the glacier. However I suspect those were just mobs that were there when the world was saved after being tainted. No new ones spawned afterwards.
Oh, and if anyone finds a "broadsword" down there with a rainbow tile for an icon, don't put it in your crafting grid. Instant crash!
Shiitake: Thanks for the heads up. I'll remove that glitchy broadsword next version. Sorry about that; I didn't know TiC would put crashy swords in the game, and as you could imagine I couldn't check every chest. Could you get me the coords of the chest to I can TP to it and remove it?
Taiyoko: Every time I do an update, there will be a new world file with small updates to it. This is because if I included the old world file with the zip, it would overwrite your save! I wouldn't do that. Note the version number increase; if the second number changes, it means I've made significant changes to the world, but you can still play with old versions of the world with perhaps some slight modifications. (For example, in 2.1.0, I'll be changing the TP system and making it so you can teleport back to the Jaded to view the world map and maybe interact with NPCs on the ship.) If the first number changes, it means old worlds are no longer backwards compatible. I do not plan to do this, but it is a possibility.
Also,
good job finding that area! The research notes are illegible. You can boil them down for essential of some kind, I think, but otherwise they're just there for flavor. You are the second person I know of that found it. Only one of our beta testers ever did!
Pitviper: I have no plans to set up a server. If anybody else does, be warned: For some reason, I've noticed my personal server randomly deletes HQM data whenever I shut it down and start it back up again. It doesn't always do it, but it happens most often when people are in parties. Those who have never joined a party never seem to have their data deleted, so feel free to stay in seperate parties even if you're in the same biodome. I wish I could file a report to the HQM devs, but I don't have enough info to make it meaningful. I can't exactly say "My HQM data is getting deleted, and I don't know why!1!" and expect a meaningful response. :/
Actually, I got it from a spoiler in the Something Awful Modded Minecraft thread. I've never been big on Thaumcraft, but I'm starting to get the hang of it. I feel like I'm still pretty early in it, and I'm not entirely sure how to get more vis when I'm trying to stay inside the dome as much as I can because it's dang dangerous out there! Even with angmallen armor (because I forgot to check what gold alloys with /besides/ silver...thanks metallurgy lol). I should probably get to making a proper Tinker's sword. Also convenient is was discovering that when I crafted the pattern chest, it came with patterns already inside it.
Good news, everyone! Hostile mobs DO spawn under the glacier.
Also the chest with the bugged broadsword is at
1634,124,43.
Oh uh, I have another question. It looks like TTKAMI is enabled, but is it even possible to collect dimensional shards when you can't go to the Nether or the End?
had an epic battle with a cave spider spawner near beta i swear ive never seen such a wide variety of mobs in one place also got super lucky and was rolling around in my boat a behold out in the middle of the ocean are two chickens... like wtf yes
Edit: Tried Repairing a bow with sticks in a tool table ... instant crash
Shiitake: Thanks for the heads up. I'll remove that glitchy broadsword next version. Sorry about that; I didn't know TiC would put crashy swords in the game, and as you could imagine I couldn't check every chest. Could you get me the coords of the chest to I can TP to it and remove it?
Taiyoko: Every time I do an update, there will be a new world file with small updates to it. This is because if I included the old world file with the zip, it would overwrite your save! I wouldn't do that. Note the version number increase; if the second number changes, it means I've made significant changes to the world, but you can still play with old versions of the world with perhaps some slight modifications. (For example, in 2.1.0, I'll be changing the TP system and making it so you can teleport back to the Jaded to view the world map and maybe interact with NPCs on the ship.) If the first number changes, it means old worlds are no longer backwards compatible. I do not plan to do this, but it is a possibility.
Also,
good job finding that area! The research notes are illegible. You can boil them down for essential of some kind, I think, but otherwise they're just there for flavor. You are the second person I know of that found it. Only one of our beta testers ever did!
Pitviper: I have no plans to set up a server. If anybody else does, be warned: For some reason, I've noticed my personal server randomly deletes HQM data whenever I shut it down and start it back up again. It doesn't always do it, but it happens most often when people are in parties. Those who have never joined a party never seem to have their data deleted, so feel free to stay in seperate parties even if you're in the same biodome. I wish I could file a report to the HQM devs, but I don't have enough info to make it meaningful. I can't exactly say "My HQM data is getting deleted, and I don't know why!1!" and expect a meaningful response. :/
Yah i actually experienced this yesterday... while playing with some friends of mine. one of them (who understands this a lot better than i do) is actually looking into to see if he can get that 'meaningful response'. Ill keep you updated if we figure anything out... until then i see it as being pretty fruitless to start a server so... until then i guess the wait begins.
BeechLGZ: Yes, you can change the diddy. If you open up HQM as though it were a .zip file, you can navigate to the place where the diddy is stored. Simply take an ogg file of your choosing (such as one containing a half second of silence) and use it to replace the one that is already there. You're not alone; playtesters report that they consider the diddy to be twice as long as they would prefer. If HQM's ToS weren't so restrictive, I'd do something similar myself. I keep meaning to explore if something similar could be done using resource-packs, but haven't had time.
PitViper: Yeah, I think they've discontinued support for that version because they're working on a completely re-written version that supports editing quests in JSon files. This will make editing way easier, because if I decide to, like, change a person's name, I can go a global search and replace in a text editor instead of having to find every place where I referenced the character and hope I didn't miss one. My greatest fear is that there will be no way to convert quests from the old version to the new version. That would be horrible. I'm just thankful I have all the text stored in a google doc.
At any rate... yeah. As I mentioned, the HQM data of solo players never seems to be deleted. Only the HQM data of people who either are currently or used to be in a party. Players on my server who have never joined a party have never had their HQM data deleted. You can try restarting your server and disallowing parties, but besides that, It's out of my control.
Shiitake: You win. You will be in the 2.1.0 version. As for hostile mob spawns: I can get mobs to spawn in previously tainted area if I work "Inward" from the edge of the map, but not if I clear an area in the middle of the map, even a large area. I think this is because the spawning algorithm checks for hostiles in a 17x17 chunk area before deciding whether to spawn new mobs. I bet (but have not tested) that if you clear a 17x17 chunk area, things will spawn there. Otherwise, things only spawn in areas near the edge of the map, where scanning a 17x17 chunk area will check the barren ocean chunks.
Demiurge: Good tip with the swamp. There's a reason I made it an island. That is indeed how I intended people to get their feet off the ground. If you're on a server, it also makes a good "Community base" for everybody to put their taint fighting stuff. That's where my server has its bloom factory and infusion altar.
Found this modpack through the feature and have to say, I'm enjoying it entirely. <3 Challenging, but not OMGI'MMADIE every ten seconds.
A suggestion: As you have the mod in the pack that makes it difficult to eat just a bunch of bread without consequence, I would possibly recommend Pam's Harvestcraft as something else to add. More crops, more foods, more variety.
Also, there's a recipe in the NEI for flint by putting gravel in a 2x2 pattern, but when I try to use that, it tries to make gravel bricks instead. Is that intended?
Found this in the HQM mod (posted just above you) and got interested enough to play it^^
My second day (and 2nd world): Tried various things and after writing down the coordinates for the domes and a few other places of interest I did this:
Spawn in alpha dome, do quests,go mining and wait for cows to spawn.
Farm cows for leather armor.
Make a boat and go to the swamp to get clay for clay buckets.
Fill buckets with water and pack some food.
Start running (really fast) towards the other locations, if you are hunted by Taintwing Duck and get cornered, drop water and continue running.
After arriving at the locations, chop down the Silverwood tree, grab all the Flowers and (Since I need to heal) build a tiny monument so the bookshelf isnt hanging in the air.
"Safe" your harvest by teleporting back to alpha dome.
Rinse and repeat for as long as you dare, with the aim of getting as many Ethereal Blooms as you can get.
Start an untainting perimeter around your preferred base of operations, do qiests and go mining.
Despair over the "rarity" of tin.
Mission outlook is slightly negative, but I got a few oreberry bushes in the basement, I was able to open my Dome and replace it with a few walls and a water ditch. Having 8 blooms to guard your base and 3-4 to deal with taint while you mine makes the environment almost no problem for me. I just have to watch out when I teleport back to a "pillaged" location but since nothing happened while I was away (:D) I just need to plop my blooms down to keep the taint in check while I decide where to dig.
At the moment however, I'm despairing over tin. I explored the cave under Alpha dome (funny how you can track the underground progress on the surface when you use blooms to de-taint) and found enough copper to get my tools up to iron.
I have a stack of Iron BLOCKS, a bit of aluminun, some of the "other" ores but not a single tin. And copper tbh, but since I have the oreberries I dont really mind.
I've started strip-mining the mountain (I hate stripmining) and found tons of emerald and mithril. I recently started de-tainting the swamp island and I hope to find some tin in there...
TL;DR:
After dying once, I used my newfound knowledge and raided the other locations for the taint-preventing blooms. I did die once or twice, but the rewards from the Scout Questline were usually good enough to request additional clones.
The biggest issue for me is that I can't find the tech ores I'm looking for. Personally, I use COG to let all the ores spawn as veins, which kinda cuts down on the "dig in that direction for x blocks and pray" approach. BUt here? All I get is fancy cobble and iron... Mayb my lack of experience as stripminer is showing, but apart from the copper close to Alpha's dome, I wasn't able to find anything else.
If anyone could give me some pointers where and how deep I have to dig, I would be much obliged^^
As for the missing mobs: I had the impression that was intended!
It made sense to me that the only mobs present were those tainted by the... taint. I don't know if zombies/skeletons do have a tainted version but It would feel rather strange to me if the usual foes would suddenly appear in a new update.
P.S.: Please put the missing (normal) hostile mobs into the "That's not a bug, that's a feature" corner. xD
Use NEI to replace them every time they break for now. I'm working on an update and it'll be published either today or tomorrow (6:00 mountain time at the latest.) That bug'll be fixed then. Hey guys: When testing mods you develop, make sure to switch out of creative mode occasionally to test how things work in survival!
Cyonna: Glad you're enjoying it! I wanted to make something challenging like agrarian skies, not challenging like Crash Landing. Seems I may have hit that mark.
Good call on the gravel brick. I'll fix that in the coming update.
The thing you mention about spice of life is on my radar. I understand third-hand that this is the biggest complaint the SA forums have. The problem I see is that Harvestcraft seems like too wide a hammer for this particular nail. If you include harvestcraft, you suddenly have *hundreds* of food types instead of a couple dozen. That basically makes spice of life a non-issue.
As it stands now, you can eat just fine midgame after completing a few scouting quests. Grab some cocoa from the jungle to get cookies, mushrooms from the swamp for stew, breed cows for beef, steal potatoes and carrots from the village, and you're basically set. The seed bags Driskel gives you can augment that with berries, melons, and nether-berries. Eating rotten flesh harvested from a zombie-spawner clears your buffer if you're in a pinch. If you have a hard time not starving while building up your list of foods, just requisition jerky from Driskel a time or two. (Doing so both cleans out your buffer *and* gives you enough food to completely fill your hunger bar.) There's plenty of food variety, and each time you "unlock" a new food type, it permanently makes all your other foods better. Questing for new food types is thus highly incentived and hopefully highly rewarding.
Adding harvestcraft would make it so within minutes of punching grass, you'd have more than a dozen types of food. That would make spice of life basically meaningless.
If you guys feel that there are too few kinds of food, perhaps we could work out a solution that both gives more food and preserves the "scouting for new food types is highly rewarding" mentality. What if I were to include harvestcraft, disable harvestcraft seeds from grass, and hide seeds in village chests, scout locations, and so forth? Then, you could have more foods in the world but they would still require exploration. It could preserve the excitement of "unlocking" new foods, which I feel is an important part of the modpack.
Or do any of you know of any other mods that add, like, 1/4th the number of foods that harvestcraft does? I agree there could be a few more foods, but adding hundreds scares me. :/
TLDR: What do you guys think about the food situation? Do we need more foods? Is "unlocking" new foods feeling exciting and rewarding? If yes to both, how should we balance that?
I don't like the current settings. Right now you can eat 6 potatoes or other half-point foods before they stop filling your hunger bar, whereas you can eat like 3 steaks before that happens, and the third steak takes forever to eat. This makes low-value foods better than high-value foods, because you can fill your hunger history with them easier, and they're easier to eat. I thought getting food variety was fairly engaging in the early game since you could use the supplier rewards to try and roll the dice to get something new, but it's fairly quickly solved as you only need like three types of food and you can get plenty of bonemeal for free. Plus potatoes and baked potatoes count as two different items, so I wound up surviving for a while off of just bread potatoes and the occasional apple. Pumpkin pie was something I was considering but by the time I had pumpkins, eggs, and cane, I didn't need pie.
Oh, and uh, I can't seem to make any silverleaf splash potions. I put the leaves and glass bottles in the arcane workbench and it doesn't craft into anything.
Namorax: Thanks for chronicling your experience. It's nice to see how others play, and helps me find patterns in play experience that suggest new tweaks.
It seems everybody is complaining about the rarity of tech ores. They're supposed to be hard to find and random, but I think I've overdone it. I've already increased the amount that spawn in the dev world for the update I'm planning on pushing so instead of appearing in veins 1-5 large, they'll appear in veins 1-3 large but be twice as common. That should help the people having a hard time finding tin and copper.
As for missing mobs, Xillith (another blightfall dev) and I have been doing tests. It turns out that if you clear out a huge area (about a fully zoomed-out minimap's worth) then normal hostiles will spawn as normal. I have no clue why. I blame thaumcraft somehow. Thus, until you get a large area that approximates "normal", you have nothing to fear from creepers. I'll probably keep it like that. Creepers are a sign that the world is going back to normal! The ecosystem is repairing itself! Because creepers play a vital role in the minecraft ecosystem... somehow.
Shiitake: I think the reason "large" foods are worse than smaller ones is because large foods represent a larger portion of the food that you've eaten than smaller ones. I agree it's counter-intuitive even it it makes mathematic sense. I'll see if there's config options that'll let me tweak that behavior. If not, I might crack at the code myself. Spice Of Life is open source, after all...
Boldness changed for emphasis.
Sorry, but most of us have already observed passive mobs spawn in our worlds. One fellow in this thread (Shiitake, I think?) had the good fortune of having a bunch of chickens spawn in his biodome while he was away. We're thinking specifically about hostile mobs. I don't think anybody's seen a creeper on this map since I hit the "Taint all" button.
Sorry. It's cool to see screenshots from somebody else's world, though!
The tcon chisel makes that eating sort of animation because it's supposed to be scratching at the block you aim at. At least, that's what I think the explanation is. You can craft it with various blocks to make other versions of them like bricks and chiseled blocks.
My Chisel chisel doesn't say crafting only? You make it with one iron ingot and one stick. Was there some sort of alternative recipe for a tcon iron chisel?As for the deconstruction tables, you have to requisition "antique" golden tools to make those.Edit: Derp, yeah, the Chisel chisel says crafting only for some reason. Speaking of which, I wish there was a way to convert the underground biomes marble to Chisel marble.
But I can't seem to do anything with those notes? I tried right-clicking them, I tried putting them in the research table, nothing happens.
What do I do with them?
Oh, and if anyone finds a "broadsword" down there with a rainbow tile for an icon, don't put it in your crafting grid. Instant crash!
Taiyoko: Every time I do an update, there will be a new world file with small updates to it. This is because if I included the old world file with the zip, it would overwrite your save! I wouldn't do that. Note the version number increase; if the second number changes, it means I've made significant changes to the world, but you can still play with old versions of the world with perhaps some slight modifications. (For example, in 2.1.0, I'll be changing the TP system and making it so you can teleport back to the Jaded to view the world map and maybe interact with NPCs on the ship.) If the first number changes, it means old worlds are no longer backwards compatible. I do not plan to do this, but it is a possibility.
Also,
Pitviper: I have no plans to set up a server. If anybody else does, be warned: For some reason, I've noticed my personal server randomly deletes HQM data whenever I shut it down and start it back up again. It doesn't always do it, but it happens most often when people are in parties. Those who have never joined a party never seem to have their data deleted, so feel free to stay in seperate parties even if you're in the same biodome. I wish I could file a report to the HQM devs, but I don't have enough info to make it meaningful. I can't exactly say "My HQM data is getting deleted, and I don't know why!1!" and expect a meaningful response. :/
Also the chest with the bugged broadsword is at
Oh uh, I have another question. It looks like TTKAMI is enabled, but is it even possible to collect dimensional shards when you can't go to the Nether or the End?
I got all my rotten flesh from a sinister node. Furious zombies drop tons of it, and drop brains frequently as well.
Edit: Tried Repairing a bow with sticks in a tool table ... instant crash
Yah i actually experienced this yesterday... while playing with some friends of mine. one of them (who understands this a lot better than i do) is actually looking into to see if he can get that 'meaningful response'. Ill keep you updated if we figure anything out... until then i see it as being pretty fruitless to start a server so... until then i guess the wait begins.
PitViper: Yeah, I think they've discontinued support for that version because they're working on a completely re-written version that supports editing quests in JSon files. This will make editing way easier, because if I decide to, like, change a person's name, I can go a global search and replace in a text editor instead of having to find every place where I referenced the character and hope I didn't miss one. My greatest fear is that there will be no way to convert quests from the old version to the new version. That would be horrible. I'm just thankful I have all the text stored in a google doc.
At any rate... yeah. As I mentioned, the HQM data of solo players never seems to be deleted. Only the HQM data of people who either are currently or used to be in a party. Players on my server who have never joined a party have never had their HQM data deleted. You can try restarting your server and disallowing parties, but besides that, It's out of my control.
Shiitake: You win. You will be in the 2.1.0 version. As for hostile mob spawns: I can get mobs to spawn in previously tainted area if I work "Inward" from the edge of the map, but not if I clear an area in the middle of the map, even a large area. I think this is because the spawning algorithm checks for hostiles in a 17x17 chunk area before deciding whether to spawn new mobs. I bet (but have not tested) that if you clear a 17x17 chunk area, things will spawn there. Otherwise, things only spawn in areas near the edge of the map, where scanning a 17x17 chunk area will check the barren ocean chunks.
Demiurge: Good tip with the swamp. There's a reason I made it an island. That is indeed how I intended people to get their feet off the ground. If you're on a server, it also makes a good "Community base" for everybody to put their taint fighting stuff. That's where my server has its bloom factory and infusion altar.
Erm... totems of dawn instantly break when punched, and drop nothing in that case. Probably shouldn't be that way.
A suggestion: As you have the mod in the pack that makes it difficult to eat just a bunch of bread without consequence, I would possibly recommend Pam's Harvestcraft as something else to add. More crops, more foods, more variety.
Also, there's a recipe in the NEI for flint by putting gravel in a 2x2 pattern, but when I try to use that, it tries to make gravel bricks instead. Is that intended?
My second day (and 2nd world): Tried various things and after writing down the coordinates for the domes and a few other places of interest I did this:
Spawn in alpha dome, do quests,go mining and wait for cows to spawn.
Farm cows for leather armor.
Make a boat and go to the swamp to get clay for clay buckets.
Fill buckets with water and pack some food.
Start running (really fast) towards the other locations, if you are hunted by Taintwing Duck and get cornered, drop water and continue running.
After arriving at the locations, chop down the Silverwood tree, grab all the Flowers and (Since I need to heal) build a tiny monument so the bookshelf isnt hanging in the air.
"Safe" your harvest by teleporting back to alpha dome.
Rinse and repeat for as long as you dare, with the aim of getting as many Ethereal Blooms as you can get.
Start an untainting perimeter around your preferred base of operations, do qiests and go mining.
Despair over the "rarity" of tin.
Mission outlook is slightly negative, but I got a few oreberry bushes in the basement, I was able to open my Dome and replace it with a few walls and a water ditch. Having 8 blooms to guard your base and 3-4 to deal with taint while you mine makes the environment almost no problem for me. I just have to watch out when I teleport back to a "pillaged" location but since nothing happened while I was away (:D) I just need to plop my blooms down to keep the taint in check while I decide where to dig.
At the moment however, I'm despairing over tin. I explored the cave under Alpha dome (funny how you can track the underground progress on the surface when you use blooms to de-taint) and found enough copper to get my tools up to iron.
I have a stack of Iron BLOCKS, a bit of aluminun, some of the "other" ores but not a single tin. And copper tbh, but since I have the oreberries I dont really mind.
I've started strip-mining the mountain (I hate stripmining) and found tons of emerald and mithril. I recently started de-tainting the swamp island and I hope to find some tin in there...
TL;DR:
After dying once, I used my newfound knowledge and raided the other locations for the taint-preventing blooms. I did die once or twice, but the rewards from the Scout Questline were usually good enough to request additional clones.
The biggest issue for me is that I can't find the tech ores I'm looking for. Personally, I use COG to let all the ores spawn as veins, which kinda cuts down on the "dig in that direction for x blocks and pray" approach. BUt here? All I get is fancy cobble and iron... Mayb my lack of experience as stripminer is showing, but apart from the copper close to Alpha's dome, I wasn't able to find anything else.
If anyone could give me some pointers where and how deep I have to dig, I would be much obliged^^
As for the missing mobs: I had the impression that was intended!
It made sense to me that the only mobs present were those tainted by the... taint. I don't know if zombies/skeletons do have a tainted version but It would feel rather strange to me if the usual foes would suddenly appear in a new update.
P.S.: Please put the missing (normal) hostile mobs into the "That's not a bug, that's a feature" corner. xD
Just kidding.
Use NEI to replace them every time they break for now. I'm working on an update and it'll be published either today or tomorrow (6:00 mountain time at the latest.) That bug'll be fixed then. Hey guys: When testing mods you develop, make sure to switch out of creative mode occasionally to test how things work in survival!
Cyonna: Glad you're enjoying it! I wanted to make something challenging like agrarian skies, not challenging like Crash Landing. Seems I may have hit that mark.
Good call on the gravel brick. I'll fix that in the coming update.
The thing you mention about spice of life is on my radar. I understand third-hand that this is the biggest complaint the SA forums have. The problem I see is that Harvestcraft seems like too wide a hammer for this particular nail. If you include harvestcraft, you suddenly have *hundreds* of food types instead of a couple dozen. That basically makes spice of life a non-issue.
As it stands now, you can eat just fine midgame after completing a few scouting quests. Grab some cocoa from the jungle to get cookies, mushrooms from the swamp for stew, breed cows for beef, steal potatoes and carrots from the village, and you're basically set. The seed bags Driskel gives you can augment that with berries, melons, and nether-berries. Eating rotten flesh harvested from a zombie-spawner clears your buffer if you're in a pinch. If you have a hard time not starving while building up your list of foods, just requisition jerky from Driskel a time or two. (Doing so both cleans out your buffer *and* gives you enough food to completely fill your hunger bar.) There's plenty of food variety, and each time you "unlock" a new food type, it permanently makes all your other foods better. Questing for new food types is thus highly incentived and hopefully highly rewarding.
Adding harvestcraft would make it so within minutes of punching grass, you'd have more than a dozen types of food. That would make spice of life basically meaningless.
If you guys feel that there are too few kinds of food, perhaps we could work out a solution that both gives more food and preserves the "scouting for new food types is highly rewarding" mentality. What if I were to include harvestcraft, disable harvestcraft seeds from grass, and hide seeds in village chests, scout locations, and so forth? Then, you could have more foods in the world but they would still require exploration. It could preserve the excitement of "unlocking" new foods, which I feel is an important part of the modpack.
Or do any of you know of any other mods that add, like, 1/4th the number of foods that harvestcraft does? I agree there could be a few more foods, but adding hundreds scares me. :/
TLDR: What do you guys think about the food situation? Do we need more foods? Is "unlocking" new foods feeling exciting and rewarding? If yes to both, how should we balance that?
Oh, and uh, I can't seem to make any silverleaf splash potions. I put the leaves and glass bottles in the arcane workbench and it doesn't craft into anything.
It seems everybody is complaining about the rarity of tech ores. They're supposed to be hard to find and random, but I think I've overdone it. I've already increased the amount that spawn in the dev world for the update I'm planning on pushing so instead of appearing in veins 1-5 large, they'll appear in veins 1-3 large but be twice as common. That should help the people having a hard time finding tin and copper.
As for missing mobs, Xillith (another blightfall dev) and I have been doing tests. It turns out that if you clear out a huge area (about a fully zoomed-out minimap's worth) then normal hostiles will spawn as normal. I have no clue why. I blame thaumcraft somehow. Thus, until you get a large area that approximates "normal", you have nothing to fear from creepers. I'll probably keep it like that. Creepers are a sign that the world is going back to normal! The ecosystem is repairing itself! Because creepers play a vital role in the minecraft ecosystem... somehow.
Shiitake: I think the reason "large" foods are worse than smaller ones is because large foods represent a larger portion of the food that you've eaten than smaller ones. I agree it's counter-intuitive even it it makes mathematic sense. I'll see if there's config options that'll let me tweak that behavior. If not, I might crack at the code myself. Spice Of Life is open source, after all...