[1.10.2][Curse] Future's Edge [Hardcore][Quests]

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Landstryder

New Member
Jul 29, 2019
277
1
0
6I8Iyoe.png

Prologue:

Many many years ago Civilization destroyed this planet, but a group of scientist had a solution. Launch capsules into orbit with technology to recreate life once the planet become habitable again. On board was you, an artificial lifeform tasked with returning civilization to the planet. Ten-thousand years pass before your pod crashes back to the surface and your consciousness awakens for the first time. You succeeded at restoring the past lifeforms to the planet and soon after the rebirth of civilization you returned to stasis, but not before you engineered something to keep mankind from total self destruction. Your solution was nanites. These tiny bots have made many things possible that seem like magic to average intelligent lifeforms. Another 10000 years passes.... the world evolves, shaped by nanite interaction.... now once more your consciousness awakens in a new body to start over and walk the world.... where will your path lead?


Little Info:
This pack is a continuation of the story from my 1.7.10 modpack Post Finem. There are many mods that are the same, there are many that are gone (mostly because they are not updated to 1.10.2), and there are some new mods. There is some recipe integration and tweaks to provide more of a challenge to the tech progression.


Quest System:
The quest system uses the Better Questing mod and does not have a book to access your quest menu. Instead it is accessed with a key, default is the grave key (the one to the left of the number 1 key on most boards). Hardcore mode is on by default and you start with 5 lives.


Disclaimer:
The pack is current in late alpha and I welcome any comments and suggestion on how to better integrate mods and tech progression or help with quests current or new. When updating you will need to use the command "/bq_admin default load" in worlds created before the update to see any new quests that may have been added.

Available on the Curse Launcher:
https://mods.curse.com/modpacks/minecraft/251154-futures-edge
Comments, issues, bugs, and suggestions should go here:
https://minecraft.curseforge.com/projects/futures-edge






Oh and of course my own series...
https://www.youtube.com/watch?v=2SAQdQ7m3v8

Ender IO (by CrazyPants_MC)
Ender Zoo (by CrazyPants_MC)
Cooking for Blockheads (by BlayTheNinth)
AppleCore (by squeek502)
Biomes O' Plenty (by Glitchfiend)
Chameleon (by jaquadro)
Chisels & Bits (by AlgorithmX2)
EnderCore (by tterrag1098)
Not Enough Wands (by romelo333)
ProjectE (by sinkillerj)
Waila (by ProfMobius)
McJtyLib (by McJty)
OpenComputers (by Kethtar)
RFTools Dimensions (by McJty)
Random Things (by lumien231)
The Spice of Life (by squeek502)
Waila Harvestability (by squeek502)
Fast Leaf Decay (by lumien231)
Nether Metals (by knoxhack)
Just Enough Resources (JER) (by Way2muchnoise)
Storage Drawers (by jaquadro)
Forestry (by SirSengir)
GraveStone Mod (by EuhDawson)
Roguelike Dungeons (by Greymerk)
Just Enough Items (JEI) (by mezz)
RFTools (by McJty)
JourneyMap (by techbrew)
Recall Stones (by VanhalMinecraft)
Guide-API (by TehNut)
LunatriusCore (by Lunatrius)
Schematica (by Lunatrius)
Lycanites Mobs (by Lycanite)
Pam's HarvestCraft (by MatrexsVigil)
Just Enough Forestry Bees (JEFB) (by MrDimkas_Studio)
More Bees (by Proffeser_science)
Inventory Tweaks (by Kobata)
Chisel (by tterrag1098)
Immersive Engineering (by BluSunrize)
BdLib (by bdew)
Gendustry (by bdew)
Mouse Tweaks (by YaLTeR97)
MalisisCore (by Ordinastie)
MalisisDoors (by Ordinastie)
RadixCore (by WildBamaBoy)
Minecraft Comes Alive (by WildBamaBoy)
More Overlays (by feldim2425)
Better Questing (by Funwayguy)
Better Questing - Standard Expansion (by Funwayguy)
Better Questing - RF Expansion (by Funwayguy)
Redstone Paste (by FyberOptic)
Blood Magic (by WayofTime)
AutoRegLib (by Vazkii)
Psi (by Vazkii)
Better Agriculture (by knoxhack)
MalisisBlocks (by Ordinastie)
Stellar API (by abab9579)
Stellar Sky (by abab9579)
Portable Craft Bench (by RenEvo)
Neat (by Vazkii)
CraftTweaker (by jaredlll08)
ModTweaker (by jaredlll08)
FTBLib (by FTB)
FTB Utilities (by FTB)
IvToolkit (by Ivorforce)
Recurrent Complex (by Ivorforce)
Sleeping Bags
ArchitectureCraft
Railcraft
Super Circuit Maker
RFtools Control

Version 0.3.0
===============
-REMINDER: Use the command "/bq_admin default load" in worlds created before this patch to see new quests
-Made a few quest fixes and added a few
-Retweaked IE config again
-Added recipe for atractor crystal that uses golem soul
-Re-enabled the clearing quarry recipe
-Adventure Bag is now very useful while adventuring
-Made uncraftable Better Agraculture blocks craftable
-Carrage and Medieval doors now have recipes
-Railcraft plates needed for recipes can now be crafted from IE plates
-Added the Super Circuit Mod
-Added the RFtools Control Mod
-Changed philosopher stone recipe to not consume the dragon egg so dragon can still be respawned and everyone on multiplayer server can get a chance to make the stone


Version 0.2.1
===============
-Fixed ore gen


Version 0.2.0
===============
-Added Railcraft mod
-All the recipes tweaks for Railcraft
-Adjusted the values of RF that IE cables carry and amount of power connectors can deliver
-Fixed warning message when using IE hammer and wire cutters in recipes
-Added ore tripling mechanic for Iron, Gold and Copper

Upcoming Stuff:
~More quests in Exploration and Bestiary lines
~Super Circuit Maker
~Possible aesthetics quest line
~Possible advanced tech line


Version 0.1.3
===============
-REMINDER: Use the command "/bq_admin default load" in worlds created before this patch to see new quests
-MANY many new quests
-Rollback JourneyMap mod to fix conflict with MCA causing texture issues in previous version
-Made repair talisman from ProjectE more expensive
-Made alchemical bag much more attainable
-Added mod Sleeping Bags
-Added mod ArchitectureCraft
-Updated many mods (except JourneyMap)
-Critical update to Recurrent Complex to fix crash issue in previous version
-Updated Forge version

Upcoming Stuff:
~More quests in Exploration and Bestiary lines
~Railcraft
~Super Circuit Maker
~Possible aesthetics quest line
~Possible advanced tech line


Version 0.1.2
===============
-REMINDER: Use the command "/bq_admin default load" in worlds created before this patch to see new quests
-Changed recipe for Blood Magic snares to make it mid game
-Added recipes for saddles and name tags
-Added bridge schematics to use with Schematica
-Added quests for Blood Magic to the Nanotech line
-Updated many mods
-Updated forge version


Version 0.1.1
===============
-Changed all NotEnoughWands wands to use RF instead of XP
-Removed mod More Overlays (redundant)
-Added slate ore to mining pack whitelist
-Changed ProjectE config to harder recipe mode, making some things need nether stars to craft
-Reordered quests in Begining Once More line
-Added several quests to Storage line
-Added many dependancys to make Begining Once More line and Story line the only ones accessable when starting fresh
-Made RFtools elevator revipe considerably cheaper
-Updated all mods
-Don't forget you need to use command "/bq_admin default load" in worlds created before this update to see new quests



Version 0.1.0
===============
-Added story line quests (written by FacelessKitten)
-Fixed Compact Storage quest
-Added quest line Nanotech to encompass Psi and Bloodmagic related quests
-Added bed quest
-Fixed reward for squeezer quest
-Fixed detection on the wild bee quests
-Changed Soulgazer and Summoning Staff recipes to be more technical
-Reworked MCA rosegold processing
-Added most chisel blocks to builder backpack whitelist
-Reworked Nether Ore processing recipes
-Added mod Custom Main Menu and Resource Loader
-Added more quest to Tech Tree line
-Added quest line Gear to encompass tools, weapons and armor
-Added many more quests to Storage quest line
-New title graphic and panorama for main menu
-Updated many mods



Version 0.0.7
===============
-Realized that ProjectE was be included as enabled, decided to leave it but make the philosopher's stone very end game
-Added quests to locate all the wild bees
-Fixed Very Advanced Machines quest
-Added more quests to Computations line
-Added empty quest line Story (hopefully to be filled in with the help of the community)
-Added Storage quest line to encompass quests centered on the storage solutions available in the pack
-Various other quest additions and changes
-Update to Forge 12.18.1.2094
-Some mod updates


Version 0.0.6
===============
-Added many seed drops to grass
-Added some quests to Tech Tree line
-Added some quests to Begining Once More
-Changed name of Second Change line to Beastiary
-Reworked rewards for Computations quests and a few other various quests
-Updates to many mods
-Removed mod Stellar Sky


Version 0.0.5
===============
-Changed recipes for Psi mod to make them more challenging
-Changed recipes for Gendustry to make genetic manipulation later game
-Changed blast brick recipe to take slightly less blaze powder
-Added many quests to Tech Tree line
-Added a few quests here and there
-Added a Bee quest line
-Added quarter hearts to drop list of all lycanite mobs


Version 0.0.4
===============
-Initial public release on curse launcher
-minimal quests
-slightly harder tech progression


Version 0.0.1 thru 0.0.3
========================
-closed alpha
-mod selection
-started playing with better question mod
-started changing recipes

1) Install standard forge server that matches the version of your Future's Edge install.

2) Copy from your Future's Edge install these folders to the place where your server is installed:
-mods
-configs
-scripts

3) Go into the mods folder you just copied to the server and delete the following client only mods:
-CustomMainMenu
-InventoryTweaks
-Neat
-ResourceLoader
-Schematica
-Waila
-WailaHarvestability
 
Last edited:
  • Like
Reactions: Beavelguy

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
Landstryder, would you mind posting your modlist in the op?

I can probably find the list on one of the links you posted, but, well, I'd prefer not to.
 
B

Bigfood81

Guest
can you please upload it somewhere else?
curse is not supporting Linux :(
 
  • Like
Reactions: Sungak

spcsting

New Member
Jul 29, 2019
101
0
0
Landstryder, would you mind posting your modlist in the op?

I can probably find the list on one of the links you posted, but, well, I'd prefer not to.

AutoRegLib (by Vazkii)
AppleCore (by squeek502)
Blood Magic (by WayofTime)
Immersive Engineering (by BluSunrize)
Better Agriculture (by knoxhack)
Portable Craft Bench (by RenEvo)
Storage Drawers (by jaquadro)
Schematica (by Lunatrius)
McJtyLib (by McJty)
ProjectE (by sinkillerj)
Gendustry (by bdew)
Chisel (by tterrag1098)
Inventory Tweaks (by Kobata)
BdLib (by bdew)
Recurrent Complex (by Ivorforce)
JourneyMap (by techbrew)
ModTweaker (by jaredlll08)
Lycanites Mobs (by Lycanite)
Roguelike Dungeons (by Greymerk)
Psi (by Vazkii)
RadixCore (by WildBamaBoy)
The Spice of Life (by squeek502)
Ender IO (by CrazyPants_MC)
Not Enough Wands (by romelo333)
CraftTweaker (by jaredlll08)
IvToolkit (by Ivorforce)
More Bees (by Proffeser_science)
Chameleon (by jaquadro)
FTBLib (by FTB)
Chisels & Bits (by AlgorithmX2)
Ender Zoo (by CrazyPants_MC)
Guide-API (by TehNut)
Better Questing - Standard Expansion (by Funwayguy)
MalisisCore (by Ordinastie)
Redstone Paste (by FyberOptic)
Better Questing (by Funwayguy)
Waila Harvestability (by squeek502)
Just Enough Items (JEI) (by mezz)
Minecraft Comes Alive (MCA) (by WildBamaBoy)
Biomes O' Plenty (by Glitchfiend)
Random Things (by lumien231)
GraveStone Mod (by EuhDawson)
FTB Utilities (by FTB)
Just Enough Resources (JER) (by Way2muchnoise)
Fast Leaf Decay (by lumien231)
RFTools Dimensions (by McJty)
Nether Metals (by knoxhack)
Mouse Tweaks (by YaLTeR97)
RFTools (by McJty)
Neat (by Vazkii)
MalisisDoors (by Ordinastie)
Pam's HarvestCraft (by MatrexsVigil)
OpenComputers (by Kethtar)
Just Enough Forestry Bees (JEFB) (by MrDimkas_Studio)
Forestry (by SirSengir)
LunatriusCore (by Lunatrius)
MalisisBlocks (by Ordinastie)
EnderCore (by tterrag1098)
Cooking for Blockheads (by BlayTheNinth)
Waila (by ProfMobius)
Better Questing - RF Expansion (by Funwayguy)
Custom Main Menu (by lumien231)
Resource Loader (by lumien231)
Morpheus (by Quetzi)
ShadowMC (by shadowfactsmc)
Sleeping Bag (by shadowfactsmc)
 

Beavelguy

New Member
Jul 29, 2019
29
0
0
So um, I see the illustrious Mr Jaguar has released a beta of Railcraft for 1.10 *wink wink nudge nudge cough cough* :D
 
  • Like
Reactions: Pyure

Landstryder

New Member
Jul 29, 2019
277
1
0
Yes indeed Railcraft is coming in the next update... Have it in my dev environment and it's not causing any issues so... just have make the scripts now
There will not be any quests added specifically for Railcraft stuff, its just there for the fun factor and ascetics.
 

cannajan

New Member
Jul 29, 2019
173
0
0
When I reload the quests after an update they are all uncompleted, my progress is gone :(
I have redone the quests each time, but once I get further along this will take ages, so is there a file I should save before updating? or some way to edit the quests?
 

Landstryder

New Member
Jul 29, 2019
277
1
0
Yes you can edit the quests. Just use "/bq_admin edit" to toggle edit mode then you can go in and complete them or do what ever you need to
Weird that it is resetting you... that is a diffrent command "/bq_admin reset all"
There is also a command to complete a quest "/bq_admin complete (quest ID number) (player name)"

Hope that helps
 
  • Like
Reactions: cannajan

Nezraddin

New Member
Jul 29, 2019
875
0
0
Heya *waves*

Looks very interessting so far :)

Two little questions for the start though:
- Is it meant to be played with "structure generation" 'off' or are the villages created by minecraft itself okay to be used, if not even necessary?
- Which mod is the one that adds automatic step-assist?
(Really not a fan of step assisst but cannot find the right config where I should look for it, to hopefully disable it)
 

spcsting

New Member
Jul 29, 2019
101
0
0
Heya *waves*

Looks very interessting so far :)

Two little questions for the start though:
- Is it meant to be played with "structure generation" 'off' or are the villages created by minecraft itself okay to be used, if not even necessary?
- Which mod is the one that adds automatic step-assist?
(Really not a fan of step assisst but cannot find the right config where I should look for it, to hopefully disable it)

The step assist is at the very top of controls (above the normal area)
 

Nezraddin

New Member
Jul 29, 2019
875
0
0
The step assist is at the very top of controls (above the normal area)

Aaaah, and I look through all the configs hoping I would find the one entry *laughs*
Thanks alot :)


[edit]
Since comments are welcome *grin*

- What I noticed so far is, that it seems quiet a bit difficult to find a seed where you have some sort of starting-area (for using this crystal orb), since more flat areas are quiet often used for these dungeon-entrances/houses or from minecraft-generated villages.
[edit 2]
Just noticed that the crystal-orb "overwrites" the world, so finding a starting place is not as difficult as I thought. Thought it should be a almost empty space I have to search ^^"
[/edit]


- And it might just be my laziness, but "large flat area" is always a very vague information (for some people 2x2 chunks is already large, others think more in terms of 5x5 chunks). So maybe a blockwise-information, like "at least 32x32 blocks" or something like that, would be very helpful in deciding which is a good area to use the crystal orb or not. :)


[edit 3]
Since I'm fairly new to the minecraft comes alive mod:
- When you start living alone and want to build your own village, you kidnap... *cough cough* I mean "convince" people from other villages to live at your place? :]


[edit 4]
Few more things from me *hides*

- Was the spawn-rate of iron-ore lowered?
I went through two cave-systems now and did quiet a bit of tunnel-mining, but havn't found a single iron-ore yet. :/

- The "Fish bait" from pam's harvestcraft could need some more acceptance of what fishes you can use to craft it.
The problem is that mainly minecraft fishes are accepted for the recipe at the moment but with all the pam's harvestcraft fishes you catch it's really difficult to get enough to craft even a little bit of bait.
 
Last edited:
A

Absydian

Guest
- Was the spawn-rate of iron-ore lowered?
I went through two cave-systems now and did quiet a bit of tunnel-mining, but havn't found a single iron-ore yet. :/

Yeah I noticed this too, I posted on his YT channel and it looks like its been fixed in the latest patch... You might need to start a new game though, or at the very least go mine in chunks that weren't generated before installing the latest patch...
 
  • Like
Reactions: Nezraddin

Nezraddin

New Member
Jul 29, 2019
875
0
0
Yeah I noticed this too, I posted on his YT channel and it looks like its been fixed in the latest patch... You might need to start a new game though, or at the very least go mine in chunks that weren't generated before installing the latest patch...

Luckily I'm not that far in the pack yet, so starting over is no problem (besides, when playing a pack in alpha-version I always count with having to start over hehe)

Just hope I don't run into my two early deaths this time. Lycanite mobs (especially the lava ones and the spriggan) can be so very deadly in early game when you have no protection yet. :[
 

Beavelguy

New Member
Jul 29, 2019
29
0
0
Yeah villagers are super easy to bring from other villages to populate your own. Just tell them to follow you and set their home in one of your buildings. I tried converting zombie villagers first and it was a nightmare so I ended up just doing that. Poor things were traumatised by their trip through the nether though ;) just make sure it isn't night time when you go back into the over world because they stop following when they go through a portal and they'll teleport back to their old village if it's night.
 

Zarvoxbe

New Member
Jul 29, 2019
299
0
0
Lycanite mobs are a pain in the backside some three blocks wide creature goes through a one block wide door.

This mod made early game very frustrating and deadly.

I don't like the diminishing return of food, in real life if you want to only eat pizzas you could.

In the "beginning one more" chapter the "Master chef" quest need you to make a cooking table that need two diamond for one component, not really early game for me.

Same chaper the quest "Go to find them all" don't detect the seeds.
 

Beavelguy

New Member
Jul 29, 2019
29
0
0
Oh is that seed quest broken now? I finally managed to complete it last patch, but the issue was finding the right seeds. Got them eventually by farming the different gardens. For the rest, I've heard land say in the past that if a certain part of the pack doesn't appeal then that's the beauty of minecraft... Mods can easily be removed/added. Personally I adore spice of life... Especially combined with pams and cooking for blockheads I find myself eating all kinds of different stuff, and it gives you a reason to actually farm different crops instead of just eating steak all day or abusing the overpowered toast ^^ sure, eating steak every day IRL would be epic but it trivialises the food/farming mechanics in game to be able to do that. Diamonds can be gotten fairly easily early game if you make an early mineshaft down to level 11. You just need 3 iron for a pick, although a bucket of water to deal with lava pits is handy and cuts down on lava monster related injuries ><
 

Zarvoxbe

New Member
Jul 29, 2019
299
0
0
I don't say that the autor does remove spice of life.

I say for me diminishing return is PITA especially at early game (I disable it in the config).

It is necessary that dimishing return only activate after a while when the player is supposed to have several types of food.
 
Last edited: