The ‘Rockin’ the Revolution’ Update 0.8.0 Released!
Version 0.8 introduces a number of big changes to ore gen and progression in the Revolution pack. After extensive tweaking and testing, and feedback from the development server players, I’m proud to say the ore gen is finished.
There have also been some big tweaks to progression, some nerfs, and some buffs. For starters, all automated quarries now require some form of RotaryCraft Bedrock Alloy Ingot. Mekanism, ElectricalAge, and Galacticraft have all had their configs tweaked to properly turn off RF power, so you must power each of these mods with its own power system.
Speaking of power: easy forms of RF generation have been removed or disabled (stirling engines, Extra Utilities generators, Forestry engines). Your easiest source of early game RF power is the Rotational Dynamo from RotaryCraft. You can use this to power your rolling mill. Once you have steel (from RailCraft or Mekanism), don’t overlook alternative forms of power generation: steam, fuel, etc.
Many of the RotaryCraft sub-components used in other mods’ recipes have been removed. HSLA Steel is easy to make, and in many cases, the changes actually made the recipe easier, not harder.
There’s a few other surprises here and there. Keep an eye out for them - you might be pleasantly surprised!
ATTN: 0.8.1 pack users: There is an issue with JurassiCraft right now that prevents the pack from launching. The only known workaround at this time is to remove JurassiCraft from the mod folder; however, this will remove the fossil ore in the world, with no easy way to add it back when the mod is fixed. As this issue is less than 24 hours old, I will give the JC devs a chance to address it before I push a drastic change to the pack.
Again, my apologies for the problem. If you absolutely must have your Revolution fix (and I completely understand that ), go ahead with the removal above. When JC returns, I will publish a special ore gen script to get you back your ores (through cofh; you will need to manually apply the fix).
Pack Version 0.8.5 - The 'Building a Better Tomorrow' Update
Version 0.8.5 is mostly a mod version update, with one notable exception:
BuildCraft 7 and BuildCraft Additions! Did you hear me right?!?!? Yes, you did! 0.8.5 includes the latest versions of BC7 and BCA, as well as updates to all the dependent mods. BCA adds multiblock structures for fuel processing, as well as an inexpensive form of early game ore-doubling (through the duster).
There have also been a number of balancing tweaks to various crafting recipes. As always, NEI is your best friend.
One last note: a number of users have reported that they cannot directly power Ender IO machines with RotaryCraft's Rotational Dynamo. To overcome this, simply place some form of energy pipe or conduit between the two. The cheapest solution would be to place a wooden BuildCraft kinetic pipe, followed by a BC cobblestone kinetic pipe between the dynamo and the Ender IO block.
Also, Sentinalh has released the second video in his new Let's Play series for Revolution. Watch it .
Hi Haggle, Good job on the pack. I once tried to get over a hundred mods to work together once and gave up after many crashes due to id conflicts, you have my respect for your success and the way you have blended them together to fit one theme. Many of the mods I was trying to get to work are in here so I'm enjoying the pack a lot.
Unfortunately when I updated awhile back something went wrong, and my frame rate dropped massively (down to 2-5 fps). I would like to know what mods you added, maybe I can find out which on caused the frame drop and decide if I want to keep it. I think it was going from version 0.8.0 to 0.8.1 that caused the problem, or was it to 0.8.3... I forget, I've been using OptiFine with all the fancy stuff turned off to get my frame rate back while I played the last few days. I'm starting to miss seeing stars and animated fire (everything is off!). Before I updated there was 169 mods active (I was using most of the recommend mods and hadn't added any extras), I had disabled the IRC one as it kept crashing (it would have been mod number 170). After I updated there was 175 mods active(again I was using most of the recommend mods and hadn't added any extras)... I wish I could give you more info but that is what I remember.
I think you should make better use of the "starting Inventory" mod, add in a sleeping bag (open blocks has one don't it?) in case there are no sheep in the starting area. A descent weapon that has low durability to last you until you get established, those 80 HP Grimoire mobs make it needed. A few (like 4) torches incase you spend all day getting down from your spawn on the "Big tree" tree on top of cliff and are half a day from water (a gravel) so you don't have a pick for coal or even stone to make a furnace for charcoal and its a blood moon... Yes that's how my second world started. T.T I cheated some torches in, there were sheep at the base of the cliff so I had 3 wool and wood lots of wood. anyway I'm getting off track. Please have a second book that has one page of info for each of the major mods telling you how to get into (start with) them. I had to look up online how to use DecoCraft, Hats & Thaumcraft. This was after I finally worked out how to use chisel... For most entry’s it would be simple Copy pasta. Also why no GeoStrata? Its one of Reikas mods and you have most of the rest of them. I wanna set up a technicolor ceiling in my bed room... Or maybe build a entire castle out of it, or at lest a tower.
As I said, I once tried to get over hundred mods to work together and failed, Here are some mods from the list I was working on that may fit your pack.
Artifacts - You have some mods about exploration, this fits in with that. But it likely would be a bit strong.
ChocoCraft - Grimoire adds some strange mobs that want to kill us, how about some we can ride? I'm a big Final Fantasy Fan so I'll be manually adding this in, even if you don't.
EnviroMine - Adds lots of things similar to the sleep meter mod. But you will need to tinker (or turn off) many features unless you want the pack to become gregtech annoying. I find the Heat gauge to be a pain as it goes off biome; And ATG causes hot biomes to be all over the place so it can be hard to find a good place to set up camp. Plus with Rotary crafts need for fire/lava pools your best bet is an ice biome and risking hypothermia when your starting out... even when you do get set up you will likely go backwards and forwards between hypothermia and Heat Stroke, it makes you way to sensitive to the ambient temp IMHO. Grimoire plays havoc with the Sanity meter, as all the mobs are marked as hostile your sanity just keeps going down until your insane. Best Sanity is switched off. Also it adds food spoilage, with the spice of life mod you should likely extend it to 3 or 4 times the default setting and make it so some foods don't spoil. Golden apples, Gold carrots and zombie jerky shouldn't spoil IMHO. Torches burn (I think that means set things on fire, I know they did that at one stage) & go out should be turn off unless you want rage from your users (Railcraft adds lanterns that would null these effects and are cheap as they just need a stone either side so people would just land up using them everywhere). That leaves Air quality, Hydration (Thirst) & the Block Physics (why I had it in the first place; It forces more interesting builds in the inside as you have to have vaulted ceilings, support pillars and such), oh it seems they have added earthquakes... Interesting... Like I said it adds allot of things, unfortunately the default settings try to make it a major part of the game rather than something that’s only an issue if you completely ignore it.
I made it so you start with 7 HP and then use this:
S:"Level Ramp"=1,2,3,4,6,8,12,16,24,32,48,64,96,128,192,256,384,512,768,1024,1536,2048,3072,4096,6144,8192,12288,16384,24576,32768,49152,65536
So you have up to 32 additional HP from levels, plus the 7 you started with and then their are the extras you find in chests so you will want to explore and find them.
UtilityMobs - As with Trapcraft any thing that helps defend my base is wanted... Blood moons be scary... I come home just after dark to find monsters and then struggle to find a hiding spot to wait out the night as their are monsters on (and likely under) my bed. And I'm not strong enough to beat them yet.
And this is why I put off making the post for a bit... I get OCDed into posting a wall of text, cause I have to tell you everything and I have to be thorough so you don't misunderstand. And I suck at spelling so I spend time finding the right spelling (spurn, sporn (O.o'), sprone, sparn, sprun, sprone, spone, SPAWN! Thank you for correcting me google search ^.^ | Thorough is not spelled throer). And I ramble so I then have to edit it down, this wall of text would be 2 or 3 times as long and have less info if I didn't... yeah its not good. Sorry for the Wall of text... I really enjoy you pack, so thanks again.
Edit: Forgot this site don't like linking to its self... links now added underneath the entries as pain text. Copy and paste into your address bar...
Edit 2:and it turned the plain text into links... That work... I don't understand... WTF!
Wow! Thank you for the message. I will go through the full list of mods and recommendations you made, but for now, you can try re-adding FastCraft to the pack to solve your FPS issues. This was removed in 0.8.0, as I was getting significantly better world generation without it than with it; however, it seems to have significantly affected some players, particularly those on Java 7.
That seems to have fixed it, and I am on java 7... But I'm sure when I started I was in a 0.8.Something version of the mod pack... Kind of wish atlauncher.com kept better logs of what was added/changed with each release. Would have been able to fix it myself and let you know about it.
"I think you should make better use of the "starting Inventory" mod"
I liked your suggestions. It fits with the lore and would help people those first couple of nights.
"Also why no GeoStrata?"
GeoStrata was in early versions of the pack, along with Cave Control. They were cut to keep world gen performance reasonable.
Your mod suggestions:
Artifacts - overpowered items are already too easy to get (and I'm looking at ways to make it more difficult). Artifacts encourages people to wander the map looking for better stuff, instead of building infrastructure to get it.
ChocoCraft - I could probably see chococraft in the pack. I'll give it some thought. You could also try taming a horse.
EnviroMine - this one has been on my list for a bit, but hasn't shown up yet due to it needed extensive balancing in this pack.
More Health Enchanted - There's already several ways in the pack to increase your health significantly.
Pam's Clay Spawn - There's already several ways to manufacture nearly infinite clay. I don't want to touch world gen again for quite a few releases.
Trapcraft - Looks interesting; I have another mod with base defenses coming soon. There's actually quite a bit already in the pack. I may revisit this mod in the near future.
UtilityMobs - There's several mod's from here that I'm interested in -- I love mob variety.
Thank you again for your thoughtful post! I like a lot of your ideas and you'll see a couple of them in the upcoming patch, as well as some down the road.
Artifacts - overpowered items are already too easy to get (and I'm looking at ways to make it more difficult). Artifacts encourages people to wander the map looking for better stuff, instead of building infrastructure to get it.
Having a portable base may also encourage that. This can be provided by the camping mod, but I don't know if it will fit with your intended difficulty.
ChocoCraft - I could probably see chococraft in the pack. I'll give it some thought. You could also try taming a horse.
Its based of the Chocobos from Final Fantasy 7, so the coloured chocobos have ability’s. Just read what blue does, no more need for those silly little boats! Some can fly to, but you have to bread them... And that can be more work than what it sounds like; You need to have one of each colour, and they need to have the right genders. You would not believe how many chocobos I killed because they were the wrong colour/gender; My stable only had so many pens to keep them in...
Quote from Haggle1996jump
Trapcraft
- Looks interesting; I have another mod with base defenses coming soon. There's actually quite a bit already in the pack. I may revisit this mod in the near future.
I the last pack I had it in my main use for this was using the igniters to power my RotaryCraft steam engines... Fire at the flick of a switch.
UtilityMobs - There's several mod's from here that I'm interested in -- I love mob variety.
...I get the feeling I've just made it harder to defend my base rather than easier... Was it his mod that added the Enderman-Creeper hybrid that if you looked at it; teleported to you and exploded... I forget.
Sorry for double posting but I forgot to put a link to the camping mod and if I edit my post it will mess up the formating of the Quotes and make it an unreadable mess...
...I get the feeling I've just made it harder to defend my base rather than easier...
Happy I could help I guess...
Be careful what you ask for. Mwuahahahahah!
I tried hard to make the camping mod fit. It was derping with some of the sleep mechanics so it ended up on the cutting-room floor. I may try it again. Plus, no one in their right mind wants to spend the night outside in this pack, even if they're surrounded by traps and lasers, particularly with these new mobs that teleport directly to you and then blow up.
The Meaning of Life, the Universe, and Everything.
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Love the pack! Then again, I pretty much love any pack with Reika's mods in it.
A few observations about my experiences, version 8.3.
As a long time fan of rotarycraft I went right for a steam engine powered grinder for easy triple ores.
Minechem completely bypasses quite a few mod processes, like Railcraft, since you can make buckets directly from iron as well as make steel directly from iron and charcoal. It can also make coal from charcoal, bypassing the need to actually find coal for making RC HSLA Steel after that first few. All you need is one diamond, one redstone and some iron. My only real slowdown at that point in the game was getting 3-4 gunpowder since being outside was rather dangerous and Minos (big and small) take so long to kill with TC steel weaponry. Not dangerous, since I did it from my rooftop, but it did take up some time.
Minechem also moves you right into late game weaponry, it makes Signalum with nothing harder to get than a single silver ore (tripled in the grinder for 3 ingots, which can make 12 Signalum). You end up with a crossbow that, with no levels or upgrades, does 55 damage and fires four times per second, with a stack size of 128 bolts. Moss stone boulders are very common so repair isn't an issue. Chromaticraft trees can have any kind of wood so finding Ghostwood for bindings and bolt shafts is easy. With a bit more work, you can use an alloy smelter to make Enderium, so your 4 shots per second ups to around 100 damage and will be killing full size Minotaurs in less than a second. At this point mobs stopped being a threat entirely, I once spent an entire night during a Bloodmoon just running around outside slaughtering mobs at high speed just to turn the XP into Botania Mana. Even in Iron level armor (like manasteel I'm still wearing since with a few day flowers it's indestructable) you're nearly invincible and Chromaticraft makes it simple to get 450 Lapis on the bow for the extra drops, lots of free iron as well as the occasional emerald and diamond from mob dropped fragments. Enderpearls are simple to farm, since Endereyes don't doge crossbow bolts.
On the food side, Fondue is just too good. The food value is nearly irrelevant since it gives such high saturation. Just alternate back and forth between both kinds whenever you drop to 9.5 shanks, worth 1/2 shank and 6 saturation even with having each having been eaten 4 times out of the last 8 foods. As for the chocolate itself, Chromaticraft gives you that, the colored trees can drop rainbow saplings, one rainbow tree will give you about 2 stacks of beans, not to mention about 2 stacks of lapis for luck enchant for that crossbow. Since one Chocolate will make 12 Fondue, that's pretty much all the food I'd ever need. Sure, I can use dropped meat from slaughtered Satyrs and Centaurs (one shot kills with the crossbow mentioned above) for variety, but I don't actually need to do it and like not having to carry around that many inventory slots just carrying different kinds of food when I go exploring.
Love the pack! Then again, I pretty much love any pack with Reika's mods in it.
A few observations about my experiences, version 8.3.
As a long time fan of rotarycraft I went right for a steam engine powered grinder for easy triple ores.
Minechem completely bypasses quite a few mod processes, like Railcraft, since you can make buckets directly from iron as well as make steel directly from iron and charcoal. It can also make coal from charcoal, bypassing the need to actually find coal for making RC HSLA Steel after that first few. All you need is one diamond, one redstone and some iron. My only real slowdown at that point in the game was getting 3-4 gunpowder since being outside was rather dangerous and Minos (big and small) take so long to kill with TC steel weaponry. Not dangerous, since I did it from my rooftop, but it did take up some time.
Minechem also moves you right into late game weaponry, it makes Signalum with nothing harder to get than a single silver ore (tripled in the grinder for 3 ingots, which can make 12 Signalum). You end up with a crossbow that, with no levels or upgrades, does 55 damage and fires four times per second, with a stack size of 128 bolts. Moss stone boulders are very common so repair isn't an issue. Chromaticraft trees can have any kind of wood so finding Ghostwood for bindings and bolt shafts is easy. With a bit more work, you can use an alloy smelter to make Enderium, so your 4 shots per second ups to around 100 damage and will be killing full size Minotaurs in less than a second. At this point mobs stopped being a threat entirely, I once spent an entire night during a Bloodmoon just running around outside slaughtering mobs at high speed just to turn the XP into Botania Mana. Even in Iron level armor (like manasteel I'm still wearing since with a few day flowers it's indestructable) you're nearly invincible and Chromaticraft makes it simple to get 450 Lapis on the bow for the extra drops, lots of free iron as well as the occasional emerald and diamond from mob dropped fragments. Enderpearls are simple to farm, since Endereyes don't doge crossbow bolts.
On the food side, Fondue is just too good. The food value is nearly irrelevant since it gives such high saturation. Just alternate back and forth between both kinds whenever you drop to 9.5 shanks, worth 1/2 shank and 6 saturation even with having each having been eaten 4 times out of the last 8 foods. As for the chocolate itself, Chromaticraft gives you that, the colored trees can drop rainbow saplings, one rainbow tree will give you about 2 stacks of beans, not to mention about 2 stacks of lapis for luck enchant for that crossbow. Since one Chocolate will make 12 Fondue, that's pretty much all the food I'd ever need. Sure, I can use dropped meat from slaughtered Satyrs and Centaurs (one shot kills with the crossbow mentioned above) for variety, but I don't actually need to do it and like not having to carry around that many inventory slots just carrying different kinds of food when I go exploring.
Keep it up, been fun so far!
Glad you're enjoying the pack! Messages like yours make it all worthwhile.
The good news is that since 0.8.6, Minechem has been nerfed significantly. The atomic manipulator required for both decomposer and synthesizer can only be created in a BuildCraft Assembly Table and requires a huge amount of power to make just one. Once you have a manipulator, you can start decomposing things with some handy steel. However, synthesizing new materials requires bedrock, as well as significantly more power than before. If you want to do anything in minechem, you're going to need to build out some serious infrastructure first.
I just recently discovered the easy recipes for signalum (and other fantasy metals). In the next version of the pack (probably 0.8.7, unless v7 comes out), these metals are all getting rebalanced, recipes altered, or removed entirely, so that they will no longer be the incredibly powerful weapons they are today.
Food is one area I haven't looked at yet and I thank you for pointing out a couple of other recipes I need to rebalance. There are indeed a number of superfoods. However, I also don't want food to always be a problem. Look for food rebalancing in the next version of the pack as well.
The Meaning of Life, the Universe, and Everything.
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Quote from Haggle1996 »
The "elite" mobs are definitely a pain -- I've seen more than one new player give up in frustration after trying to build in one of the areas where they commonly spawn. For the short-term, I can suggest that there are much safer biomes to build in. I'm looking at a couple of other options for long-term fixes: using a custom spawner mod is one, or offering different configuration difficulty levels (easy, medium hard) which affect spawn frequencies. I'm open to alternative suggestions, if anyone has them.
I tend to start with undergound bases, Day 1 I grab a bit over a stack each of sand, clay, gravel, some wood, saplings, some seeds If I can find them, 3 wool for a bed, a few copper, a few feathers. If I have time, another stack of clay, more wood. Then dig a cave underground and work there for a while. That makes the surface a lot easier to deal with since you can come back up with at least iron armor and TC ranged weapons doing about 15 damage on a hit. Then I just build a tower to snipe from, clear out a yard, light it up and then put a fence around it. I find this a lot easier than trying to kill a Mino with a flint sword through a window.
ReactorCraft does have a guidebook, but it doesn't tell you how to build the various reactors (there are blueprints, though). ReactorCraft is probably the most complex mod I've ever seen. Building a functional reactor is an achievement in its own right. There are a number of in-depth guides online, which you should check out if you're serious about building a reactor.
-Haggle1996
Unless you're part engineer, I'd avoid Reactorcraft entirely. There are very few ingame uses for this much power, this isn't like Big Reactors. A decent size BR reactor will produce 10k RF per tick, as much as 500 basic 20 RF/t engines and is fine for running a large base, even a multiplayer base on a server. My typical small RC reactor design will, in a single run of about 30 mins, produce as much power as a million RC steam engines will produce in a real world week. That's 1.61 million RF a tick for an entire week.
That said, if you still think this is awesome, do yourself a huge favor and start a new creative flatworld to test this stuff on before you try making a reactor. There are quite a few steps involved for the huge rewards you get, but mistakes here can all but destroy a base, or biome if you do it above ground without sufficient containment. Blowing up a reactor spreads invisible, intangible radiation in a radius of about 60 blocks and the only way to get rid of it is to wait real world months for it to decay. Radiation also kills plants, grass, animals, mobs and you through poison if you're near it; unless you've built protective gear beforehand. Which would be smart, since a running reactor is also pretty radioactive, heavy containment walls are recommended for containment and in case of accident.
If you really want to be hardcore, don't cheat and void the radioactive waste, use the RC methods of storing the hottest stuff in containers in pools while it decays and put the long term stuff in drums underground. Make your very own Yucca Flats. For bonus engineer points, automate the disposal process with a small railcraft train. Note that RC radioactives have real life half-lives, speeded up by a factor of 72 for the minecraft 20 minute day, which means that it's unlikely that you're ever going to see any of your long term Iodine-29 decay, since it's got a half life of 15.7 million years.
If you think that output is too small, I've got great news! Fission is old school, RC also has Fusion reactors, set up and running with enough fully upgraded Rotational Dynamos they can output 5 Million RF per tick. You'd could use Electricraft Superconducting wire to move it and the RF storage battery to hold it. What one actually needs 100 Million RF per second for though, I have no idea.
What is the recommended way of powering a Railcraft rolling machine before Diamonds? 6 Redstone engines are not cutting it; And all the other Buildcraft & Railcraft engines need Heat conducting plating, made by the rolling machine... The Magnetostatic engine needs an diamond shaft so using RotaryCraft is out until I find them, I'm working on it.
I'm using Revolution pack version 0.8.6 if thats relevant, I know there is an update but my net is slow during the day. I will get it few hours when it goes full line speed.
What is the recommended way of powering a Railcraft rolling machine before Diamonds? 6 Redstone engines are not cutting it; And all the other Buildcraft & Railcraft engines need Heat conducting plating, made by the rolling machine... The Magnetostatic engine needs an diamond shaft so using RotaryCraft is out until I find them, I'm working on it.
Diamonds are pretty easy to find as long as you know how the oregen works, the key to diamonds is that they do just spawn in veins like the other ores. Diamonds spawn underneath lava, so just look around for lava pools underground than scrounge around underneath them, it shouldn't take too long to find a vein or two which will get you a nice lot of diamonds with silk touch.
What is the recommended way of powering a Railcraft rolling machine before Diamonds? 6 Redstone engines are not cutting it; And all the other Buildcraft & Railcraft engines need Heat conducting plating, made by the rolling machine... The Magnetostatic engine needs an diamond shaft so using RotaryCraft is out until I find them, I'm working on it.
I'm using Revolution pack version 0.8.6 if thats relevant, I know there is an update but my net is slow during the day. I will get it few hours when it goes full line speed.
The cheapest way to power the Rolling Mill is a RotaryCraft DC Engine connected to a Rotational Dynamo. In some versions of the pack, you need to put a BuildCraft wooden kinesis pipe and (at least) a cobblestone kineses pipe between the dynamo and the mill. In later versions, the dynamo will power the mill directly. Try the latter before moving on to the former, to save materials.
The DC engine will put out a whopping 3RF/t. Once you can make some plates, you can move into more sustainable forms of RF power from several different mods (BC, IE, RC, EIO). A RotaryCraft steam engine connected to the dynamo can output 32RF/t.
Diamonds are pretty easy to find as long as you know how the oregen works, the key to diamonds is that they do just spawn in veins like the other ores. Diamonds spawn underneath lava, so just look around for lava pools underground than scrounge around underneath them, it shouldn't take too long to find a vein or two which will get you a nice lot of diamonds with silk touch.
Went down looking for em while I waited for a reply... Thought it was just my luck that the ones I found were next to lava... Good to know it wasn't just me, thanks for the info.
The cheapest way to power the Rolling Mill is a RotaryCraft DC Engine connected to a Rotational Dynamo. In some versions of the pack, you need to put a BuildCraft wooden kinesis pipe and (at least) a cobblestone kineses pipe between the dynamo and the mill. In later versions, the dynamo will power the mill directly. Try the latter before moving on to the former, to save materials.
The DC engine will put out a whopping 3RF/t. Once you can make some plates, you can move into more sustainable forms of RF power from several different mods (BC, IE, RC, EIO). A RotaryCraft steam engine connected to the dynamo can output 32RF/t.
Well that was a lot easier to make, but its only out putting 1 RF/t... Still enough to power it so its all good. Now I can make a cauldron to set up a pen and heal my chocobo. It was damaged when I found it, damn things don't heal on their own, you have to make a pen.
So on the topic of 0.8.7, have to say I'm not a fan of matter overdrive replacing minechem. It's basically just a really slow energy intensive EE for that part, it's also ridden with balance issues, exploits, and missing materials, it being mindbogglingly slow for transferring matter around is just one of the most obvious issues, it transfers 1 kM at a time taking a couple of seconds if you use pipes but when higher end resources take hundreds you can expect to sit there for several minutes while the matter from your 16 logs transfer to your replicator for turning into a diamond. I actually timed it as I was getting bored, to transfer the 256 kM to create a diamond from a decomposer to a replicator takes about 10 minutes. Although the other parts are nifty such as androids and the matter replication part is just painfully slow with an expensive initial cost but really cheap and easy transmuting, it's basically just a more expensive version of EE's system, sacrifice 5 of an item to scan it, spend a ton of energy to decompose the scant few resources you need to change anything to anything, note the scant resources bit, most changes are actually significantly cheaper then the days of EE2 and that was not exactly a pinnacle of balance. It's like the balancing cost is RF but mekanism, big reactors, rotarycraft, reactorcraft, and even matter overdrive itself all render that cost irrelevant.
Now magical crops going is fine, it was kinda odd for the pack and does have issues, but what balance issues did you have? It pretty much requires complexity and energy to work out what combinations of your resources should be decomposed and put in a reactor to create the right elements for the end result. It was also much more expensive for most things as a result, sure diamonds are the obvious exception being carbon which is plentiful but most things needed a reactor.
I haven't done too much with immersive engineering yet, what I have spotted so far is that the coke oven and blast furnace should probably be disabled. They're exactly the same as the railcraft versions except a little faster for some recipes as far as I can tell. But do not like Matter Overdrive, just a tedious simple alternative to minechem's complexity with vastly more significant balance issues.
Actually here are a list of simple equivalences with matter overdrive to help better explain what I consider poor balance, included are several of the potential exploits
16 cobble = 1 log
2 logs = iron
1 iron = most ingots (some a bit less then 1, some a little more)
I could go on if you want, hopefully it demonstrates that matter overdrive is not somehow magically more balanced then minechem though.
NOTE: Sorry if it got a bit ranty, I quite like minechem and matter overdrive really just seems like a painful mess with it's matter conversion.
EDIT: Also I'm willing to help balance minechem if you want, just point out issues and I'll try to help. I've done a fair bit of adjusting and minetweaking of it for compatibility and balance before.
Magical Crops didn't fit well in the theme -- and the lack of updates from the author to address issues was causing some real problems (armor and tool issues, botania interactions), so I don't feel bad about losing them. If the mod were getting updated, I would have kept it.
Many people claimed to me that Minechem broke balance in the pack -- it suddenly was very easy to make anything, given enough resources. Even after making the recipes more difficult and increasing the power requirements dramatically, I still got a lot of 'this breaks the balance' remarks.
I completely agree that Matter Overdrive needs a serious balancing just to bring it close to Minechem out of the box. However, it has a lot more tools for me to play with, with virtually every detail (speed, recipes, cost, etc) configurable instead of the somewhat more limited options in Minechem. Look for this in the next update or two. It's also a newer mod, with a fun space-faring theme.
Regardless, I appreciate comments like yours very much. I have a limited audience to test out pack ideas with. Most of my ideas are overwhelmingly rejected. For example, on Wednesday, I spent the day testing out the pack with Enviromine, InfernalMobs, Special AI, Hunger Overhaul, and Zombie Awareness. It was a much more difficult pack but many of my testers said the pack was already hard enough.
So please, keep your suggestions coming. I want to hear them. Perhaps Matter Overdrive was a mistake, maybe it will be good. I want to see what its like once I get it balanced.
The ‘Rockin’ the Revolution’ Update 0.8.0 Released!
Version 0.8 introduces a number of big changes to ore gen and progression in the Revolution pack. After extensive tweaking and testing, and feedback from the development server players, I’m proud to say the ore gen is finished.
There have also been some big tweaks to progression, some nerfs, and some buffs. For starters, all automated quarries now require some form of RotaryCraft Bedrock Alloy Ingot. Mekanism, ElectricalAge, and Galacticraft have all had their configs tweaked to properly turn off RF power, so you must power each of these mods with its own power system.
Speaking of power: easy forms of RF generation have been removed or disabled (stirling engines, Extra Utilities generators, Forestry engines). Your easiest source of early game RF power is the Rotational Dynamo from RotaryCraft. You can use this to power your rolling mill. Once you have steel (from RailCraft or Mekanism), don’t overlook alternative forms of power generation: steam, fuel, etc.
Many of the RotaryCraft sub-components used in other mods’ recipes have been removed. HSLA Steel is easy to make, and in many cases, the changes actually made the recipe easier, not harder.
There’s a few other surprises here and there. Keep an eye out for them - you might be pleasantly surprised!
-Haggle1996
ATTN: 0.8.1 pack users: There is an issue with JurassiCraft right now that prevents the pack from launching. The only known workaround at this time is to remove JurassiCraft from the mod folder; however, this will remove the fossil ore in the world, with no easy way to add it back when the mod is fixed. As this issue is less than 24 hours old, I will give the JC devs a chance to address it before I push a drastic change to the pack.
Again, my apologies for the problem. If you absolutely must have your Revolution fix (and I completely understand that ), go ahead with the removal above. When JC returns, I will publish a special ore gen script to get you back your ores (through cofh; you will need to manually apply the fix).
** Edit: this was fixed in 0.8.3
Pack Version 0.8.5 - The 'Building a Better Tomorrow' Update
Version 0.8.5 is mostly a mod version update, with one notable exception:
BuildCraft 7 and BuildCraft Additions! Did you hear me right?!?!? Yes, you did! 0.8.5 includes the latest versions of BC7 and BCA, as well as updates to all the dependent mods. BCA adds multiblock structures for fuel processing, as well as an inexpensive form of early game ore-doubling (through the duster).
There have also been a number of balancing tweaks to various crafting recipes. As always, NEI is your best friend.
One last note: a number of users have reported that they cannot directly power Ender IO machines with RotaryCraft's Rotational Dynamo. To overcome this, simply place some form of energy pipe or conduit between the two. The cheapest solution would be to place a wooden BuildCraft kinetic pipe, followed by a BC cobblestone kinetic pipe between the dynamo and the Ender IO block.
Also, Sentinalh has released the second video in his new Let's Play series for Revolution. Watch it .
Hi Haggle, Good job on the pack. I once tried to get over a hundred mods to work together once and gave up after many crashes due to id conflicts, you have my respect for your success and the way you have blended them together to fit one theme. Many of the mods I was trying to get to work are in here so I'm enjoying the pack a lot.
Unfortunately when I updated awhile back something went wrong, and my frame rate dropped massively (down to 2-5 fps). I would like to know what mods you added, maybe I can find out which on caused the frame drop and decide if I want to keep it. I think it was going from version 0.8.0 to 0.8.1 that caused the problem, or was it to 0.8.3... I forget, I've been using OptiFine with all the fancy stuff turned off to get my frame rate back while I played the last few days. I'm starting to miss seeing stars and animated fire (everything is off!). Before I updated there was 169 mods active (I was using most of the recommend mods and hadn't added any extras), I had disabled the IRC one as it kept crashing (it would have been mod number 170). After I updated there was 175 mods active(again I was using most of the recommend mods and hadn't added any extras)... I wish I could give you more info but that is what I remember.
I think you should make better use of the "starting Inventory" mod, add in a sleeping bag (open blocks has one don't it?) in case there are no sheep in the starting area. A descent weapon that has low durability to last you until you get established, those 80 HP Grimoire mobs make it needed. A few (like 4) torches incase you spend all day getting down from your spawn on the "Big tree" tree on top of cliff and are half a day from water (a gravel) so you don't have a pick for coal or even stone to make a furnace for charcoal and its a blood moon... Yes that's how my second world started. T.T I cheated some torches in, there were sheep at the base of the cliff so I had 3 wool and wood lots of wood. anyway I'm getting off track. Please have a second book that has one page of info for each of the major mods telling you how to get into (start with) them. I had to look up online how to use DecoCraft, Hats & Thaumcraft. This was after I finally worked out how to use chisel... For most entry’s it would be simple Copy pasta. Also why no GeoStrata? Its one of Reikas mods and you have most of the rest of them. I wanna set up a technicolor ceiling in my bed room... Or maybe build a entire castle out of it, or at lest a tower.
As I said, I once tried to get over hundred mods to work together and failed, Here are some mods from the list I was working on that may fit your pack.
Artifacts - You have some mods about exploration, this fits in with that. But it likely would be a bit strong.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291999-unique-artifacts-powerful-randomly-generated-items
ChocoCraft - Grimoire adds some strange mobs that want to kill us, how about some we can ride? I'm a big Final Fantasy Fan so I'll be manually adding this in, even if you don't.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2269183-clienthaxs-chococraft-happiness-distilled-into
EnviroMine - Adds lots of things similar to the sleep meter mod. But you will need to tinker (or turn off) many features unless you want the pack to become gregtech annoying. I find the Heat gauge to be a pain as it goes off biome; And ATG causes hot biomes to be all over the place so it can be hard to find a good place to set up camp. Plus with Rotary crafts need for fire/lava pools your best bet is an ice biome and risking hypothermia when your starting out... even when you do get set up you will likely go backwards and forwards between hypothermia and Heat Stroke, it makes you way to sensitive to the ambient temp IMHO. Grimoire plays havoc with the Sanity meter, as all the mobs are marked as hostile your sanity just keeps going down until your insane. Best Sanity is switched off. Also it adds food spoilage, with the spice of life mod you should likely extend it to 3 or 4 times the default setting and make it so some foods don't spoil. Golden apples, Gold carrots and zombie jerky shouldn't spoil IMHO. Torches burn (I think that means set things on fire, I know they did that at one stage) & go out should be turn off unless you want rage from your users (Railcraft adds lanterns that would null these effects and are cheap as they just need a stone either side so people would just land up using them everywhere). That leaves Air quality, Hydration (Thirst) & the Block Physics (why I had it in the first place; It forces more interesting builds in the inside as you have to have vaulted ceilings, support pillars and such), oh it seems they have added earthquakes... Interesting... Like I said it adds allot of things, unfortunately the default settings try to make it a major part of the game rather than something that’s only an issue if you completely ignore it.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293048-enviromine-a-little-bit-of-realism-new-physics
More Health Enchanted - If the monsters can have over 150 HP, why can't I?
S:"Level Ramp"=1,2,3,4,6,8,12,16,24,32,48,64,96,128,192,256,384,512,768,1024,1536,2048,3072,4096,6144,8192,12288,16384,24576,32768,49152,65536
So you have up to 32 additional HP from levels, plus the 7 you started with and then their are the extras you find in chests so you will want to explore and find them.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272363-1-7-10-noheros-mods-more-health-enchanted-server
Pam's Clay Spawn - With us having to use TCon and DecoCraft being the main means of decorating we need all the clay we can get...
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1294413-pams-mods-june-10th-harvestcraft-1-7-10i-re
Trapcraft - The wooden spikes have been a good defence against the Minotaur’s that keep coming after me, A few more traps would be handy.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287865-trapcraft-v2-3-0a-fans-igniters-spikes-magnetic
UtilityMobs - As with Trapcraft any thing that helps defend my base is wanted... Blood moons be scary... I come home just after dark to find monsters and then struggle to find a hiding spot to wait out the night as their are monsters on (and likely under) my bed. And I'm not strong enough to beat them yet.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282771-forge-father-toasts-mods-special-mobs-mob
And this is why I put off making the post for a bit... I get OCDed into posting a wall of text, cause I have to tell you everything and I have to be thorough so you don't misunderstand. And I suck at spelling so I spend time finding the right spelling (spurn, sporn (O.o'), sprone, sparn, sprun, sprone, spone, SPAWN! Thank you for correcting me google search ^.^ | Thorough is not spelled throer). And I ramble so I then have to edit it down, this wall of text would be 2 or 3 times as long and have less info if I didn't... yeah its not good. Sorry for the Wall of text... I really enjoy you pack, so thanks again.
Edit: Forgot this site don't like linking to its self... links now added underneath the entries as pain text. Copy and paste into your address bar...
Edit 2:and it turned the plain text into links... That work... I don't understand... WTF!
Wow! Thank you for the message. I will go through the full list of mods and recommendations you made, but for now, you can try re-adding FastCraft to the pack to solve your FPS issues. This was removed in 0.8.0, as I was getting significantly better world generation without it than with it; however, it seems to have significantly affected some players, particularly those on Java 7.
That seems to have fixed it, and I am on java 7... But I'm sure when I started I was in a 0.8.Something version of the mod pack... Kind of wish atlauncher.com kept better logs of what was added/changed with each release. Would have been able to fix it myself and let you know about it.
Thanks for the help.
Thank you again for your thoughtful post! I like a lot of your ideas and you'll see a couple of them in the upcoming patch, as well as some down the road.
-Haggle1996
Having a portable base may also encourage that. This can be provided by the camping mod, but I don't know if it will fit with your intended difficulty.
Its based of the Chocobos from Final Fantasy 7, so the coloured chocobos have ability’s. Just read what blue does, no more need for those silly little boats! Some can fly to, but you have to bread them... And that can be more work than what it sounds like; You need to have one of each colour, and they need to have the right genders. You would not believe how many chocobos I killed because they were the wrong colour/gender; My stable only had so many pens to keep them in...
I the last pack I had it in my main use for this was using the igniters to power my RotaryCraft steam engines... Fire at the flick of a switch.
...I get the feeling I've just made it harder to defend my base rather than easier... Was it his mod that added the Enderman-Creeper hybrid that if you looked at it; teleported to you and exploded... I forget.
Happy I could help I guess...
Sorry for double posting but I forgot to put a link to the camping mod and if I edit my post it will mess up the formating of the Quotes and make it an unreadable mess...
http://www.rikmuld.com/camping/information
Be careful what you ask for. Mwuahahahahah!
I tried hard to make the camping mod fit. It was derping with some of the sleep mechanics so it ended up on the cutting-room floor. I may try it again. Plus, no one in their right mind wants to spend the night outside in this pack, even if they're surrounded by traps and lasers, particularly with these new mobs that teleport directly to you and then blow up.
Love the pack! Then again, I pretty much love any pack with Reika's mods in it.
A few observations about my experiences, version 8.3.
As a long time fan of rotarycraft I went right for a steam engine powered grinder for easy triple ores.
Minechem completely bypasses quite a few mod processes, like Railcraft, since you can make buckets directly from iron as well as make steel directly from iron and charcoal. It can also make coal from charcoal, bypassing the need to actually find coal for making RC HSLA Steel after that first few. All you need is one diamond, one redstone and some iron. My only real slowdown at that point in the game was getting 3-4 gunpowder since being outside was rather dangerous and Minos (big and small) take so long to kill with TC steel weaponry. Not dangerous, since I did it from my rooftop, but it did take up some time.
Minechem also moves you right into late game weaponry, it makes Signalum with nothing harder to get than a single silver ore (tripled in the grinder for 3 ingots, which can make 12 Signalum). You end up with a crossbow that, with no levels or upgrades, does 55 damage and fires four times per second, with a stack size of 128 bolts. Moss stone boulders are very common so repair isn't an issue. Chromaticraft trees can have any kind of wood so finding Ghostwood for bindings and bolt shafts is easy. With a bit more work, you can use an alloy smelter to make Enderium, so your 4 shots per second ups to around 100 damage and will be killing full size Minotaurs in less than a second. At this point mobs stopped being a threat entirely, I once spent an entire night during a Bloodmoon just running around outside slaughtering mobs at high speed just to turn the XP into Botania Mana. Even in Iron level armor (like manasteel I'm still wearing since with a few day flowers it's indestructable) you're nearly invincible and Chromaticraft makes it simple to get 450 Lapis on the bow for the extra drops, lots of free iron as well as the occasional emerald and diamond from mob dropped fragments. Enderpearls are simple to farm, since Endereyes don't doge crossbow bolts.
On the food side, Fondue is just too good. The food value is nearly irrelevant since it gives such high saturation. Just alternate back and forth between both kinds whenever you drop to 9.5 shanks, worth 1/2 shank and 6 saturation even with having each having been eaten 4 times out of the last 8 foods. As for the chocolate itself, Chromaticraft gives you that, the colored trees can drop rainbow saplings, one rainbow tree will give you about 2 stacks of beans, not to mention about 2 stacks of lapis for luck enchant for that crossbow. Since one Chocolate will make 12 Fondue, that's pretty much all the food I'd ever need. Sure, I can use dropped meat from slaughtered Satyrs and Centaurs (one shot kills with the crossbow mentioned above) for variety, but I don't actually need to do it and like not having to carry around that many inventory slots just carrying different kinds of food when I go exploring.
Keep it up, been fun so far!
Glad you're enjoying the pack! Messages like yours make it all worthwhile.
The good news is that since 0.8.6, Minechem has been nerfed significantly. The atomic manipulator required for both decomposer and synthesizer can only be created in a BuildCraft Assembly Table and requires a huge amount of power to make just one. Once you have a manipulator, you can start decomposing things with some handy steel. However, synthesizing new materials requires bedrock, as well as significantly more power than before. If you want to do anything in minechem, you're going to need to build out some serious infrastructure first.
I just recently discovered the easy recipes for signalum (and other fantasy metals). In the next version of the pack (probably 0.8.7, unless v7 comes out), these metals are all getting rebalanced, recipes altered, or removed entirely, so that they will no longer be the incredibly powerful weapons they are today.
Food is one area I haven't looked at yet and I thank you for pointing out a couple of other recipes I need to rebalance. There are indeed a number of superfoods. However, I also don't want food to always be a problem. Look for food rebalancing in the next version of the pack as well.
-Haggle1996
I tend to start with undergound bases, Day 1 I grab a bit over a stack each of sand, clay, gravel, some wood, saplings, some seeds If I can find them, 3 wool for a bed, a few copper, a few feathers. If I have time, another stack of clay, more wood. Then dig a cave underground and work there for a while. That makes the surface a lot easier to deal with since you can come back up with at least iron armor and TC ranged weapons doing about 15 damage on a hit. Then I just build a tower to snipe from, clear out a yard, light it up and then put a fence around it. I find this a lot easier than trying to kill a Mino with a flint sword through a window.
Unless you're part engineer, I'd avoid Reactorcraft entirely. There are very few ingame uses for this much power, this isn't like Big Reactors. A decent size BR reactor will produce 10k RF per tick, as much as 500 basic 20 RF/t engines and is fine for running a large base, even a multiplayer base on a server. My typical small RC reactor design will, in a single run of about 30 mins, produce as much power as a million RC steam engines will produce in a real world week. That's 1.61 million RF a tick for an entire week.
That said, if you still think this is awesome, do yourself a huge favor and start a new creative flatworld to test this stuff on before you try making a reactor. There are quite a few steps involved for the huge rewards you get, but mistakes here can all but destroy a base, or biome if you do it above ground without sufficient containment. Blowing up a reactor spreads invisible, intangible radiation in a radius of about 60 blocks and the only way to get rid of it is to wait real world months for it to decay. Radiation also kills plants, grass, animals, mobs and you through poison if you're near it; unless you've built protective gear beforehand. Which would be smart, since a running reactor is also pretty radioactive, heavy containment walls are recommended for containment and in case of accident.
If you really want to be hardcore, don't cheat and void the radioactive waste, use the RC methods of storing the hottest stuff in containers in pools while it decays and put the long term stuff in drums underground. Make your very own Yucca Flats. For bonus engineer points, automate the disposal process with a small railcraft train. Note that RC radioactives have real life half-lives, speeded up by a factor of 72 for the minecraft 20 minute day, which means that it's unlikely that you're ever going to see any of your long term Iodine-29 decay, since it's got a half life of 15.7 million years.
If you think that output is too small, I've got great news! Fission is old school, RC also has Fusion reactors, set up and running with enough fully upgraded Rotational Dynamos they can output 5 Million RF per tick. You'd could use Electricraft Superconducting wire to move it and the RF storage battery to hold it. What one actually needs 100 Million RF per second for though, I have no idea.
What is the recommended way of powering a Railcraft rolling machine before Diamonds? 6 Redstone engines are not cutting it; And all the other Buildcraft & Railcraft engines need Heat conducting plating, made by the rolling machine... The Magnetostatic engine needs an diamond shaft so using RotaryCraft is out until I find them, I'm working on it.
I'm using Revolution pack version 0.8.6 if thats relevant, I know there is an update but my net is slow during the day. I will get it few hours when it goes full line speed.
Diamonds are pretty easy to find as long as you know how the oregen works, the key to diamonds is that they do just spawn in veins like the other ores. Diamonds spawn underneath lava, so just look around for lava pools underground than scrounge around underneath them, it shouldn't take too long to find a vein or two which will get you a nice lot of diamonds with silk touch.
The cheapest way to power the Rolling Mill is a RotaryCraft DC Engine connected to a Rotational Dynamo. In some versions of the pack, you need to put a BuildCraft wooden kinesis pipe and (at least) a cobblestone kineses pipe between the dynamo and the mill. In later versions, the dynamo will power the mill directly. Try the latter before moving on to the former, to save materials.
The DC engine will put out a whopping 3RF/t. Once you can make some plates, you can move into more sustainable forms of RF power from several different mods (BC, IE, RC, EIO). A RotaryCraft steam engine connected to the dynamo can output 32RF/t.
Went down looking for em while I waited for a reply... Thought it was just my luck that the ones I found were next to lava... Good to know it wasn't just me, thanks for the info.
Well that was a lot easier to make, but its only out putting 1 RF/t... Still enough to power it so its all good. Now I can make a cauldron to set up a pen and heal my chocobo. It was damaged when I found it, damn things don't heal on their own, you have to make a pen.
So on the topic of 0.8.7, have to say I'm not a fan of matter overdrive replacing minechem. It's basically just a really slow energy intensive EE for that part, it's also ridden with balance issues, exploits, and missing materials, it being mindbogglingly slow for transferring matter around is just one of the most obvious issues, it transfers 1 kM at a time taking a couple of seconds if you use pipes but when higher end resources take hundreds you can expect to sit there for several minutes while the matter from your 16 logs transfer to your replicator for turning into a diamond. I actually timed it as I was getting bored, to transfer the 256 kM to create a diamond from a decomposer to a replicator takes about 10 minutes. Although the other parts are nifty such as androids and the matter replication part is just painfully slow with an expensive initial cost but really cheap and easy transmuting, it's basically just a more expensive version of EE's system, sacrifice 5 of an item to scan it, spend a ton of energy to decompose the scant few resources you need to change anything to anything, note the scant resources bit, most changes are actually significantly cheaper then the days of EE2 and that was not exactly a pinnacle of balance. It's like the balancing cost is RF but mekanism, big reactors, rotarycraft, reactorcraft, and even matter overdrive itself all render that cost irrelevant.
Now magical crops going is fine, it was kinda odd for the pack and does have issues, but what balance issues did you have? It pretty much requires complexity and energy to work out what combinations of your resources should be decomposed and put in a reactor to create the right elements for the end result. It was also much more expensive for most things as a result, sure diamonds are the obvious exception being carbon which is plentiful but most things needed a reactor.
I haven't done too much with immersive engineering yet, what I have spotted so far is that the coke oven and blast furnace should probably be disabled. They're exactly the same as the railcraft versions except a little faster for some recipes as far as I can tell. But do not like Matter Overdrive, just a tedious simple alternative to minechem's complexity with vastly more significant balance issues.
Actually here are a list of simple equivalences with matter overdrive to help better explain what I consider poor balance, included are several of the potential exploits
I could go on if you want, hopefully it demonstrates that matter overdrive is not somehow magically more balanced then minechem though.
NOTE: Sorry if it got a bit ranty, I quite like minechem and matter overdrive really just seems like a painful mess with it's matter conversion.
EDIT: Also I'm willing to help balance minechem if you want, just point out issues and I'll try to help. I've done a fair bit of adjusting and minetweaking of it for compatibility and balance before.
Magical Crops didn't fit well in the theme -- and the lack of updates from the author to address issues was causing some real problems (armor and tool issues, botania interactions), so I don't feel bad about losing them. If the mod were getting updated, I would have kept it.
Many people claimed to me that Minechem broke balance in the pack -- it suddenly was very easy to make anything, given enough resources. Even after making the recipes more difficult and increasing the power requirements dramatically, I still got a lot of 'this breaks the balance' remarks.
I completely agree that Matter Overdrive needs a serious balancing just to bring it close to Minechem out of the box. However, it has a lot more tools for me to play with, with virtually every detail (speed, recipes, cost, etc) configurable instead of the somewhat more limited options in Minechem. Look for this in the next update or two. It's also a newer mod, with a fun space-faring theme.
Regardless, I appreciate comments like yours very much. I have a limited audience to test out pack ideas with. Most of my ideas are overwhelmingly rejected. For example, on Wednesday, I spent the day testing out the pack with Enviromine, InfernalMobs, Special AI, Hunger Overhaul, and Zombie Awareness. It was a much more difficult pack but many of my testers said the pack was already hard enough.
So please, keep your suggestions coming. I want to hear them. Perhaps Matter Overdrive was a mistake, maybe it will be good. I want to see what its like once I get it balanced.