I do not want to add AoA to the pack. The early game is already quite tough, and adding a mod which makes most of the mobs untargetable is just not fun imo.
Hey, I'm playing the pack atm and I'm at the point where I have to automate the alchemic chemistry set with the ballad of alchemy. Now my question is, is there a way to completely automate it with AE2? I have setup an interface connected to a chest, which is then pushing the items into the ballad chests, via item conduits. My problem is auto pushing the item to be crafted into the blood altar and when the job is done, pulling it into the system again, or do I have to make separate ballad of alchemy setups for each crafting recipe?
Yes you do. However, you can also use just an Alchemic Chemistry Set with a ME Interface connected to it for recipes that don't involve multiple of the same items (which is most of the Alchemy ingredients). Any cables of Interfaces can push into or pull out of the Alchemic Chemistry Set, but they are side-specific. So you'll only need to use Ballad of Alchemy for things like Incendium, Crystallos, Fractured Bones, etc.
I'm already complete 1st in bloodmagic line quest (the red orb) and secondary I made blood altar but... What?? This quest is inactive!? It says I havn't finished 1 trigger quest. What could it be I wonder.?
So I cant continue this questline and I dont know what to do next (its strange that blood magic demand, maybe, something technical to made and I have no idea what is it)
So im in a playthrough on a server with some friends, and we're having trouble unlocking the quest "Enlighten the Twilight", which is the quest to make the twilight clock. Can you tell me which quests unlock it?
So im in a playthrough on a server with some friends, and we're having trouble unlocking the quest "Enlighten the Twilight", which is the quest to make the twilight clock. Can you tell me which quests unlock it?
You need to advance to Tier 4 Blood Magic first. It was a bit of an overlook on my part, because you don't need T4 Blood Magic before you can make the Twilight Clock. But eventually you'll be able to unlock it, you don't need much more.
Nevermind, I open hqm edit mode and notice that 'Even better energy storage' need for Altar quest.
Its strange: blood altar crafting recipe using basic capas.bank, nor vibrant one.
Or m.b. it does in hard mode?
It uses a Vibrant Capacitor Bank on Hard Mode, yes. And unfortunately I can't make a separate Quest Book for Easy and Hard modes. But once I decide to update it, I will change that as well to only require a Basic Capacitor Bank. I'm not sure when that's gonna happen, because updating the Quest Book (no matter how small of a change I make) resets everyone's quest progress. So for now I decided to keep this as it is.
This is gonna sound really stupid.
I really love the mods in the modpack but im looking for a pack that i can just casually play on without having to grind constantly.
Is there a way i can take out the modified recipes and play with the original recipes in the mods?
Hey Atricos, do you think "Random Things" is compatible with your modpack or would I break something if I add it? Or do you have something similar to the spectre dimension somewhere hidden in your modpack?
This is gonna sound really stupid.
I really love the mods in the modpack but im looking for a pack that i can just casually play on without having to grind constantly.
Is there a way i can take out the modified recipes and play with the original recipes in the mods?
Thanks
Yes, all modified recipes are contained in these folders: - modpack/hard/scripts (Almost all modified recipes are here - Delete it's contents.) - config/TwilightForest.cfg (Replace the word 'beacon' with 'diamond'.) - config/enderio/AlloySmelterRecipes_User (Delete everything between <AlloySmelterRecipes> and </AlloySmelterRecipes>.)
Now the default (Hard) mode contains no changed recipes.
But do note, that Quest progression will be highly out of order and rewards will be unbalanced this way.
Hey Atricos, do you think "Random Things" is compatible with your modpack or would I break something if I add it? Or do you have something similar to the spectre dimension somewhere hidden in your modpack?
It wouldn't break anything if you add it, however you will need way more space to work with: - Just the Blood Altar is 23x23 (which doesn't fit into Spectre), - You'll also need serious Machine Automation - A Big Reactor - Runic Altar - Elven Gateway - Terrasteel Automation - Infusion Altar (which if fully upgraded and automated also doesn't fit) - Witchery Altar - Witchery Chalk Circles - Death Protection Poppet Automation - Death Summoning Automation - Koboldite Farm - Necromantic Stone Farm (requires Night Time) - Draconic Power Core - Lot of Magical Crops farming space - Lot of Portals (at least 12)
However, if you do decide to add it, I would disable the Blood Moons if I were you.
The only thing I can think of being similar to this is a Spatial Storage Cell. You can create a cube with Spatial Pylons to make a small cubic dimension (at most 128x128x128 blocks large), and you could get in and out with RFTools Matter Transmitters and Receivers.
Thanks for the info, I just restarted the modpack and want to explore and gather ores a bit more before finally settling down. So just a bit of simple ore processing on the way with the spectral Dimension
The recipe for the eldritch blood orb is not the default, has this mod pack changed that recipe or is it bugged?
It's default. However, since the Tier 6 (Transcendent) Blood Orb is only available after Draconic Evolution, this one's also only available after that.
So just a quick question, is there any real reason to use an ender quarry over an RFTools quarry? The builder quarry is cheaper, easier to set up, and presumably has a bigger range. The only reasons I can think of are A. The upgrades being cheaper, or B. The ender quarry using less RF
Rollback Post to RevisionRollBack
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
So just a quick question, is there any real reason to use an ender quarry over an RFTools quarry? The builder quarry is cheaper, easier to set up, and presumably has a bigger range. The only reasons I can think of are A. The upgrades being cheaper, or B. The ender quarry using less RF
The Ender Quarry is way faster than the Builder, and you can upgrade it with MULTIPLE upgrades, not just one: By placing the Upgrade Blocks next to the Quarry itself. Additionally you can use it as a really fast pump with the Pump Upgrade.
Did I do the math right? You need around 4.2 trillion minicio essence to make just one Zividecco Essence? I did( 2^10 + (81 * 5))^4 -- I may have messed up somewhere, but if not thats a little insane lol. Even with a 100x100 101010 minicio farm, thats atleast 3000 hours to gather that much minicio lmao
Did I do the math right? You need around 4.2 trillion minicio essence to make just one Zividecco Essence? I did( 2^10 + (81 * 5))^4 -- I may have messed up somewhere, but if not thats a little insane lol. Even with a 100x100 101010 minicio farm, thats atleast 3000 hours to gather that much minicio lmao
If you have a 30x30 Minicio Farm except for 4 Farming Station spots (this is the max range of those Farming Stations) = 896 blocks, and you can harvest each one every second (entirely possible with an Imaginary Time Block, Reinforced Watering Cans in Autonomous Activators, Growth Pulsers, and 10/10/10 Seeds), and you gain 4 Minicio Essence per crop harvested (since it's 10/10/10), then you gain 896 * 4 = 3584 Minicio per second.
This means it takes 53,084,160 / 3584 seconds = (53,084,160 / 3584) / 3600 hours = 2.72 hours to get 1 Zividecco Essence.
Expanding and having multiple farms, and combining this with a Wither Farm that produces some extra Zivicio, it's completely possible to gain enough Zividecco.
Not sure what you meant by raising the whole thing in your calculation to the 4th power.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/17/2015
Posts:
143
Minecraft:
Atricos
Member Details
Updated the modpack to Version 1.5.5: - Fixed a bug where Infinity Ingot recipe wasn't working in Hard Mode, since the Runic Altar is only able to hold up to 16 items at once, and the recipe took 18 items. You now need 2 less Soul Fragments to craft it. (Thanks to Reddit user djpersing15 for finding this bug.)
If you modified your pack with custom mods and configs, you can still make this update from the 1.5.4-hotfix Version: - Download the latest server files from here: https://minecraft.curseforge.com/projects/divine-journey/files/2491653 - Replace modpack\hard\scripts\Avaritia.zs file with the new one from the download.
I do not want to add AoA to the pack. The early game is already quite tough, and adding a mod which makes most of the mobs untargetable is just not fun imo.
Yes you do.
However, you can also use just an Alchemic Chemistry Set with a ME Interface connected to it for recipes that don't involve multiple of the same items (which is most of the Alchemy ingredients). Any cables of Interfaces can push into or pull out of the Alchemic Chemistry Set, but they are side-specific.
So you'll only need to use Ballad of Alchemy for things like Incendium, Crystallos, Fractured Bones, etc.
Hello.
I'm already complete 1st in bloodmagic line quest (the red orb) and secondary I made blood altar but... What?? This quest is inactive!? It says I havn't finished 1 trigger quest. What could it be I wonder.?
So I cant continue this questline and I dont know what to do next (its strange that blood magic demand, maybe, something technical to made and I have no idea what is it)
So im in a playthrough on a server with some friends, and we're having trouble unlocking the quest "Enlighten the Twilight", which is the quest to make the twilight clock. Can you tell me which quests unlock it?
Nevermind, I open hqm edit mode and notice that 'Even better energy storage' need for Altar quest.
Its strange: blood altar crafting recipe using basic capas.bank, nor vibrant one.
Or m.b. it does in hard mode?
You need to advance to Tier 4 Blood Magic first. It was a bit of an overlook on my part, because you don't need T4 Blood Magic before you can make the Twilight Clock. But eventually you'll be able to unlock it, you don't need much more.
It uses a Vibrant Capacitor Bank on Hard Mode, yes. And unfortunately I can't make a separate Quest Book for Easy and Hard modes. But once I decide to update it, I will change that as well to only require a Basic Capacitor Bank. I'm not sure when that's gonna happen, because updating the Quest Book (no matter how small of a change I make) resets everyone's quest progress. So for now I decided to keep this as it is.
This is gonna sound really stupid.
I really love the mods in the modpack but im looking for a pack that i can just casually play on without having to grind constantly.
Is there a way i can take out the modified recipes and play with the original recipes in the mods?
Thanks
Hey Atricos, do you think "Random Things" is compatible with your modpack or would I break something if I add it? Or do you have something similar to the spectre dimension somewhere hidden in your modpack?
Yes, all modified recipes are contained in these folders:
- modpack/hard/scripts (Almost all modified recipes are here - Delete it's contents.)
- config/TwilightForest.cfg (Replace the word 'beacon' with 'diamond'.)
- config/enderio/AlloySmelterRecipes_User (Delete everything between <AlloySmelterRecipes> and </AlloySmelterRecipes>.)
Now the default (Hard) mode contains no changed recipes.
But do note, that Quest progression will be highly out of order and rewards will be unbalanced this way.
It wouldn't break anything if you add it, however you will need way more space to work with:
- Just the Blood Altar is 23x23 (which doesn't fit into Spectre),
- You'll also need serious Machine Automation
- A Big Reactor
- Runic Altar
- Elven Gateway
- Terrasteel Automation
- Infusion Altar (which if fully upgraded and automated also doesn't fit)
- Witchery Altar
- Witchery Chalk Circles
- Death Protection Poppet Automation
- Death Summoning Automation
- Koboldite Farm
- Necromantic Stone Farm (requires Night Time)
- Draconic Power Core
- Lot of Magical Crops farming space
- Lot of Portals (at least 12)
However, if you do decide to add it, I would disable the Blood Moons if I were you.
The only thing I can think of being similar to this is a Spatial Storage Cell. You can create a cube with Spatial Pylons to make a small cubic dimension (at most 128x128x128 blocks large), and you could get in and out with RFTools Matter Transmitters and Receivers.
Thanks for the info, I just restarted the modpack and want to explore and gather ores a bit more before finally settling down. So just a bit of simple ore processing on the way with the spectral Dimension
Nothing big, just a minibase in my pocket ^^
The recipe for the eldritch blood orb is not the default, has this mod pack changed that recipe or is it bugged?
It's default. However, since the Tier 6 (Transcendent) Blood Orb is only available after Draconic Evolution, this one's also only available after that.
Just a quick update on adding "Random Things", complete gamecrash, MC launcher starts and closes :/
So just a quick question, is there any real reason to use an ender quarry over an RFTools quarry? The builder quarry is cheaper, easier to set up, and presumably has a bigger range. The only reasons I can think of are A. The upgrades being cheaper, or B. The ender quarry using less RF
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
The Ender Quarry is way faster than the Builder, and you can upgrade it with MULTIPLE upgrades, not just one: By placing the Upgrade Blocks next to the Quarry itself. Additionally you can use it as a really fast pump with the Pump Upgrade.
Did I do the math right? You need around 4.2 trillion minicio essence to make just one Zividecco Essence? I did( 2^10 + (81 * 5))^4 -- I may have messed up somewhere, but if not thats a little insane lol. Even with a 100x100 101010 minicio farm, thats atleast 3000 hours to gather that much minicio lmao
1 Zividecco = 2^9 Ziviuno = 2^9 * 5 Mass Zivicio Blocks = 2^9 * 5 * 9 Zivicio Blocks = 2^9 * 5 * 9 * 9 Zivicio = 2^9 * 5 * 9 * 9 * 4^4 Minicio = 53,084,160 Minicio
If you have a 30x30 Minicio Farm except for 4 Farming Station spots (this is the max range of those Farming Stations) = 896 blocks, and you can harvest each one every second (entirely possible with an Imaginary Time Block, Reinforced Watering Cans in Autonomous Activators, Growth Pulsers, and 10/10/10 Seeds), and you gain 4 Minicio Essence per crop harvested (since it's 10/10/10), then you gain 896 * 4 = 3584 Minicio per second.
This means it takes 53,084,160 / 3584 seconds = (53,084,160 / 3584) / 3600 hours = 2.72 hours to get 1 Zividecco Essence.
Expanding and having multiple farms, and combining this with a Wither Farm that produces some extra Zivicio, it's completely possible to gain enough Zividecco.
Not sure what you meant by raising the whole thing in your calculation to the 4th power.
Updated the modpack to Version 1.5.5:
- Fixed a bug where Infinity Ingot recipe wasn't working in Hard Mode, since the Runic Altar is only able to hold up to 16 items at once, and the recipe took 18 items. You now need 2 less Soul Fragments to craft it. (Thanks to Reddit user djpersing15 for finding this bug.)
Server update from the 1.5.4-hotfix version to 1.5.5:
- Replace the modpack\hard\scripts\Avaritia.zs file with the new one from this download: https://minecraft.curseforge.com/projects/divine-journey/files/2491653
Server update from other 1.5.X versions to 1.5.5:
- Replace the config & modpack folders with the new ones from this download: https://minecraft.curseforge.com/projects/divine-journey/files/2491653
If you modified your pack with custom mods and configs, you can still make this update from the 1.5.4-hotfix Version:
- Download the latest server files from here: https://minecraft.curseforge.com/projects/divine-journey/files/2491653
- Replace modpack\hard\scripts\Avaritia.zs file with the new one from the download.