• 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from undefined »

    Yeah, the mushroom island is not in any way safe despite the scouting entry advising it as such. I'm assuming whatever makes mushroom biomes work how they work just doesn't survive the conversion process, and deconverting them doesn't bring it back. There are mods that let you force biomes, I know, though I don't know if there's one in Blightfall - could test by using one of those to create a mushroom island biome and seeing if it can spawn.
    Posted in: Mod Packs
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Is there some way to configure the "you completed a quest" sound to not be like thirty times louder than every other sound?


    Also, just to confirm - you can't use Nether Quartz to increase sharpness of Tinker's Construct weapons in Blightfall, correct?

    Posted in: Mod Packs
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Shirololl»

    I run around with the Bound Sword from the Eerie Island and a Sanguinite/Inolashite (? Weakness II metal)/Amordrine cutlass, and steel armor, and I've taken out all the NPCs I've come across except the floating city, the only place I haven't visited. Cleared out the villages (I keep the tainted villagers in the Glacier alive for later purification when I have somewhere to put them), the glacier, the obsidian spire, the island lab, the obelisk island - the only place I even bothered using the shock wand was the glacier because god damn do those three know how to coordinate. No cheese tactics, no lava or traps, I don't even BLOCK, I just run at things and murder them. Before I had those items, I mostly relied on natural corners, digging to taintacles because they're helpless if you do that, and literally a flint mattock with no armor, that was it. I couldn't fight gun-wielding NPCs, but every kind of taint monster was perfectly killable, as were zombies and skeletons. Even Furious Zombies, because getting bigger is still a visual-only effect that has no correlation with their reach or hitbox.

    The ranged NPCs are dangerous because they have knockback, they don't need to navigate the terrain or keep up with you, and they hit like trains...but they're also the only challenge in the mod you don't summon yourself, and since aside from Scouts and Hunters they're all sitting on stockpiles of incredibly valuable and desirable stuff, I think that's fair. They can also be beaten even without good equipment by a ton of different tactics that don't involve charging into them screaming and flailing. I think calling doing that "cheesing" in a game as incredibly diverse as Minecraft is divesting yourself of an extraordinary range of play experiences.

    The one thing I couldn't fight in melee (aside from the Glacier lair, and even that was really laziness, separating them would have taken a lot more running around playing peek-a-boo) was when I bloomed an entire overcome jungle tree and ended up with a slime larger than a house that killed me instantly right through full steel.
    Posted in: Mod Packs
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    How the hell are you rapidfiring a Mana Blaster, exactly? Also, how are they jumping out of the row? By the time you have the Botania setup to make a functional Mana Blaster - or use the ones that drop - you could have a lategame crossbow, or an enchanted shock wand, or a nice vampiric sword of some kind, there's a bunch of options.

    Posted in: Mod Packs
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Well that's just, like, your opinion, man.

    Posted in: Mod Packs
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Minecraft isn't a slash-'em-up. There's no obligation to fight fair; use the world, build traps, do whatever.


    Decent armor (I used steel for most of these guys) doesn't let them do anything like 20 damage, more like 10 (five hearts) and they're probably using the guns they drop, which are Mana Blasters with Entropic Lens from Botania. If you're going melee for whatever reason, for God's sake don't just run at them over open ground, maneuver them into situations where A) they can't retreat and B) they can't knock you very far away. Corner corridors are your friend. If there isn't a good spot, make one. Amordrine on your weapon means you'll get enough back to win the fight so long as you don't screw around; it helps if you're skilled enough to time a block without sacrificing too many ticks you could use for attacks. A hellbat focus with the vampiric upgrade, an enchanted shock wand, a mana blaster of your own, or a tinker's crossbow are great ranged options that should put you on more even footing - but will require you to dodge (even the vampire bats need time to work). A bucket of sludge, Safari Net and release Taintacles, bring golems, use almost any wand focus, make Blood Magic combat spells...


    You can explore the entire game naked if you bring the right tools and use the right approach. But if you're really having trouble, make coagulated blood drops, bring stone to use as instant cover, make potions, or if you just absolutely cannot fight to literally save your life, Safari Net a witch (bloom a witch hut or grab what's-her-face from the second swamp island) and rig up an automated Wrath Cage in a Well of Suffering with a Chunk Loader, then make yourself a suit of Bound Armor and socket it with whatever you want. I don't know if you can Safari Net custom NPCs but it's worth a shot, ba dum tish.

    Posted in: Mod Packs
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from DaZebraffe»

    Yeah, they'll spontaneously generate. It's just that fibrous Taint being present at all is the accelerant for more Taint growth, so it takes a while to get itself started (ample time to notice the discoloration) - but once the first patch grows does it'll start spreading further in a hurry.
    Posted in: Mod Packs
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Yup. You can also seal the caves with glass or water (or torches, or most transparent things,just remember you gotta get the ceiling too), but there's a lot of them, so bring a few stacks before you go spelunking. Anywhere you see Taint crossing to the same place again and again, there's a cave system. It's annoying. The nice thing about the underwater base is that if you get it up and running with DaZebraffe's method, I don't think there's anything under it to cause you problems. The not-so-nice thing is that with no beacon and no way to construct one (which really should be an option, however difficult) it's kind of bad if you ever want to, you know, do anything else except walk around it.


    Also, Tainted nodes underground will constantly reinfect the land above them, no matter how far down they are (some of them are far). I have one with four blooms parked in a little "no u" arrangement until I feel like making the expedition down and jarring it. You could also just smash them for immediate relief, which I did with the one like a hundred steps from Alpha, since it was just Aer and Ordo and it was really harshing my mellow.

    Posted in: Mod Packs
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Shirololl»

    ...yeah but


    1. Who would get that far in Botania without having already wanted to use an altar by then?


    2. What kind of crazy botanists would build an Altar underwater with a giant and weird contraption just to make it somewhat usable?


    Does it protect them from Taint? Nope, the lab is full of it.


    Does it protect them from curious sailors? Nope, you can see it from the surface and you can reach it without potions...


    1. It's awesome. You get your own undersea secret base that doesn't suck, like Omega, with everything already set up. If you're not trying to get into Botania via the quest for it you can be set up way before you get really into Thaumcraft, all you need are the petals for a Jaded Amaranth, all of which are in the world, and you're golden.

    2. Read the journals. Since fibrous taint can't cross the water, it was likely one of several early attempts to experiment safely with taint. This, of course, relied heavily on the entire planet's biomes not being converted without warning...
    Posted in: Mod Packs
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    there's no way to make it not hurt you when using it if it's not bound to you. you can make a new bound sword. it's not that hard. direwolf20s blood magic mod spotlights will probably help you if you don't know how to do that.




    Oh, no, that's fine. I'll take my completely free, 0-maintenance blood shard harvesting machine - with the highest damage of any sword that doesn't have Stonebound (Enderium is so troll) to boot - with its malfunction, over needing an automated (and chunk-loaded!!!) system to prevent me from accidentally draining myself dry in a fight and dealing with the resultant Forever Nausea.

    Anyway, I actually solved the problem - even though it's not mine, I can de-activate it by shift-rightclicking as normal, which stops the slapping completely. No need to satchel it or anything! Which implies it's a Blood Magic effect rather than Botania one, since otherwise that shouldn't matter - it doesn't transfer ownership, it just switches it from active to sleeping.

    Quote from DaZebraffe»

    Right, so there are a lot of pages I couldn't be bothered to read my way through, so I don't know...has anyone else figured out, yet, that you don't actually need a separate infusion altar from the one in the undersea lab, in order to do infusions without drowning?




    M...aybe? I know there's another Infusion Altar, but it's in an extremely inconvenient location for base-building. I just looted them both and brought it back to the swamp. Are you saying there's a way to seal and drain the undersea lab that doesn't completely suck? I know you can use Dome of Suppression and Song of Evaporation together to clear it, but see the part about not sucking. Or I guess...you could lift it out of the ocean with Botania's ritual thing, maybe? But I feel like that would bring the water blocks, if it's doable.

    Posted in: Mod Packs
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Sorry if I was confusing - it's a Bound Sword, from Blood Magic, and it is bound to Talonos (in the way that Bound Swords are always bound to someone) but it works perfectly well for harvesting Blood Shards and Tainted Blood Shards and hits for the 12 damage it says it does. I just want it to stop also slapping me. It's definitely not worthless! Even if I can't make it stop it's still really useful, and I can always put it in my satchel when I'm just travelling.


    It's not a Botania item, but if Botania has an effect that works that way the Blightfall team might have generalized it to work with Blood Magic's bound equipment as well. If there's nothing I can do to make it settle down, so be it.

    Posted in: Mod Packs
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Ah, first problem. So a while back I liberated a Bound Sword from a certain someone in the world, but I didn't much use it - I have a cutlass with a Sanguinite blade and an Amordrine handle, which is really useful for going up against Blightfall's more powerful NPCs after maneuvering them somewhere I can actually get at them with a shock wand - and now I am to harvest blood shards. It works just fine for that, and because it doesn't belong to me it's not taking from my pitiful Soul Network...I kinda assumed that since it's listed as belonging to "Talonos" it had some sort of creative-mode infinite LE setup. This is apparently not the case because now, when I hold it, it gently slaps me every couple seconds, and also whenever I'm actually hitting an entity.


    The damage is miniscule - it's normally 0, actually, very rarely a half-heart, and doesn't touch my armor durability - and since I still carry my cutlass it's easy enough to swap over and vamp myself if there's ever a problem. I can also avoid the effect entirely by storing it in a satchel until I'm ready to use it.


    However, I have a feeling it'll play merry hell when I get some solid Runic Protection going (which is a waste of time at the +1 level you probably found in a chest somewhere, since taint poison triggers it - if you're not using your Terra vis it makes exploring Tainted caves a little safer, but why aren't you using your Terra vis) and it makes maneuvering in combat awkward since, unlike taint poison, it's a full "hit" that can mess with jumps and movement.


    Anyone know if there's something I can do to fix the problem? I'm assuming I've burned through the NPC network it was attached to (in my fondest dreams, this would mean future encounters with bloodmages will be easier, but I know the terrible truth) and now it's leeching from my health to stay activated. I don't really want to attach it to my network, and I'm not actually sure that I can because I think the ritual I'm thinking of is for YOU to give someone else YOUR stuff. If worst comes to worst I'll just satchel it and bring it out for hunting purposes only.

    Posted in: Mod Packs
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    This adventure map is amazing. Great mod choices, great work on the unique parts, really good cross-compatibility patching, and probably most importantly is the phenomenal writing. Every NPC feels like a person, the quests are well-written, informative, and evocative, and the world is a place worth exploring and learning about. I think the best part of the the gameplay design is that almost everything is super-intuitive if you're familiar with the mods as a baseline - any time you get "stuck," you usually just need to segue over to another mod and let it fix your problem for you. ME for Thaumcraft and Botania for ME are standouts; I love the idea of harnessing the planet's returning vitality to hybridize the native alien sorcery into your supertech quantum network so you can fight fire with alumentum ex digitalis.

    Also the paranormalist quests where you help her troll her way into the scanner room are by far the best part of the game. Six slimes in a bucket? 10/10
    Posted in: Mod Packs
  • To post a comment, please .