New modpack's mod list
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New modpack's mod list
First topic message reminder :
Put your suggestions here i'll try to keep the list updated (choose in this list)
Grillo's special : Reika's mods link
I LOVE those mods. Really. The modder is constantly improving them...Just check it out
RotaryCraft/ReactorCraft :
The learning curve is pretty steep, but the reward is SO worth it. All the machines scales with the amount of power you feed them.
It goes from lights to excavators, turrets (seek and destroy mobs ), forcefields, crop farming devices, spawner controlers, to huge multiblocks structures.
It's goal is to be relatively realistic and includes heat management (things can explode, melt and fail). Nuclear reactors (High-Temperature Gas, Fission, Breeder...They generate nuclear waste, which gives off radiation if left alone...beware of -realistic- meltdowns ! with corium, huge radiation field...awesome isn't it ?!).
Check this Fusion reactor (the reactor generate neutrons that heats the boilers which generate steam from water, steam goes into gigantic turbines, turbines generate rotational power which is used on machines, converted to RF...):
Chromaticraft
Super cool magical-like mod featuring crystals based magic. Time accelerating devices, light networks, huge multi-blocks atars, scaled-down beacons with potion III effects...
I'm not too pumped up for the other mods he made (Dye trees, void monster, meteorcraft, electricraft, geostrata...). But yes it's awersome and everything, trough I admit is not very tree-ish.
Put your suggestions here i'll try to keep the list updated (choose in this list)
- Hardcore Questing Mod (amazing potential for tiered progression, ingame tutorial and guided progression) link
- Applied Energistics 2 (runs of RF, arguably the best inventory management mod) link
- Better Foliage (improves tree's aspect. Needs testing. video) link
- BiblioCraft (usefull all around) link
- Not Enough Items(unavoidable. Install the extension if needed, CodeChickenCore) link
- Forestry(more trees, carpenter stuff, bees. currently in development for 1.7.1, so it needs testing) link
- Forestry addons(pick your poison...Binnie's mods, gendustry, magic bees, NEI addon)
- Botania(not sure about this one : magic pack about flowers, mana and stuff) link
- Dynmap(nice to have) link
- EnderIO(crazy good compact piping, compatible AE2) link
- Enhanced portals( arguably the best portal mod ) link
- Extra utilities( extra awersome for many things) link
- Chisel(very good textures)
- Extra cells(for AE2, liquid storage and others)
- JABBA(for early game inventory management)
- Waila, OPIS(what am i looking at, + addons)
- The spice of life(difficulty mod about diminishing returns of food) link
- Hunger overhaul(difficulty mod about food)
- HarvestCraft(difficulty mod about food)
- MAtmos (add ambient sounds, see video in spoiler)
- video:
- No Cubes (not sure about this one, see video in spoiler)
- video:
- Thermal expansion, CoFH Core (basic machines)
- Big Rectors (more power gen)
- Big reactors build powering 4 laser drills:
- Forge (necessary i think ?)
- Infernal mobs (difficulty mod)
- Natura and tinker's contruct, with ignana tweaks or not, Tinker's steelworks (everyone love them)
- Journey map (dynmap but ingame)
- Minefactory Reloaded (tree farm right? plus laser drills to sink RF into)
Grillo's special : Reika's mods link
I LOVE those mods. Really. The modder is constantly improving them...Just check it out
RotaryCraft/ReactorCraft :
The learning curve is pretty steep, but the reward is SO worth it. All the machines scales with the amount of power you feed them.
It goes from lights to excavators, turrets (seek and destroy mobs ), forcefields, crop farming devices, spawner controlers, to huge multiblocks structures.
It's goal is to be relatively realistic and includes heat management (things can explode, melt and fail). Nuclear reactors (High-Temperature Gas, Fission, Breeder...They generate nuclear waste, which gives off radiation if left alone...beware of -realistic- meltdowns ! with corium, huge radiation field...awesome isn't it ?!).
Check this Fusion reactor (the reactor generate neutrons that heats the boilers which generate steam from water, steam goes into gigantic turbines, turbines generate rotational power which is used on machines, converted to RF...):
- Extreme end-game facility:
Chromaticraft
Super cool magical-like mod featuring crystals based magic. Time accelerating devices, light networks, huge multi-blocks atars, scaled-down beacons with potion III effects...
- check it out:
I'm not too pumped up for the other mods he made (Dye trees, void monster, meteorcraft, electricraft, geostrata...). But yes it's awersome and everything, trough I admit is not very tree-ish.
Last edited by grillo126 on Sat Sep 13, 2014 5:14 pm; edited 10 times in total
grillo126- Posts : 142
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Join date : 2012-02-16
Age : 34
Location : France
Re: New modpack's mod list
(worth repeating)
Althing- Posts : 187
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Join date : 2013-10-16
Location : Perelandra
Re: New modpack's mod list
All right. I've sent the code to everyone who has participated in this discussion.
Mailleweaver- Admin
- Posts : 567
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Join date : 2011-11-23
Age : 38
Location : Arkansas, USA
Re: New modpack's mod list
Downloading now
Althing- Posts : 187
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Join date : 2013-10-16
Location : Perelandra
Re: New modpack's mod list
Millénaire 6.0.0pb2 pour Minecraft 1.7.10
grillo126- Posts : 142
Reputation : 6
Join date : 2012-02-16
Age : 34
Location : France
grillo126- Posts : 142
Reputation : 6
Join date : 2012-02-16
Age : 34
Location : France
Re: New modpack's mod list
I think I've finally started to recover enough to continue working on this. I spent most of the evening updating mods, and got most of the way through the list. I'll keep going next chance I get and then test it out. Since it's been so long I'm just kind of blanket updating stuff with only a few exceptions that I know for a fact will cause problems. Hopefully I'm not breaking too much for me to sort out without starting over with 0.1.0 and updating one at a time.
Here's a new look at what the changlog has turned into so far:
Here's a new look at what the changlog has turned into so far:
- v0.2.0 Changlog:
- All of the config changes listed are copied/pasted from the actual config files after changes were made. This way any typos will be reflected here as well and can be caught.
*******************************************************************************
** v0.2.0 **
*******************************************************************************
[General]- Altered the previous changelog to include a note about deleting the Forestry API from DragonAPI.
- Altered the previous changelog to correct the OpenModsLib snapshot version from 433 to 224. (It had the OpenBlocks snapshot version.)
[Added Mods]- NEI Integration
[Updated Mods]- Advanced Genetics - from 1.5.6 to 1.5.7
- Another One Bites The Dust - from 2.2.4 to 2.3.5
- Applied Energistics 2 - from rv1 stable to rv1 beta37
- ArmorStatusHUD - from 1.27 to 1.28
- Aroma1997Core - from 1.0.2.8 to 1.0.2.13
- Automagy - from 0.11 to 0.16
- BetterChests - from 1.1.1.4 to 1.1.1.8
- Better Foliage - from 1.0.1 to 1.0.3
- BiblioCraft - from 1.8.2 to 1.9.1
- BiblioWoods(BoP) - from 1.8 to 1.9
- BiblioWoods(Forestry) - from 1.6 to 1.7
- BiblioWoods(Natura) - from 1.4 to 1.5
- Big Reactors - from 0.4.0rc10 to 0.4.0rc11
- Biomes O' Plenty - from 2.1.0.1004 to 2.1.0.1019
- bspkersCore - from 6.14 to 6.15
- Carpenters Blocks - from 3.2.8 to 3.3.3
- ChickenChunks - from 1.3.4.13 to 1.3.4.14
- CodeChickenCore - from 1.0.3.25 to 1.0.4.29
- CodeChickenLib - from 1.1.1.104 to 1.1.1.106
- Doggy Talents - from 1.8.3a to 1.8.2a (downgrade per author recommendation)
- DragonAPI - deleted the included outdated OpenComputers API
- EnchantingPlus - from 3.0.1 to 3.0.2d
- Ender Storage - from 1.4.5.24 to 1.4.5.26
- Ender Tech - from 0.3.0.346 to 0.3.0.353
- Ender Utilities - from 0.3.2 to 0.3.5.1
- EnderIO - from 2.0.8.221 to 2.2.2.285
- Enhanced Portals - from 3.0.7 to 3.0.9
- Ex Astris - from 1.11a to 1.12
- Extra Cells - from 2.1.12bnull to 2.1.15bnull
- Extra Utilities - from 1.1.0k to 1.2.0
- Forge Multipart - from 1.1.0.309 to 1.1.0.314
- Fossils & Archeology Revival - from 7.0 to 7.0.1
- GraveStone - from 2.9.7 to 2.11.0
- IchunUtil - from 4.0.0 to 4.1.2
- IguanaTinkerTweaks - from 2.0.4 to 2.0.6
- JourneyMap - from 4.0.5_Unlimited to 5.0.1_Unlimited
- Mekanism - from 7.1.0.92 to 7.1.1.127
- Mekanism Generators - from 7.1.0.92 to 7.1.1.127
- MineTweaker - from 3.0.8B to 3.0.9C
- Morph - from beta 0.9.0 to beta 0.9.1
- MrCrayfish's Furniture - from 3.3.5 to 3.4.6
- MusicCraft - from 2.9.8 to 2.9.8.1
- Natura - from 2.0.0 b1 to 2.0.0.1
- NEI - from 1.0.3.56 to 1.0.3.73
- NEI Addons - from 1.12.2.9 to 1.12.3.11
- OpenComputers - from 1.3.6.69 to 1.4.1.14
- OpenBlocks - from 1.3 snapshot 433 to 1.3 snapshot 513
- OpenModsLib - from 0.6 snapshop 224 to 0.6 snapshot 268
- Ore Dictionary Converter - from 1.5.2 to 1.6.0
- Pam's Harvestcraft - from 1.7.10a to 1.7.10c
- PneumaticCraft - from 1.2.9-24 to 1.4.3-40
- Practicalities - from 0.2.1 to 0.5.0
- ProjectRed - from 4.5.0.50 to 4.5.1.51
- Railcraft - from 9.3.3.0 to 9.4.0.0
- Ruins - added the missing /resources directory to the /mods directory
- Simply Jetpacks - from 1.1.1 to 1.3.0
- StatusEffectHUD - from 1.26 to 1.27
- Wireless Redstone CBE - from 1.4.1.4 to 1.4.1.9
[Removed Mods]- Aroma1997's Dimensional World
- Asielib
- Backpacks! Brad16840
- Better Storage
- Buildcraft
- Butterfly Mania
- Extra Buttons
- FoxLib
- Factorization
- Gendustry
- Greg's Stargate Craft
- Hats
- HatStand
- Magic Clover
- NEI Plugins
- Obsidiplates
- QuarryPlus
- Redstone Arsenal
- Statues
- Translocators
[Configs] {
/railcraft
blocks.cfg
B:residual.heat=false
weaponmod.cfg
B:warhammer.enabled=true
OpenBlocks.cfg
B:grave=false
} - Altered the previous changelog to include a note about deleting the Forestry API from DragonAPI.
Mailleweaver- Admin
- Posts : 567
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Join date : 2011-11-23
Age : 38
Location : Arkansas, USA
Re: New modpack's mod list
Recover? Have you been ill?
Althing- Posts : 187
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Join date : 2013-10-16
Location : Perelandra
Re: New modpack's mod list
Relational issues I guess ?
Advises :
Modpack suggestions:
Adding chromaticraft when v3's out
Adding Botania which developed into a wonderful mod
Adding Tabula Rasa for adding custom blocks/items (fully bark textured blocks for example).
You don't have to do all the work Maille, don't hesitate to ask us for help.
I'd be happy to
Advises :
- Mushroom islands fix : created every world using the World type : Biomes'o plenty
- FPS/lag fix : Use MultiMC or/and install FastCraft
Modpack suggestions:
Adding chromaticraft when v3's out
Adding Botania which developed into a wonderful mod
Adding Tabula Rasa for adding custom blocks/items (fully bark textured blocks for example).
You don't have to do all the work Maille, don't hesitate to ask us for help.
I'd be happy to
grillo126- Posts : 142
Reputation : 6
Join date : 2012-02-16
Age : 34
Location : France
Re: New modpack's mod list
Recover from so much stress that I could barely function. Nothing specific causing it, either. Just lots of things going on with work, family, home, and Aria. I had to just chill for a while, so I was playing vanilla minecraft over at test.minecraft.ms. Last night I got on and started chopping down a tree and it made me remember how much I miss you guys. And they recently made me a moderator, so I figured it's time to abandon them and come back home.
We can't add FastCraft to the pack, but you can install it yourself. I even recommended it when I gave you guys the first version of the pack. They just don't allow it to be packaged.
What does the mushroom islands fix do? You weren't very clear on that.
I don't like the insane amount of flowers that Botania scatters everywhere. Flowers are nice and all, but it's way over the top. Tabula Rasa looks nice, but it doesn't come with any in-game ways to make custom blocks, and I don't have any in mind right now. If you want to put together a config for it, we can add it later when the config is done -- like HQM.
I really wish Reika's V3 stuff would come out. That would have been all the incentive I needed to get this pack finished out weeks ago.
As for getting help... that doesn't really seem feasible to me. My biggest gripe with the way other pack makers and mod makers do things is the lack of documentation. I want EVERY change to be listed and described well. That's something that I really like about my work that I want carried over into gaming. Every version of copier software comes with a detailed changelog, and when those are incomplete or inaccurate it's nearly impossible to know whether or not to upgrade/downgrade or at least identify a problem for future fix. When mods or packs don't have a good changelog or a detailed list of dependencies, it's difficult to track down and fix problems. Along those lines, it would be difficult to help me in such a way that doesn't bring in the very easy possibility of putting things together wrong with pieces coming in from different directions, or at least causing me more work to keep things in order. I have a hard enough time keeping track of my own collections.
We can't add FastCraft to the pack, but you can install it yourself. I even recommended it when I gave you guys the first version of the pack. They just don't allow it to be packaged.
What does the mushroom islands fix do? You weren't very clear on that.
I don't like the insane amount of flowers that Botania scatters everywhere. Flowers are nice and all, but it's way over the top. Tabula Rasa looks nice, but it doesn't come with any in-game ways to make custom blocks, and I don't have any in mind right now. If you want to put together a config for it, we can add it later when the config is done -- like HQM.
I really wish Reika's V3 stuff would come out. That would have been all the incentive I needed to get this pack finished out weeks ago.
As for getting help... that doesn't really seem feasible to me. My biggest gripe with the way other pack makers and mod makers do things is the lack of documentation. I want EVERY change to be listed and described well. That's something that I really like about my work that I want carried over into gaming. Every version of copier software comes with a detailed changelog, and when those are incomplete or inaccurate it's nearly impossible to know whether or not to upgrade/downgrade or at least identify a problem for future fix. When mods or packs don't have a good changelog or a detailed list of dependencies, it's difficult to track down and fix problems. Along those lines, it would be difficult to help me in such a way that doesn't bring in the very easy possibility of putting things together wrong with pieces coming in from different directions, or at least causing me more work to keep things in order. I have a hard enough time keeping track of my own collections.
Mailleweaver- Admin
- Posts : 567
Reputation : 33
Join date : 2011-11-23
Age : 38
Location : Arkansas, USA
Re: New modpack's mod list
I'm slightly relieved that it wasn't flu, or worse, something hospital worthy.
Only slightly because stress can still be a very hard thing to deal with.
I'm glad things have allowed you to start recovering
I'm still looking forward to the pack.
Although in the meantime I've been playing different games.
Felt like scifi so I played the Startrek MMO and then discovered Starmade, which is what Galacticraft wishes it could have done for Minecraft.
As I think about it, in a way it's too bad the pack managed to get so huge so fast, adding Galacticraft would have added the ability to build a private space station (1 per player) that would have replaced the private base areas that we lost from Mystcraft and DimensionalDoors (but with oxygen something to account for in your build, oxygen generated by a tree I might add). But the pack is hard enough to troubleshoot without introducing that mod, so I'm not complaining
I understand your desire to do a thorough job of tracking changes, conflicts changelogs etc.. and I applaud you for it.
Because essentially your right, if the job is done poorly now, it'll never be done right later. And this pack needs to be done right.
If things go well we'll be working with this pack and world for at least a year if not three.
(So anyone with concerns or suggestions really needs to speak up now, because we don't want to lose you later)
So in another way it's a good thing the pack is large. It'll provide more things to explore after we exhaust our interest in our favourite mods.
Mods we don't have much of an opinion about now may provide us with a welcome diversion 8 months from now
Anyway I wish there was something more I could do to help. If you can think of anything we can safely contribute, please let us know.
Only slightly because stress can still be a very hard thing to deal with.
I'm glad things have allowed you to start recovering
I'm still looking forward to the pack.
Although in the meantime I've been playing different games.
Felt like scifi so I played the Startrek MMO and then discovered Starmade, which is what Galacticraft wishes it could have done for Minecraft.
As I think about it, in a way it's too bad the pack managed to get so huge so fast, adding Galacticraft would have added the ability to build a private space station (1 per player) that would have replaced the private base areas that we lost from Mystcraft and DimensionalDoors (but with oxygen something to account for in your build, oxygen generated by a tree I might add). But the pack is hard enough to troubleshoot without introducing that mod, so I'm not complaining
I understand your desire to do a thorough job of tracking changes, conflicts changelogs etc.. and I applaud you for it.
Because essentially your right, if the job is done poorly now, it'll never be done right later. And this pack needs to be done right.
If things go well we'll be working with this pack and world for at least a year if not three.
(So anyone with concerns or suggestions really needs to speak up now, because we don't want to lose you later)
So in another way it's a good thing the pack is large. It'll provide more things to explore after we exhaust our interest in our favourite mods.
Mods we don't have much of an opinion about now may provide us with a welcome diversion 8 months from now
Anyway I wish there was something more I could do to help. If you can think of anything we can safely contribute, please let us know.
Althing- Posts : 187
Reputation : 0
Join date : 2013-10-16
Location : Perelandra
Re: New modpack's mod list
Glad it's nothing you can't recover from! Take your time getting your stress and stuff under control. Thanks for all the work you've been doing! I also agree with needing details of that kind of information.
I've been pretty busy myself, been playing a lot of Flight Rising, a dragon breeding game. I've also bought Dragon Age: Inquisition, but have been too busy to play it. Then there's been a couple art commissions that I've been slowly working on. Not to mention general stress from job searching and my current job.
I'll have to show you guys pictures of the one commission that I've finished so far. It's for my best friend who is currently living up in New York City and was commissioned by her mother. It's a watercolor painting of the beach we'd go to at least once every summer.
I've been pretty busy myself, been playing a lot of Flight Rising, a dragon breeding game. I've also bought Dragon Age: Inquisition, but have been too busy to play it. Then there's been a couple art commissions that I've been slowly working on. Not to mention general stress from job searching and my current job.
I'll have to show you guys pictures of the one commission that I've finished so far. It's for my best friend who is currently living up in New York City and was commissioned by her mother. It's a watercolor painting of the beach we'd go to at least once every summer.
Re: New modpack's mod list
I'd certainly like to see that painting. I've recently seen watercolor paintings that I didn't even know were possible with watercolors. Some people can do the most incredible things.
I was hoping to submit the new pack version tonight since I just got it working, but when I asked on the FTB forum about a way to disable ReactorCraft nuclear waste to prevent crashes, Reika piped in with the tidbit that V3 of his mods are expected to come out in a couple days. I think it's worth waiting for that. That will let me update several other mods (Forestry, COFH Core, Thermal Expansion, and a string of others that rely on those.) I'll see about adding ChromatiCraft, too. Do you also want ElectriCraft to have his full tech suite?
Here's a final changelog revision for this pack version. I'm going to borrow a play from Reika and start a new version even though I haven't released this one yet. This will help me keep track of changes I make in the Dragon Update, haha. So look back through both sections for changes when the next pack release actually comes out. Is the carrot rotting yet?
I was hoping to submit the new pack version tonight since I just got it working, but when I asked on the FTB forum about a way to disable ReactorCraft nuclear waste to prevent crashes, Reika piped in with the tidbit that V3 of his mods are expected to come out in a couple days. I think it's worth waiting for that. That will let me update several other mods (Forestry, COFH Core, Thermal Expansion, and a string of others that rely on those.) I'll see about adding ChromatiCraft, too. Do you also want ElectriCraft to have his full tech suite?
Here's a final changelog revision for this pack version. I'm going to borrow a play from Reika and start a new version even though I haven't released this one yet. This will help me keep track of changes I make in the Dragon Update, haha. So look back through both sections for changes when the next pack release actually comes out. Is the carrot rotting yet?
- v0.2.0 Changelog:
- Code:
All of the config changes listed are copied/pasted from the actual config files after changes were made. This way any typos will be reflected here as well and can be caught.
*******************************************************************************
** v0.2.0 ** NEVER RELEASED **
*******************************************************************************
[General]
[*]Altered the previous changelog to include a note about deleting the Forestry API from DragonAPI.
[*]Altered the previous changelog to correct the OpenModsLib snapshot version from 433 to 224. (It had the OpenBlocks snapshot version.)
[*]Updated forge from 10.13.1.1225 to 10.13.2.1263
[*]Deleted the outdated OpenComputers API included in DragonAPI.
[*]Added a Treecrafters Mods.pdf listing all mods, versions, authors, and links to forum thread/website for each mod so it'll be easy to get information on included mods without having to compile a list from changes to the original list in the changelog.
[Added Mods]
[*]NEI Integration
[Updated Mods]
[*]Advanced Genetics - from 1.5.6 to 1.5.7
[*]Another One Bites The Dust - from 2.2.4 to 2.3.5
[*]AppleCore - from 1.0.0 to 1.0.1
[*]Applied Energistics 2 - from rv1 stable to rv1 beta37
[*]ArmorStatusHUD - from 1.27 to 1.28
[*]Aroma1997Core - from 1.0.2.8 to 1.0.2.13
[*]Automagy - from 0.11 to 0.16
[*]Balcon's Weaponmod - from 1.14.2 to 1.14.3
[*]BetterChests - from 1.1.1.4 to 1.1.1.8
[*]Better Foliage - from 1.0.1 to 1.0.3
[*]BiblioCraft - from 1.8.2 to 1.9.1
[*]BiblioWoods(BoP) - from 1.8 to 1.9
[*]BiblioWoods(Forestry) - from 1.6 to 1.7
[*]BiblioWoods(Natura) - from 1.4 to 1.5
[*]Big Reactors - from 0.4.0rc10 to 0.4.0rc11
[*]Biomes O' Plenty - from 2.1.0.1004 to 2.1.0.1019
[*]bspkersCore - from 6.14 to 6.15
[*]Carpenters Blocks - from 3.2.8 to 3.3.3
[*]ChickenChunks - from 1.3.4.13 to 1.3.4.14
[*]CodeChickenCore - from 1.0.3.25 to 1.0.4.29
[*]CodeChickenLib - from 1.1.1.104 to 1.1.1.106
[*]CoroUtil - from 1.1 to 1.1.2
[*]Doggy Talents - from 1.8.3a to 1.8.2a (downgrade per author recommendation)
[*]EnchantingPlus - from 3.0.1 to 3.0.2d
[*]Ender Storage - from 1.4.5.24 to 1.4.5.26
[*]Ender Tech - from 0.3.0.346 to 0.3.0.353
[*]Ender Utilities - from 0.3.2 to 0.3.5.1
[*]EnderIO - from 2.0.8.221 to 2.2.2.285
[*]Enhanced Portals - from 3.0.7 to 3.0.9
[*]Ex Astris - from 1.11a to 1.12
[*]Extra Cells - from 2.1.12bnull to 2.1.15bnull
[*]Extra Utilities - from 1.1.0k to 1.2.0
[*]Forge Multipart - from 1.1.0.309 to 1.1.0.314
[*]Fossils & Archeology Revival - from 7.0 to 7.0.1
[*]GraveStone - from 2.9.7 to 2.11.0
[*]IchunUtil - from 4.0.0 to 4.1.2
[*]IguanaTinkerTweaks - from 2.0.4 to 2.0.6
[*]JourneyMap - from 4.0.5_Unlimited to 5.0.1_Unlimited
[*]Mantle - from 0.3.1 to 0.3.2
[*]MineTweaker - from 3.0.8B to 3.0.9C
[*]Morph - from beta 0.9.0 to beta 0.9.1
[*]MrCrayfish's Furniture - from 3.3.5 to 3.4.6
[*]MusicCraft - from 2.9.8 to 2.9.8.2
[*]Natura - from 2.0.0 b1 to 2.0.0.1
[*]NEI - from 1.0.3.56 to 1.0.3.73
[*]NEI Addons - from 1.12.2.9 to 1.12.3.11
[*]OpenComputers - from 1.3.6.69 to 1.4.1.14
[*]OpenBlocks - from 1.3 snapshot 433 to 1.3 snapshot 513
[*]OpenModsLib - from 0.6 snapshop 224 to 0.6 snapshot 268
[*]Ore Dictionary Converter - from 1.5.2 to 1.6.0
[*]Pam's Harvestcraft - from 1.7.10a to 1.7.10c
[*]PneumaticCraft - from 1.2.9-24 to 1.4.3-40
[*]Practicalities - from 0.2.1 to 0.5.0
[*]ProjectRed - from 4.5.0.50 to 4.5.1.51
[*]Railcraft - from 9.3.3.0 to 9.4.0.0
[*]Random Things - from 2.1.4 to 2.2.2
[*]Ruins - added the missing /resources directory to the /mods directory
[*]Secret Rooms - from 4.7.1.372 to 4.7.1.376
[*]Simply Jetpacks - from 1.1.1 to 1.3.0
[*]Solar Flux - from 0.4b to 0.4c
[*]StatusEffectHUD - from 1.26 to 1.27
[*]Steve's Factory Manager - from A92 to A93
[*]Thaumic Energistics - from 0.6.10b to 0.8.7b
[*]Thaumic Exploration - from 1.1-17 to 1.1-31
[*]Thaumic Tinkerer - from 2.5-158 to 2.5-160
[*]The Spice of Life - from 1.2.1 to 1.2.2
[*]Tinker's Construct - from 1.7.0d2 to 1.7.1c
[*]Tinker's Construct Tooltips - from 1.1.11 to 1.1.11b
[*]Tinker's Steelworks - from 1.0.5 to 1.0.6
[*]Tubes - from 2.0.4 to 2.0.5
[*]Villager's Nose - from 1.3b to 1.3c
[*]WAILA - from 1.5.4a to 1.5.5
[*]WAILA Harvestability - from 1.0.4 to 1.1.0
[*]WAWLA - from 1.0.6 to 1.0.9
[*]Wireless Redstone CBE - from 1.4.1.4 to 1.4.1.9
[*]Zombie Awareness - from 1.9.5 to 1.9.6
[Removed Mods]
[*]Aroma1997's Dimensional World
[*]Asielib
[*]Backpacks! Brad16840
[*]Better Storage
[*]Buildcraft
[*]Butterfly Mania
[*]Extra Buttons
[*]FoxLib
[*]Factorization
[*]Gendustry
[*]Greg's Stargate Craft
[*]Hats
[*]HatStand
[*]Magic Clover
[*]NEI Plugins
[*]Obsidiplates
[*]QuarryPlus
[*]Redstone Arsenal
[*]Statues
[*]Translocators
[Configs] {
/railcraft
blocks.cfg
B:residual.heat=false
/NEI
client.cfg
checkUpdates=false
doggytalents.cfg
B:versionCheck=false
weaponmod.cfg
B:warhammer.enabled=true
OpenBlocks.cfg
B:grave=false
PneumaticCraft.cfg
plant_full-grown_effects {
B:"Adrenaline Plant"=false
B:"Burst Plant"=false
B:"Chopper Plant"=false
B:"Creeper Plant"=false
B:"Ender Plant"=false
B:"Fire Flower"=false
B:"Flying Flower"=false
B:"Helium Plant"=false
B:"Lightning Plant"=false
B:"Music Plant"=false
B:"Potion Plant"=false
B:"Propulsion Plant"=false
B:"Rain Plant"=false
B:"Repulsion Plant"=false
B:"Slime Plant"=false
B:"Squid Plant"=false
}
B:IGWMod=false
Waila.cfg
B:waila.cfg.shiftblock=true
B:waila.cfg.shiftents=true
}
[Scripts] {
BalkonWeaponMod.zs
removed {
// Disable broken explosives weapons
recipes.remove(<weaponmod:cannonball>);
recipes.remove(<weaponmod:dynamite>);
recipes.remove(<weaponmod:warhammer.stone>);
recipes.remove(<weaponmod:warhammer.iron>);
recipes.remove(<weaponmod:warhammer.gold>);
recipes.remove(<weaponmod:warhammer.diamond>);
// Warnings about broken weapons
<weaponmod:cannonball>.addTooltip(format.red("Disabled because it will crash the game."));
<weaponmod:dynamite>.addTooltip(format.red("Disabled because it will crash the game."));
<weaponmod:warhammer.stone>.addTooltip(format.red("Disabled because it will crash the game."));
<weaponmod:warhammer.iron>.addTooltip(format.red("Disabled because it will crash the game."));
<weaponmod:warhammer.gold>.addTooltip(format.red("Disabled because it will crash the game."));
<weaponmod:warhammer.diamond>.addTooltip(format.red("Disabled because it will crash the game."));
<weaponmod:cannon>.addTooltip(format.red("Cannon ball Disabled because it will crash the game."));
}
custom recipes additions.zs
removed {
// Added recipe to fix conflict with translocators and practicalites.
recipes.addShapeless(<Translocator:diamondNugget> * 9,
[<minecraft:diamond>, <ore:plankWood>.reuse()]);
}
}
*******************************************************************************
**Beta Launch** v0.1
*******************************************************************************
[Included Mods]
...
-- Coremods --
...
[*]OpenModsLib openmods team 0.6-snapshot-224 http://www.openmods.info/
...
[General]
Deleted the outdated Forestry API included in DragonAPI.
...
Mailleweaver- Admin
- Posts : 567
Reputation : 33
Join date : 2011-11-23
Age : 38
Location : Arkansas, USA
Re: New modpack's mod list
That would be nice to have Electricraft too yes ! It's really great for generating reactorcraft/rotarycraft power on a single place and redistributing power everywhere using cables. The RF cable is also limitless, which is nice.
I'll wait for v3
Nice job on the changlelog !
I'll wait for v3
Nice job on the changlelog !
grillo126- Posts : 142
Reputation : 6
Join date : 2012-02-16
Age : 34
Location : France
Re: New modpack's mod list
V3 is out. I'm starting on the new pack now.
Edit:
I think I have it done. I'll get it submitted to FTB. Here's what's in the changelog.
Edit:
I think I have it done. I'll get it submitted to FTB. Here's what's in the changelog.
- v0.2.1 Changelog:
- Code:
All of the config changes listed are copied/pasted from the actual config files after changes were made. This way any typos will be reflected here as well and can be caught.
*******************************************************************************
** v0.2.1 ** DRAGON UPDATE **
*******************************************************************************
[General]
[*]Copied Buildcraft api from DragonAPI V2 into binnie-mods.jar since binnie's mod is not updated to be compatible with the new Buildcraft api included in several other mods.
[Added Mods]
[*]ChromatiCraft V3a by Reika
[*]ElectriCraft V3a by Reika
[*]MrTJPCore 1.0.3.5 - dependency for newer versions of ProjectRed.
[Removed Mods]
[*]ExAstris - minor mod incompatible with newer versions of Thermal Expansion. May be added back later if it updates.
[Updated Mods]
[*]BigReactors - from 0.4.0rc11 to 0.4.0A
[*]CoFHCore - from 3.0.0.B6-32 to 3.0.0.B9-40
[*]CoFHLib - from 1.0.0B6-26 to 1.0.0B8-34
[*]DragonAPI - from V2 to V3a
[*]Forestry - from 3.1.1.4 to 3.2.0.5
[*]Mekanism - from 7.1.0.92 to 7.1.1.138
[*]MekanismGenerators - from 7.1.0.92 to 7.1.1.138
[*]MineFactoryReloaded - from 2.8.0RC3-591 to 2.8.0RC6-5
[*]NetherOres - from 2.3.0RC3-84 to 2.3.0RC4-4
[*]ProjectRed - from 4.5.1.51 to 4.5.8.59 (includes: Base, Compat, Integration, Lighting, Mechanical_beta, and World)
[*]ReactorCraft - from V2 to V3a
[*]RotaryCraft - from V2 to V3a
[*]Soul Shards Reborn - from Alpha0.9c to rc3
[*]Thermal Expansion - from 4.0.0B5-13 to 4.0.0B8-23
[*]Thermal Foundation - from 1.0.0B3-8 to 1.0.0RC1-13
[Configs] {
/Reika
ChromatiCraft.cfg
I:"Ender Forest ID"=180
I:"Rainbow Forest Biome ID"=181
/SSR
SSRMain.cfg
"soul stealer enchant"
I:ID=112
}
[Scripts]
Chisel Glass Recipes.zs
chiseledGlass.add(<MineFactoryReloaded:stainedglass.block>);
recipes.addShaped(<MineFactoryReloaded:stainedglass.block>*4, [
Warnings.zs
removed the whole file
Mailleweaver- Admin
- Posts : 567
Reputation : 33
Join date : 2011-11-23
Age : 38
Location : Arkansas, USA
Re: New modpack's mod list
It should show up on the launcher within the hour. The server is set up, too, so get one whenever you can.
Eventually I'll update the forum with a new application process. I'm getting kind of tired of having to update it all the time.
Eventually I'll update the forum with a new application process. I'm getting kind of tired of having to update it all the time.
Mailleweaver- Admin
- Posts : 567
Reputation : 33
Join date : 2011-11-23
Age : 38
Location : Arkansas, USA
Re: New modpack's mod list
So, I got on, there were pylon things everywhere from chromiticraft that will attack you when you go near them. Those flower things are still popping up everywhere. Not sure what to do in any case. Are we still just messing around to see what works/needs to be worked on?
Re: New modpack's mod list
Yeah, lets try to break things and decide what we can live without. It's still really resource intensive. The PneumaticCraft flowers are set so that they don't spread on their own, and we can still tweak how densely they generate. The ChromatiCraft pylons can't be turned off or spread out. Grillo could probably tell you more about how to deal with them than I can.
I've already found out that we need to get rid of Coolers. I placed one yesterday and when I broke it to pick it up, I got disconnected from the server and can't log back in. I'll have to delete my player data or something.
Oh, I forgot to tell you guys I set up a Mumble server, too.
mumble-us.cleanvoice.ru
port 50454
I've already found out that we need to get rid of Coolers. I placed one yesterday and when I broke it to pick it up, I got disconnected from the server and can't log back in. I'll have to delete my player data or something.
Oh, I forgot to tell you guys I set up a Mumble server, too.
mumble-us.cleanvoice.ru
port 50454
Mailleweaver- Admin
- Posts : 567
Reputation : 33
Join date : 2011-11-23
Age : 38
Location : Arkansas, USA
Re: New modpack's mod list
Nice work Maille !
I've got on too, I'm still looking for a good spot to settle.
The chromaticraft pylons are dangerous for any living entity, and I personnaly use them to get rid of any hostile chasing me.
They're the powersource of chromaticraft, which is a great mod really. It's new however so there isn't much data on internet
I've got on too, I'm still looking for a good spot to settle.
The chromaticraft pylons are dangerous for any living entity, and I personnaly use them to get rid of any hostile chasing me.
They're the powersource of chromaticraft, which is a great mod really. It's new however so there isn't much data on internet
grillo126- Posts : 142
Reputation : 6
Join date : 2012-02-16
Age : 34
Location : France
Re: New modpack's mod list
Anyone happen to have the spawn coords? I wanna head back there from where ever I am and then start messing around trying to break things.
Re: New modpack's mod list
856, 626
Mailleweaver- Admin
- Posts : 567
Reputation : 33
Join date : 2011-11-23
Age : 38
Location : Arkansas, USA
Re: New modpack's mod list
Hello everyone, its been a while! I'm hoping to get back into TreeCrafters.. Could someone send me a pm with the code?
Rysiion- Posts : 155
Reputation : 5
Join date : 2011-12-28
Age : 24
Location : Cornwall, Ontario
Re: New modpack's mod list
Advanced Genetics Mod - I've never really heard anything other than "Applied Genetics is OP" from anywhere. Think very carefully about this mod, especially since many of it's features are available via several other mods.
Applied Energistics - I've been told there are ways to make them secure now, but I've seen a few servers having issues with AE2 now, due to most protection plugins not providing security for the machine.
ArmorStatusHUD - This is a client side mod, so can be removed from the server side (if you have it there) and made an optional addition by players. Can also be done for StatusEffectHUD, DamageIndicators and JourneyMap (I believe).
BetterChests - Iron Chests, JABBA and Thermal Expansion provide better alternatives.
BiblioCraft - Neat mod, I'd put in all the AddOns for mods in the packs
Big Reactors - With ReactorCraft, not sure you want to keep this one, escpecially since it's very easy to get a small, efficient reactor very quickly (unless you have GregTech). Would only keep if ReactorCraft doesn't provide RF power.
Ex Nihilo - Have never seen this in a pack that didn't have Hardcore Questing mod and a lot of other things turned off.
Extra Cells - AE2 almost makes this mod obsolete.
ExtraTiC - Not entirely sure, but I think the new TiC or IguanaTinkerTweaks covers this now.
Morph - This one just annoys me.
Wawla - Doesn't this just replicate WAILA?
Twilight Forest - Very laggy and causes a drain on server resources (last I heard)
The rest of the mods, I've either not used them before, never heard of them, or don't have an issue with. I can do more intensive research if you'd like though.
Applied Energistics - I've been told there are ways to make them secure now, but I've seen a few servers having issues with AE2 now, due to most protection plugins not providing security for the machine.
ArmorStatusHUD - This is a client side mod, so can be removed from the server side (if you have it there) and made an optional addition by players. Can also be done for StatusEffectHUD, DamageIndicators and JourneyMap (I believe).
BetterChests - Iron Chests, JABBA and Thermal Expansion provide better alternatives.
BiblioCraft - Neat mod, I'd put in all the AddOns for mods in the packs
Big Reactors - With ReactorCraft, not sure you want to keep this one, escpecially since it's very easy to get a small, efficient reactor very quickly (unless you have GregTech). Would only keep if ReactorCraft doesn't provide RF power.
Ex Nihilo - Have never seen this in a pack that didn't have Hardcore Questing mod and a lot of other things turned off.
Extra Cells - AE2 almost makes this mod obsolete.
ExtraTiC - Not entirely sure, but I think the new TiC or IguanaTinkerTweaks covers this now.
Morph - This one just annoys me.
Wawla - Doesn't this just replicate WAILA?
Twilight Forest - Very laggy and causes a drain on server resources (last I heard)
The rest of the mods, I've either not used them before, never heard of them, or don't have an issue with. I can do more intensive research if you'd like though.
RaptorSB- Posts : 12
Reputation : 0
Join date : 2012-07-27
Re: New modpack's mod list
hideyholeman wrote:Hello everyone, its been a while! I'm hoping to get back into TreeCrafters.. Could someone send me a pm with the code?
Did you get a code Pmed to you yet?
Althing- Posts : 187
Reputation : 0
Join date : 2013-10-16
Location : Perelandra
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