I was going to make the map, but to be frank it's kind of unnecessary. The locations of all the settlers is below. Make sure you check the notes section of your cogitator after you've received a data crystal from a settler.
Glad you like it! It's the \ key that toggles NEI, then once you open it you can bring up the options and change the key to whichever you need. Sorry about that, I tried to actually organize the keybindings but it doesn't seem to work for anything but NEI. I'll restore default settings on the next update.
Also, if you get any bugs please e-mail me at [email protected] or let me know here.
There were some bug reports that people submitted through the technic page that I didn't know about until recently. I updated the game tonight to address those reports. Any issues with the book related quests should now be resolved, even if you're using an older map.
Yes, it has been a very valuable mod. He recently updated it and added in a way to effect air speed, too. It's made the scout and assault armors much more interesting.
It's been taking a long time because it includes 2 new factions with about 25~ quests for each of those factions and many new locations including two large town type places with ~100 or so NPC's in them, many with unique functions or dialogues. Most of the quests are story quests now, so they take a lot longer than some of the easier act 1 quests to design and write up.
Work has been coming along well, though, so I do think I will be ready with a first release within the next 2 weeks.
I apologize for the delay but I have some good news: Flans mob has received an overhaul and many functions have become unlocked. This means I'll be taking a little longer to rework some of the guns and explosives. I also am re-working the Ad-mech quests to be more informative and better written in general. In addition, I added in many new Ad-mech quests that will be quite valuable.
Sorry about the wait. Hit some stumbling blocks with the flans mod+ and had to abandon it. Then I found Stellaris and lost a couple weeks..but here it is..
The act 2 update! You must start a new map to experience all the new features, but I included world edit so you can copy, save, load and paste your base into the new map.
-Remember: \ activates NEI.
-Added Imperium faction with 33 quests.
-Added Chaos faction with 33 quests.
-Added Crimson Caravan faction with 9 exploration quests and 5 quick travel locations.
-Many improvements to existing quest lines.
-Added new Ab Initio questline.
-Added a tutorial world. Check your save file. Go there first!
-Updated customnpcs, agricraft, journey map, IC2 and NEI.
-Restored BFe IC2 language file.
-Made duralux, ceramite, plasteel and adamantium cheaper. The complicated recipes are now for players who are short on dust.
-Made circuits and adv circuits cheaper.
-Restored some vanilla recipes (the ones that aren't cheaper). The complicated recipes are now for players who are short on dust.
-Made miner mk.I and II recipes easier.
-Made mining lattice cheaper.
-Buffed energy output for the following: geo, nuclear, combustion, and wind based kinetic.
-Greatly increased calcification time.
-Greatly increased rotor lifetime. Remember: rotors can be recycled!
-Drastically increased heat units from hot coolant (IC2 reactors in multiblock mode should now be buffed accordingly).
-Torches no longer set things on fire.
-Easier blast brick.
-Added mining laser recipe & quest.
-Added journeymap coordinates to Forbidden Planet quests. Use them to set up waypoints, and keep in mind that the coordinates in your questbooks quests aren't in the same order as your journeymaps coordinates.
Heh, yeah...dragged on a little at the end. I blame Stellaris.
I'd suggest the Imperium at this point, to be honest. The Lost & Damned (Chaos) wound up not being as endearing, mostly because I went a little too far in making their NPC's terse and unpleasant (they are Chaos, after all). Joon was the only one who came off as being likeable. I plan to fix that for act 3.
Act 3 plans
-2 side quest lines
-imperium
-commissar: item to let you recruit someone for longer, cheap companion crystal, rare good laser pistol,
-psyker powers: different types of ammo, spells, summoning warbeasts
-chaos
-obliterator: absorb weapons and ammo to unlock periodic unlocks of ammo. can only choose so many, provide many options but only up to 4 can be accessed. use that one option thing in HQM
-sorcery: different types of ammo, spells, summoning daemons
-all chaos and imperium NPC's unique with lines and name, 4 unique chaos conversations
-replace random loot dungeons with unique dungeons
-NEW BIOMES: especially resource biomes
-raising armies questline, warscore stuff: several quests leading up to different troop unlocks and upgrades
-32 random locations, 16 new books with random stories
...more stuff will be added as time goes on, I already wound up doing a bunch of random locations, some with stories and backgrounds. I also want to try and get another big location in the game, I'm just not sure what. I'm leaning towards a neutral-ish location manned by the caravans, something like the Hub if you're familiar with the original fallout.
Act 4 will be relatively short, though, and I may wind up just releasing 3 and 4 together.
I also wanted to mention that I am looking for some help, mostly with art, but I wouldn't mind some help adding more quests and random locations (never have enough cool stuff on the map). Right now I'm the only one working on this but if anyone else is interested I can set up a github for collaboration.
Yes I've been chipping away at act 3 and so far have all the Imperial quests done. The Chaos quests were more difficult because I had to work out how to make an arena where players can just fight waves of enemies, but I have a pretty nice setup for that now and am moving along. I still have the Ad-mech quests to do after this, but once those are done I'll be ready to release.
One of two major hooks is now in the game. I won't go into specifics but it involves raising and commanding an NPC army.
There's been lots of work on other things too, many new ruins, new biomes, many changes to existing biomes, and many recipe changes. I also added TE.
There's still a good bit left on act 3, so I won't be bundling 3 and 4 together. Act 3 actually wound up being way bigger than I anticipated and it's still going.
I will make a map and get the coordinates too, and spoiler tag them in this thread. Give me a little to get the map together.
Adam: -47, 61, 85 Phaser: 67, 64, 77 Keybiss: -99, 64, -106 Deanar: 145, 58, 33
I like the game a ton!
I can't get my NEI to show up on my inventory screen. The default "o" key is not working. How can I reset it to default?
Glad you like it! It's the \ key that toggles NEI, then once you open it you can bring up the options and change the key to whichever you need. Sorry about that, I tried to actually organize the keybindings but it doesn't seem to work for anything but NEI. I'll restore default settings on the next update.
Also, if you get any bugs please e-mail me at [email protected] or let me know here.
There were some bug reports that people submitted through the technic page that I didn't know about until recently. I updated the game tonight to address those reports. Any issues with the book related quests should now be resolved, even if you're using an older map.
Its nice to see crafterofmine's armor mod pop up again. Its been too long since the IW days.
Yes, it has been a very valuable mod. He recently updated it and added in a way to effect air speed, too. It's made the scout and assault armors much more interesting.
Sorry to bother you again but what is the time frame for act 2?
It's been taking a long time because it includes 2 new factions with about 25~ quests for each of those factions and many new locations including two large town type places with ~100 or so NPC's in them, many with unique functions or dialogues. Most of the quests are story quests now, so they take a lot longer than some of the easier act 1 quests to design and write up.
Work has been coming along well, though, so I do think I will be ready with a first release within the next 2 weeks.
What do you mean by story quests?
For instance instead of building something you'll have to talk to an NPC or go to a specific place on the map to fight an NPC for something.
It's just a quest that doesn't involve showcasing a block or item from a mod, I guess.
I apologize for the delay but I have some good news: Flans mob has received an overhaul and many functions have become unlocked. This means I'll be taking a little longer to rework some of the guns and explosives. I also am re-working the Ad-mech quests to be more informative and better written in general. In addition, I added in many new Ad-mech quests that will be quite valuable.
Sorry about the wait. Hit some stumbling blocks with the flans mod+ and had to abandon it. Then I found Stellaris and lost a couple weeks..but here it is..
The act 2 update! You must start a new map to experience all the new features, but I included world edit so you can copy, save, load and paste your base into the new map.
-Remember: \ activates NEI.
-Added Imperium faction with 33 quests.
-Added Chaos faction with 33 quests.
-Added Crimson Caravan faction with 9 exploration quests and 5 quick travel locations.
-Many improvements to existing quest lines.
-Added new Ab Initio questline.
-Added a tutorial world. Check your save file. Go there first!
-Updated customnpcs, agricraft, journey map, IC2 and NEI.
-Restored BFe IC2 language file.
-Made duralux, ceramite, plasteel and adamantium cheaper. The complicated recipes are now for players who are short on dust.
-Made circuits and adv circuits cheaper.
-Restored some vanilla recipes (the ones that aren't cheaper). The complicated recipes are now for players who are short on dust.
-Made miner mk.I and II recipes easier.
-Made mining lattice cheaper.
-Buffed energy output for the following: geo, nuclear, combustion, and wind based kinetic.
-Greatly increased calcification time.
-Greatly increased rotor lifetime. Remember: rotors can be recycled!
-Drastically increased heat units from hot coolant (IC2 reactors in multiblock mode should now be buffed accordingly).
-Torches no longer set things on fire.
-Easier blast brick.
-Added mining laser recipe & quest.
-Added journeymap coordinates to Forbidden Planet quests. Use them to set up waypoints, and keep in mind that the coordinates in your questbooks quests aren't in the same order as your journeymaps coordinates.
You can get it here: http://www.technicpack.net/modpack/wh40k-blood-iron-pack.558927
I'm glad to see that you finally released the update. Looking good! Which faction should I choose?
Heh, yeah...dragged on a little at the end. I blame Stellaris.
I'd suggest the Imperium at this point, to be honest. The Lost & Damned (Chaos) wound up not being as endearing, mostly because I went a little too far in making their NPC's terse and unpleasant (they are Chaos, after all). Joon was the only one who came off as being likeable. I plan to fix that for act 3.
What are your plans for act 3?
This is right from my dev notes:
Act 3 plans
-2 side quest lines
-imperium
-commissar: item to let you recruit someone for longer, cheap companion crystal, rare good laser pistol,
-psyker powers: different types of ammo, spells, summoning warbeasts
-chaos
-obliterator: absorb weapons and ammo to unlock periodic unlocks of ammo. can only choose so many, provide many options but only up to 4 can be accessed. use that one option thing in HQM
-sorcery: different types of ammo, spells, summoning daemons
-all chaos and imperium NPC's unique with lines and name, 4 unique chaos conversations
-replace random loot dungeons with unique dungeons
-NEW BIOMES: especially resource biomes
-raising armies questline, warscore stuff: several quests leading up to different troop unlocks and upgrades
-32 random locations, 16 new books with random stories
...more stuff will be added as time goes on, I already wound up doing a bunch of random locations, some with stories and backgrounds. I also want to try and get another big location in the game, I'm just not sure what. I'm leaning towards a neutral-ish location manned by the caravans, something like the Hub if you're familiar with the original fallout.
Act 4 will be relatively short, though, and I may wind up just releasing 3 and 4 together.
I also wanted to mention that I am looking for some help, mostly with art, but I wouldn't mind some help adding more quests and random locations (never have enough cool stuff on the map). Right now I'm the only one working on this but if anyone else is interested I can set up a github for collaboration.
What is up with the mod? Are you still working on it?
Are there any servers or does anyone want to get a server together for this?
Yes I've been chipping away at act 3 and so far have all the Imperial quests done. The Chaos quests were more difficult because I had to work out how to make an arena where players can just fight waves of enemies, but I have a pretty nice setup for that now and am moving along. I still have the Ad-mech quests to do after this, but once those are done I'll be ready to release.
One of two major hooks is now in the game. I won't go into specifics but it involves raising and commanding an NPC army.
There's been lots of work on other things too, many new ruins, new biomes, many changes to existing biomes, and many recipe changes. I also added TE.
There's still a good bit left on act 3, so I won't be bundling 3 and 4 together. Act 3 actually wound up being way bigger than I anticipated and it's still going.
Why are you adding thermal expansion?