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  1. Iskandar

    Breach: The Lost Apprentice [HQM] [Early WIP]

    When the map is built it will be moved to a Mystcraft age for story reasons. I'll be fixing the sky.
  2. Iskandar

    Breach: The Lost Apprentice [HQM] [Early WIP]

    There will be a starting island with a castle. https://twitter.com/Iskan_Dar/status/550164310237147137 I just have to figure out how to build the damn thing, I'm not the best Minecraft architect by a long shot.
  3. Iskandar

    Breach: The Lost Apprentice [HQM] [Early WIP]

    And back to work. I've had some thoughts. I'm beginning to suspect that HQM isn't necessary for this pack after all. It would significantly reduce development time. What I will probably use in its place is Lore Expansion, as most of what I need to do is convey information to the player. I have...
  4. Iskandar

    Breach: The Lost Apprentice [HQM] [Early WIP]

    Yeah, do not ask for an eta. Especially not atm. I'm down sick and am in the hospital.
  5. Iskandar

    Breach: The Lost Apprentice [HQM] [Early WIP]

    It isn't in a testable stae, and won't be for weeks. It won't be in a playable state for weeks after that.
  6. Iskandar

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    As far as I can tell, you can't.
  7. Iskandar

    Breach: The Lost Apprentice [HQM] [Early WIP]

    And I might have the raw materials worked out. Maybe. I'm getting it double checked for mistakes, holes, and sanity.
  8. Iskandar

    Breach: The Lost Apprentice [HQM] [Early WIP]

    Oh yes. This is glorious. It's also going to be a ton of work, and putting together the research tree and tying all the magic mods together is going to be hell. But I think it is going to be worth it. Ok, current mechanic is you create the universal seeds like so. From there you have to turn...
  9. Iskandar

    Breach: The Lost Apprentice [HQM] [Early WIP]

    Huh, and I may have just found a way to render all that work unnecessary. Modtweaker has Thaumcraft support. Oh and Botania and Blood Magic. I can, more or less, effectively script my own damn Thaumcraft add on. And perhaps tie all the magic mods together. Now, let me see what trouble I can...
  10. Iskandar

    Breach: The Lost Apprentice [HQM] [Early WIP]

    Very good, I'm going to depend on your mod fairly heavily. Speaking of which, the spell casting and mana recharge mechanics work. There are one or two flaws and the whole system needs fleshing out and balancing but the central concept works. An album explaining where things now stand...
  11. Iskandar

    Breach: The Lost Apprentice [HQM] [Early WIP]

    Alright, so I'm beginning to put together the underpinnings of generating raw resources. Instead of going the Ex Nihilo route of sifting, I'll be using Fluxed Crystals. And not all resources will be available straight away, research will be required to unlock the more esoteric resources...
  12. Iskandar

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    There are so many flaws and bugs, and so many compromises to make the central mechanic work. Yeesh. The cities were simultaneously the best and worst idea ever. They do what they were meant to do, but the balance, generation, and rewards range from not quite right to really broken. The ending...
  13. Iskandar

    Breach: The Lost Apprentice [HQM] [Early WIP]

    Welcome to my second project, one I hope will go a wee bit more smoothly than the last. Story You are a brand new apprentice to a powerful wizard schooled in the three magics. As you were settling in on your first day a powerful explosion rips through the castle that is your new home. Your...
  14. Iskandar

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Crash Landing will never make it to 1.7.10. The effort would be too much, requiring rebuilding of all the quests, scripts, and a good deal of the city files themselves. Crash Landing 2, which is not my next project, will be 1.7.10 or maybe even 1.8.x if that is at all ready by that time. Which I...
  15. Iskandar

    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    http://arspraxis.com/community/threads/installing-a-custom-modpack-using-multimc-5.44/ should help.
  16. Iskandar

    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    Yeah. I love it to death but any mod that can cause my system to chug, yeesh. I really wanted to include it in CL, it just wasn't practical.
  17. Iskandar

    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    Ok, can I suggest a mod? NotEnoughKeys? Way, way, WAY too many keybindings in modded Minecraft these days, and sorting out key conflicts is a headache.
  18. Iskandar

    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    That is odd. Works in my copy, because I was doing some building material testing. Mind, not all laboratory blocks microblock. Some metas were excluded, and I kept that feature since I figured you had a reason for it, but the rest do work.