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

    Yeah, I'm still working on it. I'm just really slow.
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    Yeah, it is a common problem. I left the client config for hqm in editmode. Just edit /minecraft/config/hqm/editmode.cfg to be false.
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    What would take a lot of time is identifying, researching, and balancing each material that the mod adds. My understanding is that ExtraTiC adds quite a bit, and would therefore take a long time to account for. It just bugs me that every post I see about killing the Uber boss of mod X always...
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    Yeah, I have considered it. I like a lot of the features it has, but the materials it adds so overshadow every existing material that I just can't see myself adding it without major config changes.
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    The repeatable quests would likely be related to killing the Ars Magica bosses. Another thought I had was adding it to the loot that you can get from Thaumcraft's treasure bags. My server has grown quite a bit since I made this post. I'm more than happy to invite more. Basically, I'm inviting...
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    So, more ideas I have. I couldn't really get CoFH to spawn tarma root and desert novas. I will try again. Until then, the ideas I have are as follows: Adding custom villager trades, via a mod like Custom Villagers or Insider Trading. Adding extra mob drops, specifically to the Twilight Forest...
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    Admittedly, I haven't done much with peridot/ruby/sapphire. Honestly, I don't see much value in spawning them in the world. Even the BoP gems have little value. If I recall, diamond tools are better in every way, just a little rarer. Bluepower is not included in this modpack anymore.
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    Yes. It is because Project Red only recently added copper, silver, and tin generation (as well as electrotine), and I didn't notice it when updating the mod. It'll be disabled in the next version and all basic ore generation will be handled by CoFH.
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    Yeah, I have been putting change logs on Github. I also post them here, under a new post, when I release a new version.
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    Yeah, that machine frame thing was a mistake. I'll be removing that in the next update.
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    I figured I'd give you guys an update on what I'm doing. I'm considering adding RWG to the pack as an optional mod, but there are some problems with RWG due to the fact that it doesn't generate proper river and ocean biomes; as such, Mariculture's limestone and rutile doesn't spawn (kinda a big...
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    You have to disable editmode in the configs folder.
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    Yeah, I feel the same. There are a bunch of other little things, but those are the two issues that I hear about the most. The thing that has been keeping me from updating are three-fold: work, school, and love. I started going to college again a bit ago, so I've found my free time severely...
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    The server scripts are a bit broken. If you copy the battlegear.zs file from your client scripts folder over to the server, you should be able to craft a dagger. It works in SSP.
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    Another thing: I noticed some blocks aren't enabled in Applied Energistic's facade list, such as Thaumcraft's ancient stone. If anyone has suggestions for blocks to add to this list, let me know.
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    A couple things: I am looking to add quests that reward legendary reward bags. I am also thinking of adding more legendary, mythic, or epic level rewards. Essentially, I am looking for ideas. I made a spreadsheet (spoilers!)...
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    I admit that I didn't test the optional mods much. In fact, I didn't even update them until the day I submitted the pack. I am not surprised that the one causing the problem is Resonant Engine, though. As for the batch file: I'm a Linux user, so I probably didn't touch it after I decided on a...
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    Use pastebin to post logs. If you're getting errors about Witchery's potion IDs, don't worry about them, as that issue is resolved by the Extended Potions mod.
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    Working on WLR 2.0.2

    Working on WLR 2.0.2