Just wait for the release, twitter tells us it will be soon.So how do you update to the beta? Sorry fairly new to mods... (besides servers my friend set up ).
so, for those playing the current beta, any serious bugs? I know the temp is a bit wonky. But beyond that, is it looking good out there?
Well, this modpack just crossed The Line for me. I will enjoy 1.11 but will never update to 1.12 or any later version.[DOUBLEPOST=1407788351][/DOUBLEPOST]Not in the beta version of 112. The smeltery won't even accept cobble at all.
You have to find smeltery blocks in the city and melt them down. You even need them to make blocks for the high oven.
I did figure out a way, but it's supper grindy and a bit of an exploit, so just going to send how to Iskandar.
All these mods make enemies detect the player from further away, making acquiring bones much too easy. I do realize Special Mobs has its own disadvantages as well, of course, but they're easy enough to work around (watch out for those helmeted fishing zombies, though).[DOUBLEPOST=1407788419][/DOUBLEPOST]Forgive my ignorance here. I realize ZA is to your advantage the moment you have a moat. Why are the others also crutches? I've seen references to Giant mobs tossing other mobs over your small defenses etc, this sounds like a more difficult prospect to deal with.
This is a very simple one, but fits nicely with the one about not drinking (formerly) dirty water.[DOUBLEPOST=1407788501][/DOUBLEPOST]I like the way you think, some of these are going a bit far even for me..... as far as ideas, perhaps "picky eater" refusing to eat any form of 'distastfull food'. I'd suggest zombie meat in any form, cooked worms, raw fish, and coagulated blood being a list to start with.
I've been thinking about this. My ideas revolved around a more vanilla worldgen with everything but cold biomes disabled, very few trees, and tree growth rate massively nerfed. I was thinking about ways the player could heat themselves if we made torches burn out after a while. There's a mod for that, of course. xDI'm thinking of making an alternate map focused on crashing onto a cold world instead of a hot one. I would probably upload it (or try to) to the FTB launcher as a separate pack because I would have to change some configs. All credit would go to Iskandar, and I would add a link to the original pack/thread wherever it was necessary. I just wanted to get permission from Iskandar and see if people would be interested before I start.
What part annoys you? The smeltery->city requirement, or the smeltery/cobble "exploit"?Well, this modpack just crossed The Line for me. I will enjoy 1.11 but will never update to 1.12 or any later version.[DOUBLEPOST=1407788351][/DOUBLEPOST]
All these mods make enemies detect the player from further away, making acquiring bones much too easy. I do realize Special Mobs has its own disadvantages as well, of course, but they're easy enough to work around (watch out for those helmeted fishing zombies, though).[DOUBLEPOST=1407788419][/DOUBLEPOST]
It's the exploration for a smeltery.What part annoys you? The smeltery->city requirement, or the smeltery/cobble "exploit"?
That sounds alarming.
I doubt I'm equipped to handle the pack just yet w/o the ZA crutch so far though. Agrarian was supposed to be difficult and never was; Crash Landing manages to get me killed while I learn some new mods.
Its causing problems due to their ai saying they cant path causing loads on loads of lag.Forgive my ignorance here. I realize ZA is to your advantage the moment you have a moat. Why are the others also crutches? I've seen references to Giant mobs tossing other mobs over your small defenses etc, this sounds like a more difficult prospect to deal with.
I've never played this with ZA on and I'm ok. I have to admit my most recent world I got a lucky bone drop Night 3 that kept me alive. But I haven't made a mob trap at all and I'm working on tech right now.It's the exploration for a smeltery.
I've tried playing without Zombie Awareness. It's pretty tough. Getting four bones on the first night is actually a legitimate challenge. If you have quest foreknowledge and sift dust for that furnace, though, it's barely survivable on the hardest difficulty until you can make a quick and dirty dark room for easy bones.
It's the exploration for a smeltery.
Once you get the smallest size smeltery set up, now you can do basic alloy casting. But your capacity is pitifully small. If I'm endlessly searching through copies of the same city again and again across a vast (and otherwise mostly featureless) flat map of dust, just to try to scale up my smeltery/high oven... that's just one too many things I won't enjoy when PC already aggravates me during its early stages in this pack. It's cool that I don't have to sit at a furnace/barrel and grind my way up to a high oven/deep tank, but I'd rather do that than just keep wandering and wandering and wandering and...
I've tried playing without Zombie Awareness. It's pretty tough. Getting four bones on the first night is actually a legitimate challenge. If you have quest foreknowledge and sift dust for that furnace, though, it's barely survivable on the hardest difficulty until you can make a quick and dirty dark room for easy bones.
It should be effectively zero. There are two cities nearby. There should be at least 2, and maybe many more than that.Yeah I'm okay with having to find seared brick blocks in the city in the TiCon buildings to make your smeltery, but each seared brick block (which is made from 4 seared bricks) only makes 1 seared bricks when melted in the smeltery. There isn't a whole lot of extra seared brick blocks in the city you can melt down to make seared bricks. And it's pretty random to find a chest in the city that has seared bricks in it. When generating worlds, sometimes you find a few stacks of seared bricks in a chest, other times, none.
So it's kind of difficult to get your hands on a good amount of servos now.
Also the city generates fairly randomly too from what I've seen. I've seen one world with zero big reactor buildings in the first city, and one world that had 2 big reactor buildings. What are the chances of getting zero TiCon buildings in your first city?
Yeah I'm okay with having to find seared brick blocks in the city in the TiCon buildings to make your smeltery, but each seared brick block (which is made from 4 seared bricks) only makes 1 seared bricks when melted in the smeltery. There isn't a whole lot of extra seared brick blocks in the city you can melt down to make seared bricks. And it's pretty random to find a chest in the city that has seared bricks in it. When generating worlds, sometimes you find a few stacks of seared bricks in a chest, other times, none.
So it's kind of difficult to get your hands on a good amount of servos now.
Also the city generates fairly randomly too from what I've seen. I've seen one world with zero big reactor buildings in the first city, and one world that had 2 big reactor buildings. What are the chances of getting zero TiCon buildings in your first city?