There is a space-based modpack here with a bunch of extra planets. It would be awesome if you could add those in, maybe extend the progression a little bit.
There is a space-based modpack here with a bunch of extra planets. It would be awesome if you could add those in, maybe extend the progression a little bit.
One of our dev server players brought the Extra Planets mod up last night, . Interesting idea. I will look at it soon.
I'm starting this pack up. Not too many good ones out there with rotarycraft. I just want to throw out there maybe adding rftools. If not, thanks for making a rotarycraft pack with logic pipes anyway.
Just a note to let you know that the development server was moved to a new host. Unfortunately, the old server was restarted unintentionally and a few players were active on it today -- any work done since the move on Tuesday night is lost. My apologies for the inconvenience.
Up to date information about the development server is always posted to our official IRC channel, #Revolution, hosted on esper.net.
The updated IP address is:
45.58.126.98:25565
This is a whitelisted server -- only those who've requested (and received) access can log into it.
"At the moment, we're denying modpacks the right to use Atum. Atum is in an alpha state and has a lot of worldgen, and we don't want players making worlds for servers and such that might be corrupted the next version due to changes. So at the moment we will not be allowing modpacks, this will[/b] change in the future."
If you have special permission, then please point me to it, otherwise I might suggest you remove it from the pack. Atum usually does crack down on modpacks.
"At the moment, we're denying modpacks the right to use Atum. Atum is in an alpha state and has a lot of worldgen, and we don't want players making worlds for servers and such that might be corrupted the next version due to changes. So at the moment we will not be allowing modpacks, this will change in the future."
If you have special permission, then please point me to it, otherwise I might suggest you remove it from the pack. Atum usually does crack down on modpacks.
Curseforge still has it listed as GPL (http://minecraft.curseforge.com/mc-mods/59621-atum), with no restrictions. There is no good mechanism in modded minecraft for conveying changed license restrictions from mod authors. As a part of being on the ATLauncher, we must obtain distribution permissions for each mod in the pack (you can view Revolution's permissions here). So, when Atum was added, I checked the license restrictions on CF and MCF, and saw none. I will send a PM to the owner of Atum and ask them to update their CF page as well.
Regardless of the license granted, I want to comply with the mod author's wishes, so Atum will be removed in the next update.
Curseforge still has it listed as GPL (http://minecraft.curseforge.com/mc-mods/59621-atum), with no restrictions. There is no good mechanism in modded minecraft for conveying changed license restrictions from mod authors. As a part of being on the ATLauncher, we must obtain distribution permissions for each mod in the pack (you can view Revolution's permissions here). So, when Atum was added, I checked the license restrictions on CF and MCF, and saw none. I will send a PM to the owner of Atum and ask them to update their CF page as well.
Regardless of the license granted, I want to comply with the mod author's wishes, so Atum will be removed in the next update.
Ah, that explains it. Kinda too bad that you have to remove it (I'll definitely add it back in myself). I just didn't want you guys to into trouble.
EDIT: Their CurseForge page is most up to date...so technically their license is GPLv3.
I stumbled over this modpack while trying to find an interesting modpack with Reika's mods. I like the theme and it looks very intriguing. I've also watched an LP video, there are some cool things in the pack I find very interesting. I have specific preferences though, and I'd like to find out if Revolution fits them or I can tweak it to fit them:
(1) In the OP I read "inspired by the progression of hardcore GregTech packs". I played one of those previously and left it because while I loved the complexity, I hated the grind, particularly of prospecting. RotaryCraft is almost a prototypical anti-grind mod so I'm not worried about that specifically, but if too many other things are tedious beyond the inevitable early starting period the pack may not be for me. How would you rate the pack in this regard? That applies to things like prospecting, having to manually kill non-boss mobs for resources and having to do vanilla Forestry bee breeding. The absence of renewable power generation also counts, though IIRC RotaryCraft already makes that possible at the lowest level so I'm assuming that remains so.
(2) I would like to tone down the difficulty of the survival aspects, namely fighting and hunger. For the former, playing on "Easy" is usually enough, but the combination of Hunger Overhaul and SpiceOfLife worries me. How would I tone that down?
The beginning could be hard. You have to level up your pickaxe to be able to mine iron. Hopefully, Haggle help new player more and more with starting inventory.
Crafting a bucket is your real first challenge. average "first bucket" is within 3-5 days ! ask on irc if you need help for each step.
After that's step, the difficulty goes up slowly. You have access to ressources, ores are in huge, but rare veins. If you find one, you got plenty.
So that's GregTech-like veins? Too bad, that's one of the reasons why I left the other pack. The thing is, with a setup like that, even the fastest automated mining won't help you much if you're unlucky and don't have the right veins in your mining area, which means you have to spend way too much time (for my taste) in the underground looking for stuff.
To survive more easier, i don't know what difficulty easy will help. We will have to ask Haggle. But even withspice of life/hunger overhaul who are pretty hard, you got pams, megaplantpack and another mods (i don't remember wich one) that add food. So it's not so hard. I don't remember someone starved for death on dev server.
Even myself, for one week, i didn't made any farm but eating apple (goldened :p) mob drop, soybean, berry, epic thing as, with Chromaticraft, have access to every dye.
Oh, I have no doubt that I *could* survive. The thing is, I don't want to spend more time on food than absolutely necessary.
Your first place HAVE TO BE plain_like biome, without montains/hills above y85 close to you. Or you will die. A lot. many time. avoid swamp, desert too.
What's the problem in those biomes? Tough mobs, or environmental hazards?
Ieldra, it's not really like GregTech veins. The veins always spawn within a relatively narrow height window and they can overlap so mining at the correct height you should be able to find a vein relatively easily, there's nothing like the prospecting and hoping for something useful like GT, although you may need to dig hundred block tunnels to find veins. I think around height 40 was the most reliable for iron and gold veins for example.
As for food... Personally I disabled spice of life, I mean I get it's a part of the pack but it just got progressively more and more punishing. It's possible without it but a huge pain to deal with at least for me, currently settings are at remembering the last 12 foods so if you do use it you'll definitely face a very large emphasis on it in the game as it punishes good foods the most in normal SoL fashion. If it's a concern you can change the config to make things less punishing, for example making it based off the hunger of food so eating fancy meals will clear the buffer faster or just disabling the hunger/saturation loss so it instead just becomes really slow to eat but still works as food.
For the biomes/height it's just Grimoire of Gaia adding a ton of new mobs with some nasty ones spawning there, it's fine though as I can reside in one of those horrible zones, just built fences and a well lit area so the minotaurs don't crush me as they're one of those strong, high health mobs, although it's mobs are generally high in health compared to vanilla ones.
Ieldra, it's not really like GregTech veins. The veins always spawn within a relatively narrow height window and they can overlap so mining at the correct height you should be able to find a vein relatively easily, there's nothing like the prospecting and hoping for something useful like GT, although you may need to dig hundred block tunnels to find veins. I think around height 40 was the most reliable for iron and gold veins for example.
As for food... Personally I disabled spice of life, I mean I get it's a part of the pack but it just got progressively more and more punishing. It's possible without it but a huge pain to deal with at least for me, currently settings are at remembering the last 12 foods so if you do use it you'll definitely face a very large emphasis on it in the game as it punishes good foods the most in normal SoL fashion. If it's a concern you can change the config to make things less punishing, for example making it based off the hunger of food so eating fancy meals will clear the buffer faster or just disabling the hunger/saturation loss so it instead just becomes really slow to eat but still works as food.
For the biomes/height it's just Grimoire of Gaia adding a ton of new mobs with some nasty ones spawning there, it's fine though as I can reside in one of those horrible zones, just built fences and a well lit area so the minotaurs don't crush me as they're one of those strong, high health mobs, although it's mobs are generally high in health compared to vanilla ones.
Thanks a lot. I think I'll give this pack a chance, it looks too intriguing not to. I'll also disable Spice of Life though.
(1) In the OP I read "inspired by the progression of hardcore GregTech packs". I played one of those previously and left it because while I loved the complexity, I hated the grind, particularly of prospecting. RotaryCraft is almost a prototypical anti-grind mod so I'm not worried about that specifically, but if too many other things are tedious beyond the inevitable early starting period the pack may not be for me. How would you rate the pack in this regard? That applies to things like prospecting, having to manually kill non-boss mobs for resources and having to do vanilla Forestry bee breeding. The absence of renewable power generation also counts, though IIRC RotaryCraft already makes that possible at the lowest level so I'm assuming that remains so.
That grind of GT packs annoyed me to death as well, and I've tried very hard to avoid it in Revolution. I liked the concept of having to find ore veins in GregTech -- but I didn't like that I had to find 50 different ore veins, some of them incredibly rare, just to progress. The ore generation in Revolution is very generous -- it may take a few minutes of spelunking to find a vein, but once you do, you'll have plenty to last for a while. Ore is only a little difficult in the beginning while you try to locate your first veins (iron, gold, copper, aluminum, etc.), but once you do, you won't be starved for it. Many players have commented that automated mining isn't critical in this pack (due to the size of veins), but those that do usually prefer the Mekanism digital miner.
Revolution favors progression -- but not by having 5 tiers of the exact same machines using slightly better versions of materials. That's just grind for the sake of grind. Revolution's progression means you have to build machines from one mod in order to build machines from another mod. For example, making a bucket requires steel plates. That means a RailCraft rolling machine, steel ingots, and RF power. Steel ingots will come from Mekanism or Immersive Engineering and RF from RotaryCraft (which in turn means a blast furnace, rotational dynamo, and engine). And once you've built that infrastructure, you don't have to make it again. This is the biggest difference from a GregTech pack.
(2) I would like to tone down the difficulty of the survival aspects, namely fighting and hunger. For the former, playing on "Easy" is usually enough, but the combination of Hunger Overhaul and SpiceOfLife worries me. How would I tone that down?
Definitely run it on easy mode, which scales the difficulty of HO (or disable them outright). Like many things in Revolution, they're only a problem for a short while. Most players will try to locate a brown ChromatiCraft crystal quickly (it restores hunger -- requires silk touch to move) and keep it in their workshop. This keeps you fed so you only need food when you go out adventuring across the countryside.
As far as fighting, mobs can't spawn in a Rainbow Forest biome, so you may want to look to start there. Otherwise, you can disable Zombie Awareness and Grimoire of Gaia. This will return you to near-vanilla difficulty. Alternatively, if you plant rainbow trees, it will convert the nearby area to Rainbow Forest, preventing mobs from spawning without changing the look of the biome. As with every other mechanic in the game, there's a way to permanently defeat it.
For the biomes/height it's just Grimoire of Gaia adding a ton of new mobs with some nasty ones spawning there, it's fine though as I can reside in one of those horrible zones, just built fences and a well lit area so the minotaurs don't crush me as they're one of those strong, high health mobs, although it's mobs are generally high in health compared to vanilla ones.
Something that cracks me up about the pack -- one of the safest starting places is the first floor or two of a Roguelike Dungeon. It's easy enough to clear the top two floors with the starter items. Light it up with torches (often in the chests you find) and you don't have to worry about monsters wandering in on you. Plus, you're already deep enough underground to branch mine for your favorite ores.
Definitely run it on easy mode, which scales the difficulty of HO (or disable them outright). Like many things in Revolution, they're only a problem for a short while. Most players will try to locate a brown ChromatiCraft crystal quickly (it restores hunger -- requires silk touch to move) and keep it in their workshop. This keeps you fed so you only need food when you go out adventuring across the countryside.
Wait, they really do that? Please make this more apparent somehow, hunger is a major issue and the solution to hunger not lying in food like pretty much every pack ever made is really, really non-intuitive. The only mod I knew of that provided something like that is minechem where you can make pools of food that you stand in to regen hunger/saturation, unusual effects from the crystals you won't even notice are happening if you've been trying to manage food as a major milestone is seriously not fun.
Wait, they really do that? Please make this more apparent somehow, hunger is a major issue and the solution to hunger not lying in food like pretty much every pack ever made is really, really non-intuitive. The only mod I knew of that provided something like that is minechem where you can make pools of food that you stand in to regen hunger/saturation, unusual effects from the crystals you won't even notice are happening if you've been trying to manage food as a major milestone is seriously not fun.
My usual "final solution" to hunger is an XU Healing Axe. The crystal solution looks interesting, but with Iguana Tweaks active I don't see a reliable way to get Silk Touch on my picks, and I take it regular picks are disabled so I can't use Thaumcraft for enchanting one either. Which means I'll have to wait until I get lucky with leveling up my pick (this usually doesn't happen), get a high-level pick from another mod and an osmotic enchanter, or get a level 5 upgrade on a mining focus - and that costs 8+16+24+32+40 levels of xp.
@Haggle1996:
Thanks for the extensive set of info. That's what I like to hear :). I'll get into Revolution after I've finished my current non-MC game. And difficult or not, I like the Grimoire of Gaia mobs, especially since it appears that some of them are non-hostile. It's always nice to see some new non-hostile life in a Minecraft world. May I, btw, recommend Automagy as a candidate to add to the pack? I notice there are already quite a few Thaumcraft add-ons. This would complement the magical aspect nicely.
Wait, they really do that? Please make this more apparent somehow, hunger is a major issue and the solution to hunger not lying in food like pretty much every pack ever made is really, really non-intuitive. The only mod I knew of that provided something like that is minechem where you can make pools of food that you stand in to regen hunger/saturation, unusual effects from the crystals you won't even notice are happening if you've been trying to manage food as a major milestone is seriously not fun.
I feel like I already said to much telling you about the brown crystal. For the most part, I want people to 'discover' ChromatiCraft and what it does. The crystal won't completely feed you, but it will keep you from starving in your workshop.
My usual "final solution" to hunger is an XU Healing Axe. The crystal solution looks interesting, but with Iguana Tweaks active I don't see a reliable way to get Silk Touch on my picks, and I take it regular picks are disabled so I can't use Thaumcraft for enchanting one either. Which means I'll have to wait until I get lucky with leveling up my pick (this usually doesn't happen), get a high-level pick from another mod and an osmotic enchanter, or get a level 5 upgrade on a mining focus - and that costs 8+16+24+32+40 levels of xp.
@Haggle1996:
Thanks for the extensive set of info. That's what I like to hear :). I'll get into Revolution after I've finished my current non-MC game. And difficult or not, I like the Grimoire of Gaia mobs, especially since it appears that some of them are non-hostile. It's always nice to see some new non-hostile life in a Minecraft world. May I, btw, recommend Automagy as a candidate to add to the pack? I notice there are already quite a few Thaumcraft add-ons. This would complement the magical aspect nicely.
You can still put custom enchants on Iguana Tweaks tools. Every level or two, you get an open modifier slot. I think you can also use Mekanism cardboard boxes to move CC crystals.
Actually not all picks are disabled, most are to be sure but there are still some picks that enabled, Thaumcraft and Botania both escape unscathed I think. Also the mentioned cardboard boxes are fairly OP, they can move anything that's not specifically blacklisted and that doesn't include the crystals.
just wondering if you plan to use hqm because i saw it is in the pack but not being used
firing it up with 0.9.2 changes. Lets watch this baby hum..... lol
There is a space-based modpack here with a bunch of extra planets. It would be awesome if you could add those in, maybe extend the progression a little bit.
One of our dev server players brought the Extra Planets mod up last night, . Interesting idea. I will look at it soon.
I'm starting this pack up. Not too many good ones out there with rotarycraft. I just want to throw out there maybe adding rftools. If not, thanks for making a rotarycraft pack with logic pipes anyway.
Alright cool.
For development server players who aren't on IRC:
Just a note to let you know that the development server was moved to a new host. Unfortunately, the old server was restarted unintentionally and a few players were active on it today -- any work done since the move on Tuesday night is lost. My apologies for the inconvenience.
Up to date information about the development server is always posted to our official IRC channel, #Revolution, hosted on esper.net.
The updated IP address is:
45.58.126.98:25565
This is a whitelisted server -- only those who've requested (and received) access can log into it.
-Haggle1996
"At the moment, we're denying modpacks the right to use Atum. Atum is in an alpha state and has a lot of worldgen, and we don't want players making worlds for servers and such that might be corrupted the next version due to changes. So at the moment we will not be allowing modpacks, this will[/b] change in the future."
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288464-atum-journey-into-the-sands
If you have special permission, then please point me to it, otherwise I might suggest you remove it from the pack. Atum usually does crack down on modpacks.
Curseforge still has it listed as GPL (http://minecraft.curseforge.com/mc-mods/59621-atum), with no restrictions. There is no good mechanism in modded minecraft for conveying changed license restrictions from mod authors. As a part of being on the ATLauncher, we must obtain distribution permissions for each mod in the pack (you can view Revolution's permissions here). So, when Atum was added, I checked the license restrictions on CF and MCF, and saw none. I will send a PM to the owner of Atum and ask them to update their CF page as well.
Regardless of the license granted, I want to comply with the mod author's wishes, so Atum will be removed in the next update.
Ah, that explains it. Kinda too bad that you have to remove it (I'll definitely add it back in myself). I just didn't want you guys to into trouble.
EDIT: Their CurseForge page is most up to date...so technically their license is GPLv3.
Hi everyone,
I stumbled over this modpack while trying to find an interesting modpack with Reika's mods. I like the theme and it looks very intriguing. I've also watched an LP video, there are some cool things in the pack I find very interesting. I have specific preferences though, and I'd like to find out if Revolution fits them or I can tweak it to fit them:
(1) In the OP I read "inspired by the progression of hardcore GregTech packs". I played one of those previously and left it because while I loved the complexity, I hated the grind, particularly of prospecting. RotaryCraft is almost a prototypical anti-grind mod so I'm not worried about that specifically, but if too many other things are tedious beyond the inevitable early starting period the pack may not be for me. How would you rate the pack in this regard? That applies to things like prospecting, having to manually kill non-boss mobs for resources and having to do vanilla Forestry bee breeding. The absence of renewable power generation also counts, though IIRC RotaryCraft already makes that possible at the lowest level so I'm assuming that remains so.
(2) I would like to tone down the difficulty of the survival aspects, namely fighting and hunger. For the former, playing on "Easy" is usually enough, but the combination of Hunger Overhaul and SpiceOfLife worries me. How would I tone that down?
So that's GregTech-like veins? Too bad, that's one of the reasons why I left the other pack. The thing is, with a setup like that, even the fastest automated mining won't help you much if you're unlucky and don't have the right veins in your mining area, which means you have to spend way too much time (for my taste) in the underground looking for stuff.
Oh, I have no doubt that I *could* survive. The thing is, I don't want to spend more time on food than absolutely necessary.
What's the problem in those biomes? Tough mobs, or environmental hazards?
Ieldra, it's not really like GregTech veins. The veins always spawn within a relatively narrow height window and they can overlap so mining at the correct height you should be able to find a vein relatively easily, there's nothing like the prospecting and hoping for something useful like GT, although you may need to dig hundred block tunnels to find veins. I think around height 40 was the most reliable for iron and gold veins for example.
As for food... Personally I disabled spice of life, I mean I get it's a part of the pack but it just got progressively more and more punishing. It's possible without it but a huge pain to deal with at least for me, currently settings are at remembering the last 12 foods so if you do use it you'll definitely face a very large emphasis on it in the game as it punishes good foods the most in normal SoL fashion. If it's a concern you can change the config to make things less punishing, for example making it based off the hunger of food so eating fancy meals will clear the buffer faster or just disabling the hunger/saturation loss so it instead just becomes really slow to eat but still works as food.
For the biomes/height it's just Grimoire of Gaia adding a ton of new mobs with some nasty ones spawning there, it's fine though as I can reside in one of those horrible zones, just built fences and a well lit area so the minotaurs don't crush me as they're one of those strong, high health mobs, although it's mobs are generally high in health compared to vanilla ones.
Thanks a lot. I think I'll give this pack a chance, it looks too intriguing not to. I'll also disable Spice of Life though.
That grind of GT packs annoyed me to death as well, and I've tried very hard to avoid it in Revolution. I liked the concept of having to find ore veins in GregTech -- but I didn't like that I had to find 50 different ore veins, some of them incredibly rare, just to progress. The ore generation in Revolution is very generous -- it may take a few minutes of spelunking to find a vein, but once you do, you'll have plenty to last for a while. Ore is only a little difficult in the beginning while you try to locate your first veins (iron, gold, copper, aluminum, etc.), but once you do, you won't be starved for it. Many players have commented that automated mining isn't critical in this pack (due to the size of veins), but those that do usually prefer the Mekanism digital miner.
Revolution favors progression -- but not by having 5 tiers of the exact same machines using slightly better versions of materials. That's just grind for the sake of grind. Revolution's progression means you have to build machines from one mod in order to build machines from another mod. For example, making a bucket requires steel plates. That means a RailCraft rolling machine, steel ingots, and RF power. Steel ingots will come from Mekanism or Immersive Engineering and RF from RotaryCraft (which in turn means a blast furnace, rotational dynamo, and engine). And once you've built that infrastructure, you don't have to make it again. This is the biggest difference from a GregTech pack.
Definitely run it on easy mode, which scales the difficulty of HO (or disable them outright). Like many things in Revolution, they're only a problem for a short while. Most players will try to locate a brown ChromatiCraft crystal quickly (it restores hunger -- requires silk touch to move) and keep it in their workshop. This keeps you fed so you only need food when you go out adventuring across the countryside.
As far as fighting, mobs can't spawn in a Rainbow Forest biome, so you may want to look to start there. Otherwise, you can disable Zombie Awareness and Grimoire of Gaia. This will return you to near-vanilla difficulty. Alternatively, if you plant rainbow trees, it will convert the nearby area to Rainbow Forest, preventing mobs from spawning without changing the look of the biome. As with every other mechanic in the game, there's a way to permanently defeat it.
Something that cracks me up about the pack -- one of the safest starting places is the first floor or two of a Roguelike Dungeon. It's easy enough to clear the top two floors with the starter items. Light it up with torches (often in the chests you find) and you don't have to worry about monsters wandering in on you. Plus, you're already deep enough underground to branch mine for your favorite ores.
Wait, they really do that? Please make this more apparent somehow, hunger is a major issue and the solution to hunger not lying in food like pretty much every pack ever made is really, really non-intuitive. The only mod I knew of that provided something like that is minechem where you can make pools of food that you stand in to regen hunger/saturation, unusual effects from the crystals you won't even notice are happening if you've been trying to manage food as a major milestone is seriously not fun.
My usual "final solution" to hunger is an XU Healing Axe. The crystal solution looks interesting, but with Iguana Tweaks active I don't see a reliable way to get Silk Touch on my picks, and I take it regular picks are disabled so I can't use Thaumcraft for enchanting one either. Which means I'll have to wait until I get lucky with leveling up my pick (this usually doesn't happen), get a high-level pick from another mod and an osmotic enchanter, or get a level 5 upgrade on a mining focus - and that costs 8+16+24+32+40 levels of xp.
@Haggle1996:
Thanks for the extensive set of info. That's what I like to hear :). I'll get into Revolution after I've finished my current non-MC game. And difficult or not, I like the Grimoire of Gaia mobs, especially since it appears that some of them are non-hostile. It's always nice to see some new non-hostile life in a Minecraft world. May I, btw, recommend Automagy as a candidate to add to the pack? I notice there are already quite a few Thaumcraft add-ons. This would complement the magical aspect nicely.
I feel like I already said to much telling you about the brown crystal. For the most part, I want people to 'discover' ChromatiCraft and what it does. The crystal won't completely feed you, but it will keep you from starving in your workshop.
You can still put custom enchants on Iguana Tweaks tools. Every level or two, you get an open modifier slot. I think you can also use Mekanism cardboard boxes to move CC crystals.
Actually not all picks are disabled, most are to be sure but there are still some picks that enabled, Thaumcraft and Botania both escape unscathed I think. Also the mentioned cardboard boxes are fairly OP, they can move anything that's not specifically blacklisted and that doesn't include the crystals.