Ah damn, the forums seemed to eat my post. Oh well in summary since I'm not typing it up fully again.
Minechem is near infinitely configurable, pretty much everything can be changed between configs and minetweaker.
Any examples of what broke balance? I've done a ton of rebalancing and minetweaking of minechem before and would try to come up with example scripts for you or to help generally with it.
Matter Overdrive is only limited by having moon only ores and being slow, RF cost is irrelevant and ores for initial cost is as well with the automining you will definitely have by that point.
I can't see any of those config options, all I see are volume options for machines and the ability to config matter amounts.
You can't set anything about 1024 kM or it doesn't work, think EE2 if all raw resources had to be 1024 EMC or less, that's part of why the costs for rarer resources are so massively cheap.
The mining level for enderium/signalum/lumium was set too low, suggestion is redstone unboosted for Enderium and iron unboosted for Signalum and Lumium. This is to bring them more in line with the fact they're supposed to be good and pretty much all of their component materials are a higher mining level then they are which makes no sense.
Chalcedony gears are made from 16 flint and equal to an iron gear, this annoys me to no end. Also it's an exploit as you can melt them down in a smelter for 4 iron.
Can you please trim down the amount of gears? Currently you have buildcraft, railcraft, rotarycraft, thermal expansion, and tinker's construct all producing gears with different recipes and costs for each of them.
I think that was everything I covered, pity it ate my post. Keeping a copy of this one.
Minechem isn't coming back to the pack; you're welcome to add it as a custom mod. There's also bees if you like to rock ore generation old-school style.
Matter Overdrive is only limited by having moon only ores and being slow, RF cost is irrelevant and ores for initial cost is as well with the automining you will definitely have by that point.
MO isn't a minechem replacement. It adds other things and is being actively developed and expanded by its author.
You can't set anything about 1024 kM or it doesn't work, think EE2 if all raw resources had to be 1024 EMC or less, that's part of why the costs for rarer resources are so massively cheap.
The mining level for enderium/signalum/lumium was set too low, suggestion is redstone unboosted for Enderium and iron unboosted for Signalum and Lumium. This is to bring them more in line with the fact they're supposed to be good and pretty much all of their component materials are a higher mining level then they are which makes no sense.
Besides the fact that Lumium, Signalum, and Enderium are all craftable shortly after making your first flint tools (which breaks progression if they're un-nerfed), existing fully-enchanted/upgraded weapons are balanced for the mobs in the pack. If these super weapons were available again, I'd have to make the mobs even more deadly.
Chalcedony gears are made from 16 flint and equal to an iron gear, this annoys me to no end. Also it's an exploit as you can melt them down in a smelter for 4 iron.
Thanks for letting me know! 0.8.8 is going to cleanup gears and eliminate this exploit.
Can you please trim down the amount of gears? Currently you have buildcraft, railcraft, rotarycraft, thermal expansion, and tinker's construct all producing gears with different recipes and costs for each of them.
Pack Version 0.8.8 - The 'A to Z...but mostly Z' Update!
Version 0.8.8 is mostly a cleanup and fix update, with some new mods added in for spice and a few flabby ones taken out.
We'll start with the cuts -- most of them are painless cosmetic mods. **ForgeEssentials is replacing EnkiTools for server operators, so if you're not prepared, keep your EnkiTools/LatCoreMC installed**. The only possibly breaking changes are the removal of Computronics, Sync, and IronChest Minecarts. All three are safe to add back to the pack if you really want them. For the most part, they're unused fluff.
Now on to the fun stuff -- additions! Headcrumbs allows you to start taking trophies from your kills. Nothing says, 'I beat you, Mr. Pack!' like a collection of Minotaur heads on the wall. Ztones adds a bunch of futuristic decorative blocks for your base. Zyin's HUD replaces the miscellaneous HUD mods in the pack with a single mod that has a lot more bells and whistles. Be sure to check out the configuration by pressing Ctrl+Alt+Z. Last on the list is Zombie Awareness. This is a cosmetic mod that does absolutely nothing harmful, whatsoever...really...I promise...no harm will come to you. Move along, there's nothing to see here.
As for game changes, we've mostly patched up a couple of exploits and missing recipes. Nothing major this time around. Phew.
If you're encountering a crash to desktop with a torch in your hand, make sure Torch Aid is turned off in Zyin's HUD. You can do this by pressing Left Ctrl+Alt+Z, or by pressing Esc...Options...Zyin's HUD. Then click the Right Arrow at the top. Then click 'Torch Aid' and set it to disabled.
Since I can't see you having done so a tip for you, disable the totem tool from Ztones. The others too possibly but it's the most important, although you may want to add a way to get fertilized dirt as normally it's that only. The reason for that though is that the tool has too uses, it creates fertilized dirt at the cost of one durability and the other is it will turn any vanilla ore into its block form when used on it, so free unlimited 9x ore for diamond, gold, emerald, iron, coal, lapis, and redstone and 4x for quartz. It's very rare dungeon loot only as all Ztones tools but it's still fairly OP considering it basically makes the extractor useless for anything but mod ores and bonus products.
I also didn't suggest making lumium, signalum, or enderium back in as high damage materials, I said don't give them one of the worst mining levels in the game for the reasons listed including the fact that you're basically combining several higher tier mining level materials to get a lower tier one which makes no sense. Leave their damage, it was just the mining level I suggested changing. They're also not available shortly after making your first flint tools, they require a smeltery like any other metal and require working your way through the mining levels just like normal as well, enderium requires 4 ender pearls to get too and if you're managing to find and hunt the several endermen to get those with flint tools you're far luckier and better then I am, glowstone also requires the nether to reliably get as otherwise there is like one mob and structure that include it.
An exploit was discovered allowing you to craft signalum tool parts as soon as you had enough copper and a working smeltery. All of these were achievable through brute force after increasing the mining level of your flint pick. Enderium and lumium required some lucky chest drops, but could be exploited too. I won't type out the exact steps for the exploit here. If you really want to know how to quickly break tool progression, I can PM you the steps.
As far as damage level, these three metals were way over and above all other materials in terms of damage output. I have seen signalum crossbows doing more than 90 points of damage per shot, and swords in the mid-40s, not to mention AoE weapons. This rendered boss fights more or less trivial in nature. In terms of pack balance, I could either nerf these weapons (as I have), or dramatically increase the difficulty of the mobs (making life universally more difficult).
You're more than welcome to change the damage values in the config files yourself. I haven't seen a severe impact to players on the development server.
All ztones tools should be disabled already. I'll double check the config files, but that was the first thing I did after adding the mod.
And as I said I never suggested touching their current damage, I know it was ludicrously high by default. I said change their mining level. Right now they all have the same mining level as copper tools and they're meant to be better then that, I suggested boosting Signalum and Lumium to Iron/Tin unboosted and Enderium to Redstone unboosted, still worse then the nether metals or top tier overworld metals but actually capable of mining most things. I mean sure the manyullyn+ mining level was high but what's wrong with making it so at least Enderium can mine obsidian and the other two being able to mine overworld ores considering they are meant to be decent? They'd just be a potential step on the way up the mining level tree as opposed to their current state of near totally useless despite being some of the most expensive materials there are, really if buildcraft additions didn't add the easy crafting recipes for dusts they'd be massively harder to get too, glowstone and redstone require pyrotheum to melt in a smeltery after all.
So yeah, leave damage the same, just make them capable of actually mining most ores. Hopefully explained it more clearly this time as I never suggested to boost their damage back up.
And as I said I never suggested touching their current damage, I know it was ludicrously high by default. I said change their mining level.
Why bother mining with them at all? If they are hard to make and don't perform well, why bother using them to mine with.
But mass mining is for the early game. From my early testing a vein of Magnetite mined with an Excavator should yield about 870 stacks of iron ore. But to heck with that sillyness of powering it from the expensive, massive, awesome Immersive Engineering Diesel plant and the giant, expensive plants you need to feed it, use Rotarycraft instead. Four Drums of Jet Fuel should get you a complete run of 73 hours on an Excavator with a microturbine and four of Drums of Jet Fuel is chump change for RC. At least until you start using all that Iron to just move into RC Nuclear power.
Right now they all have the same mining level as copper tools and they're meant to be better then that,
Yep, they're supposed to be the be all, end all, uber materials of every single pack they're included in. However, they were judged to be too good for this pack. Be lucky you still have Signalum for bows, as I recall, his first reply when I brought up how good they were was that it was likely to just be removed from the pack entirely, along with all the other fantasy metals.
As an aside to Haggle, I'll really hate giving this one up too, but take a look at Bloodwood. 1.84x Durability, able to be crafted into TC tools with Iron/Tin mining level and easily farmed from Chromaticraft trees. Sure it takes an upgraded copper hatchet to chop one down, but after that just use the bloodwood to make the Broadaxe. It's awesome for the Hammer and Excavator too. If you have looked at it and decided to keep it due to needing iron level to chop it down, great!
as opposed to their current state of near totally useless despite being some of the most expensive materials there are,
Expense shouldn't guarantee any particular level of use, see also: Bedrockium which is all but useless despite needing a block of diamond and 29k cobblestone to make one ingot. Granted, cobblestone is cheap, but 29k is a fair amount of work for a useless material. Off the top of my head the only thing I could imagine using it for is a crossbow body, but that much durability isn't worth the cost and effort considering how easy it is to just put a repair mod on one made of a much cheaper material, like steel.
really if buildcraft additions didn't add the easy crafting recipes for dusts they'd be massively harder to get too, glowstone and redstone require pyrotheum to melt in a smeltery after all.
A Smeltery isn't the only way to skin that cat. You can melt glowstone and redstone with 4 Rotarycraft steam engines and a Rock Melter, which is entry level on the RC tech ladder.
I'm slightly un-nerfing signalum and enderium in 0.8.8.2 since I spend more time defending my position than improving the pack.
Signalum has been bumped slightly in damage and mining level, but its mining speed is only somewhat better than copper. As the premise of signalum is a conductor for moving signals, it is only slightly better than copper. Also, since its easy to obtain early, I don't want users to skip progression because of this material. You spend so little time at this tier anyway, I don't want to mess with getting it perfect.
Enderium does the damage of alumite and mining level 4. It has the fastest mining level in the game, so its a compelling choice for hammers, excavators, and lumber axes where you'd probably favor speed over ability to cut down everything.
Lumium is left untouched.
You can get ghostwood from chromaticraft trees too.
Oh, and random trivia: the reason the pack numbers are incrementing slower and slower is because I've reserved 0.9 for v7 of Reika's mods. Version 1.0 of the pack is reserved for a special surprise only for users of the pack.
Pack Version 0.8.8.2 Released
This minor version updates Immersive Engineering to address some of the recent problems with the mod. It also includes a few tweaks to the HUD, as well as rebalancing changes to Enderium and Signalum.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Odd, I've farmed about a hundred Chromaticraft trees in 8.8.1, but haven't seen Ghostwood yet. It's either a lot rarer than I supposed or was just unlucky, I'd thought you removed it. Speaking of unlucky, in my current game I've dug just over 2,000 blocks of of 3x3 tunnels but haven't found gold yet. Found a deposit of diamonds with over 30 blocks, 5 iron deposits, the first having nearly 17 stacks of iron ore was right in my path to Y level 12 (haven't needed to mine the others), but not one single gold ore yet.
Any chance we could get a changelog with each version?
Ghostwood and Gold are both victims of RNG, with gold being slightly less common than iron. Worst case, make a trip to Atum -- gold spawns very heavily in this dimension. Also, if you have cheats enabled, you can do /oredistribution 50, where 50 is the radius in blocks around you. This will tell you what ores are around you without giving specific coordinates. Useful sometimes as a sanity check.
Every release gets a changelog on the ATLauncher page. I only note changes significant to the pack for each update, rather than combine every single mods' changelog. Most of the changes are very boring anyway: 'Fixed a random NPE' (with no explanation of how to get it), 'Oops I made a derp', or my favorite, 'Update ru_lang file'
As this pack already occupies 20 - 30 hours per week of non-play time (on top of 40+ hours of full-time job and family with kids), I'm disinclined to put much more effort into keeping detailed logs. I'm actively looking for ways to trim down how much time I spend maintaining it.
Did you remove the achievements book, because I saw you mentioning using that instead of HQM on the first page of posts, but I don't see anything relating to an "achievements book" when I start a new game, or even in NEI.
Sidenote, trying to get started in this pack, but the gaia mobs are really brutal to a new start. I really dislike mods that spawn elite mobs in the overworld during the day. Give us time to set up camp at least before you start griefing us.
Wow. This pack looks really good. Do you know of any servers with this pack? Some of the mods in it are prone to being resource intensive, and though I have a good computer I have issue when my MC doesn't run buttery smooth.
Did you remove the achievements book, because I saw you mentioning using that instead of HQM on the first page of posts, but I don't see anything relating to an "achievements book" when I start a new game, or even in NEI.
Sidenote, trying to get started in this pack, but the gaia mobs are really brutal to a new start. I really dislike mods that spawn elite mobs in the overworld during the day. Give us time to set up camp at least before you start griefing us.
The biome you choose has a huge impact on mobs that spawn around you. Deserts, swamps, and mountains (anything above y-level 85) are not good starting areas. The easiest starter area is a plains-type biome with no hills over y-level 85 (or just a few that are easy to light up with torches). The least-killed players seem to be those that chose an island or peninsula area, and covered it with torches.
The achievements book was removed recently because no one used it. HQM is still in the pack but unused at the moment. The tech tree is designed to push you through other mods and seems to be doing a good job of exposing people to new ways of doing things. If you haven't I highly recommend reading the First Day/Getting Started guide mentioned in the first post.
Wow. This pack looks really good. Do you know of any servers with this pack? Some of the mods in it are prone to being resource intensive, and though I have a good computer I have issue when my MC doesn't run buttery smooth.
There are a couple of private whitelisted servers out there that I know of, including the development server (there's also a host or two that provides pre-configured instances of the pack -- https://primal-hosting.com for example). I keep hoping one of the gaming groups or someone out there will offer a good semi-public server.
If you have a decent computer, and follow the performance guidelines in the First Day/Getting Started guide (mentioned in the first post - particularly the part about pre-generating the world), you should have a really good single-player experience.
The biome you choose has a huge impact on mobs that spawn around you. Deserts, swamps, and mountains (anything above y-level 85) are not good starting areas. The easiest starter area is a plains-type biome with no hills over y-level 85 (or just a few that are easy to light up with torches). The least-killed players seem to be those that chose an island or peninsula area, and covered it with torches.
The achievements book was removed recently because no one used it. HQM is still in the pack but unused at the moment. The tech tree is designed to push you through other mods and seems to be doing a good job of exposing people to new ways of doing things. If you haven't I highly recommend reading the First Day/Getting Started guide mentioned in the first post.
I think I'll restart because I think I am close to all of those biomes you mentioned. lol. I must have missed the link to the first day/getting started guide. I'll go take a look and see if I can't get a better handle on it. Thanks!
Ah damn, the forums seemed to eat my post. Oh well in summary since I'm not typing it up fully again.
I think that was everything I covered, pity it ate my post. Keeping a copy of this one.
Minechem isn't coming back to the pack; you're welcome to add it as a custom mod. There's also bees if you like to rock ore generation old-school style.
MO isn't a minechem replacement. It adds other things and is being actively developed and expanded by its author.
There's more than one way to tweak a mod besides its config and minetweaker. For example, https://github.com/jadedcat/JadedTweaks
I'll keep that in mind.
Besides the fact that Lumium, Signalum, and Enderium are all craftable shortly after making your first flint tools (which breaks progression if they're un-nerfed), existing fully-enchanted/upgraded weapons are balanced for the mobs in the pack. If these super weapons were available again, I'd have to make the mobs even more deadly.
Thanks for letting me know! 0.8.8 is going to cleanup gears and eliminate this exploit.
See previous comment.
Pack Version 0.8.8 - The 'A to Z...but mostly Z' Update!
Version 0.8.8 is mostly a cleanup and fix update, with some new mods added in for spice and a few flabby ones taken out.
We'll start with the cuts -- most of them are painless cosmetic mods. **ForgeEssentials is replacing EnkiTools for server operators, so if you're not prepared, keep your EnkiTools/LatCoreMC installed**. The only possibly breaking changes are the removal of Computronics, Sync, and IronChest Minecarts. All three are safe to add back to the pack if you really want them. For the most part, they're unused fluff.
Now on to the fun stuff -- additions! Headcrumbs allows you to start taking trophies from your kills. Nothing says, 'I beat you, Mr. Pack!' like a collection of Minotaur heads on the wall. Ztones adds a bunch of futuristic decorative blocks for your base. Zyin's HUD replaces the miscellaneous HUD mods in the pack with a single mod that has a lot more bells and whistles. Be sure to check out the configuration by pressing Ctrl+Alt+Z. Last on the list is Zombie Awareness. This is a cosmetic mod that does absolutely nothing harmful, whatsoever...really...I promise...no harm will come to you. Move along, there's nothing to see here.
As for game changes, we've mostly patched up a couple of exploits and missing recipes. Nothing major this time around. Phew.
-Haggle1996
If you're encountering a crash to desktop with a torch in your hand, make sure Torch Aid is turned off in Zyin's HUD. You can do this by pressing Left Ctrl+Alt+Z, or by pressing Esc...Options...Zyin's HUD. Then click the Right Arrow at the top. Then click 'Torch Aid' and set it to disabled.
Since I can't see you having done so a tip for you, disable the totem tool from Ztones. The others too possibly but it's the most important, although you may want to add a way to get fertilized dirt as normally it's that only. The reason for that though is that the tool has too uses, it creates fertilized dirt at the cost of one durability and the other is it will turn any vanilla ore into its block form when used on it, so free unlimited 9x ore for diamond, gold, emerald, iron, coal, lapis, and redstone and 4x for quartz. It's very rare dungeon loot only as all Ztones tools but it's still fairly OP considering it basically makes the extractor useless for anything but mod ores and bonus products.
I also didn't suggest making lumium, signalum, or enderium back in as high damage materials, I said don't give them one of the worst mining levels in the game for the reasons listed including the fact that you're basically combining several higher tier mining level materials to get a lower tier one which makes no sense. Leave their damage, it was just the mining level I suggested changing. They're also not available shortly after making your first flint tools, they require a smeltery like any other metal and require working your way through the mining levels just like normal as well, enderium requires 4 ender pearls to get too and if you're managing to find and hunt the several endermen to get those with flint tools you're far luckier and better then I am, glowstone also requires the nether to reliably get as otherwise there is like one mob and structure that include it.
An exploit was discovered allowing you to craft signalum tool parts as soon as you had enough copper and a working smeltery. All of these were achievable through brute force after increasing the mining level of your flint pick. Enderium and lumium required some lucky chest drops, but could be exploited too. I won't type out the exact steps for the exploit here. If you really want to know how to quickly break tool progression, I can PM you the steps.
As far as damage level, these three metals were way over and above all other materials in terms of damage output. I have seen signalum crossbows doing more than 90 points of damage per shot, and swords in the mid-40s, not to mention AoE weapons. This rendered boss fights more or less trivial in nature. In terms of pack balance, I could either nerf these weapons (as I have), or dramatically increase the difficulty of the mobs (making life universally more difficult).
You're more than welcome to change the damage values in the config files yourself. I haven't seen a severe impact to players on the development server.
All ztones tools should be disabled already. I'll double check the config files, but that was the first thing I did after adding the mod.
And as I said I never suggested touching their current damage, I know it was ludicrously high by default. I said change their mining level. Right now they all have the same mining level as copper tools and they're meant to be better then that, I suggested boosting Signalum and Lumium to Iron/Tin unboosted and Enderium to Redstone unboosted, still worse then the nether metals or top tier overworld metals but actually capable of mining most things. I mean sure the manyullyn+ mining level was high but what's wrong with making it so at least Enderium can mine obsidian and the other two being able to mine overworld ores considering they are meant to be decent? They'd just be a potential step on the way up the mining level tree as opposed to their current state of near totally useless despite being some of the most expensive materials there are, really if buildcraft additions didn't add the easy crafting recipes for dusts they'd be massively harder to get too, glowstone and redstone require pyrotheum to melt in a smeltery after all.
So yeah, leave damage the same, just make them capable of actually mining most ores. Hopefully explained it more clearly this time as I never suggested to boost their damage back up.
Why bother mining with them at all? If they are hard to make and don't perform well, why bother using them to mine with.
But mass mining is for the early game. From my early testing a vein of Magnetite mined with an Excavator should yield about 870 stacks of iron ore. But to heck with that sillyness of powering it from the expensive, massive, awesome Immersive Engineering Diesel plant and the giant, expensive plants you need to feed it, use Rotarycraft instead. Four Drums of Jet Fuel should get you a complete run of 73 hours on an Excavator with a microturbine and four of Drums of Jet Fuel is chump change for RC. At least until you start using all that Iron to just move into RC Nuclear power.
Yep, they're supposed to be the be all, end all, uber materials of every single pack they're included in. However, they were judged to be too good for this pack. Be lucky you still have Signalum for bows, as I recall, his first reply when I brought up how good they were was that it was likely to just be removed from the pack entirely, along with all the other fantasy metals.
As an aside to Haggle, I'll really hate giving this one up too, but take a look at Bloodwood. 1.84x Durability, able to be crafted into TC tools with Iron/Tin mining level and easily farmed from Chromaticraft trees. Sure it takes an upgraded copper hatchet to chop one down, but after that just use the bloodwood to make the Broadaxe. It's awesome for the Hammer and Excavator too. If you have looked at it and decided to keep it due to needing iron level to chop it down, great!
Expense shouldn't guarantee any particular level of use, see also: Bedrockium which is all but useless despite needing a block of diamond and 29k cobblestone to make one ingot. Granted, cobblestone is cheap, but 29k is a fair amount of work for a useless material. Off the top of my head the only thing I could imagine using it for is a crossbow body, but that much durability isn't worth the cost and effort considering how easy it is to just put a repair mod on one made of a much cheaper material, like steel.
A Smeltery isn't the only way to skin that cat. You can melt glowstone and redstone with 4 Rotarycraft steam engines and a Rock Melter, which is entry level on the RC tech ladder.
I'm slightly un-nerfing signalum and enderium in 0.8.8.2 since I spend more time defending my position than improving the pack.
Signalum has been bumped slightly in damage and mining level, but its mining speed is only somewhat better than copper. As the premise of signalum is a conductor for moving signals, it is only slightly better than copper. Also, since its easy to obtain early, I don't want users to skip progression because of this material. You spend so little time at this tier anyway, I don't want to mess with getting it perfect.
Enderium does the damage of alumite and mining level 4. It has the fastest mining level in the game, so its a compelling choice for hammers, excavators, and lumber axes where you'd probably favor speed over ability to cut down everything.
Lumium is left untouched.
You can get ghostwood from chromaticraft trees too.
Oh, and random trivia: the reason the pack numbers are incrementing slower and slower is because I've reserved 0.9 for v7 of Reika's mods. Version 1.0 of the pack is reserved for a special surprise only for users of the pack.
Pack Version 0.8.8.2 Released
This minor version updates Immersive Engineering to address some of the recent problems with the mod. It also includes a few tweaks to the HUD, as well as rebalancing changes to Enderium and Signalum.
Odd, I've farmed about a hundred Chromaticraft trees in 8.8.1, but haven't seen Ghostwood yet. It's either a lot rarer than I supposed or was just unlucky, I'd thought you removed it. Speaking of unlucky, in my current game I've dug just over 2,000 blocks of of 3x3 tunnels but haven't found gold yet. Found a deposit of diamonds with over 30 blocks, 5 iron deposits, the first having nearly 17 stacks of iron ore was right in my path to Y level 12 (haven't needed to mine the others), but not one single gold ore yet.
Any chance we could get a changelog with each version?
Ghostwood and Gold are both victims of RNG, with gold being slightly less common than iron. Worst case, make a trip to Atum -- gold spawns very heavily in this dimension. Also, if you have cheats enabled, you can do /oredistribution 50, where 50 is the radius in blocks around you. This will tell you what ores are around you without giving specific coordinates. Useful sometimes as a sanity check.
Every release gets a changelog on the ATLauncher page. I only note changes significant to the pack for each update, rather than combine every single mods' changelog. Most of the changes are very boring anyway: 'Fixed a random NPE' (with no explanation of how to get it), 'Oops I made a derp', or my favorite, 'Update ru_lang file'
As this pack already occupies 20 - 30 hours per week of non-play time (on top of 40+ hours of full-time job and family with kids), I'm disinclined to put much more effort into keeping detailed logs. I'm actively looking for ways to trim down how much time I spend maintaining it.
I have an issue...whenever I try to type in the pack code, it says that code doesn't exist. Help?
Did you remove the achievements book, because I saw you mentioning using that instead of HQM on the first page of posts, but I don't see anything relating to an "achievements book" when I start a new game, or even in NEI.
Sidenote, trying to get started in this pack, but the gaia mobs are really brutal to a new start. I really dislike mods that spawn elite mobs in the overworld during the day. Give us time to set up camp at least before you start griefing us.
Wow. This pack looks really good. Do you know of any servers with this pack? Some of the mods in it are prone to being resource intensive, and though I have a good computer I have issue when my MC doesn't run buttery smooth.
The biome you choose has a huge impact on mobs that spawn around you. Deserts, swamps, and mountains (anything above y-level 85) are not good starting areas. The easiest starter area is a plains-type biome with no hills over y-level 85 (or just a few that are easy to light up with torches). The least-killed players seem to be those that chose an island or peninsula area, and covered it with torches.
The achievements book was removed recently because no one used it. HQM is still in the pack but unused at the moment. The tech tree is designed to push you through other mods and seems to be doing a good job of exposing people to new ways of doing things. If you haven't I highly recommend reading the First Day/Getting Started guide mentioned in the first post.
There are a couple of private whitelisted servers out there that I know of, including the development server (there's also a host or two that provides pre-configured instances of the pack -- https://primal-hosting.com for example). I keep hoping one of the gaming groups or someone out there will offer a good semi-public server.
If you have a decent computer, and follow the performance guidelines in the First Day/Getting Started guide (mentioned in the first post - particularly the part about pre-generating the world), you should have a really good single-player experience.
I think I'll restart because I think I am close to all of those biomes you mentioned. lol. I must have missed the link to the first day/getting started guide. I'll go take a look and see if I can't get a better handle on it. Thanks!
@Dorinn
What I'm saying is that code doesn't work...
It worked for me yesterday. Did you make sure that the R and P are both uppercase, as in RevolutionPack?