The main idea for this pack originated from a comment on a reddit thread about what's missing from the modded minecraft scene and somebody responded with what (imo) is like the best idea for a map ever.
Instead of making the map progress linearly, like in that reddit comment, there are 3 main dimensions where the quests and the resources available are based on 3 themes that many mods seem to gravitate toward, which are magic, tech, and nature. The player gets to choose a faction in the beginning and the subsequent quests and world is based on that choice, though switching is possible if you want to leave all your items behind. Each dimension has its pros and cons.
The tech dimension is a cave world where the only wood to be found is in mineshafts, there's an abundance of ores, in liquid and solid forms, and if one ever reaches the surface, it is scorching hot and unlivable.
The magic dimension has Tainted Lands gradually taking over the large Taiga forests, few ores with the exception of gemstones (diamonds), and probably the best Mystcraft sky I've ever created .
The nature dimension is composed of floating islands that are home to a great variety of biomes where it is eternally day. The only ore to be found is coal. Bees, trees, flowers, and cuisine are the specialty of the faction that lives there.
The Island of Beginnings, where adventurers punch wood, learn to tinker, meet Wilson, and, well... begin an odd adventure.
For the quests themselves the player is helping the factions, each believing they have the best methods for getting the most reproducible resources in the most awesome ways, prepare for the war over dominion of the End, which has its own surprises in defending against conquest.
You start with almost nothing on a small, square island and a few tasks to complete before having to make a choice. The three currently recruiting factions have two goals in common: one being the End, probably to their own detriment, and and the second being to find all the music discs so they can find their perfect jam, and they need all the hands they can get. That means you. Unfortunately all the faction members of all the factions were struck with a non-transmittable disease that turned them invisible. Forever. No foreseeable cure, so no, not even milk will cure them. You can still converse with them and learn their trade though, so it's not all bad. Prepare to be the newbie, helping your fellow (seemingly helpless) faction members get somewhere!
Make sure to use the config for the faction of your choice! They adjust what resources generate in new chunks (I pre-generated each dimension in a 400-500 block radius with the respective configs) for you and the default configs are to generate no harvestcraft/ natura trees, mod plants, hives, ores, or TC nodes.
Pack is now available on the launcher with the pack code "Ummmm"(minus the quotation marks).
Latest Download in case things mess up anyway.
Version submitted to JamPacked
Latest Download in case things mess up anyway.
Version submitted to JamPacked
Open the launcher and click pack code (in the upper right). Type 'Ummm'. It's case-sensitive. Then go to the 3rd Par Modpack section, find my pack there, and launch!
1.0.13
-small fix: changed first tech quest task to detect instead of consume.
-lowered harvest level of gold.
1.0.12
-changed weird .91 versioning to .11
-fixed bug with not having the blood type you get with the smeltery be the liquid you needed for the quest (did test it, so it should work for you.)
-fixed botania related quests so you actually have access to the materials needed
-probably other quest things.
-moved the questline config folder into the minecraft folder so you can actually get them when using the ftb launcher (hopefully)
1.0.11
-fixed it so you can just copy all the files into a new 1.6.4 multimc instance and it will just work.
-new dimension: the choosing grounds- allows you to actually switch to a different faction after your first choice, unlike the previous versions where I thought it would work with repeatable quests! (didn't)
-updated the questbook according to the above change.
1.0.9
-added named Pigmen and nether copper, tin, lead, ferrous, and silver ore to a nether fortress near the tech world spawn, the fortress halls are generally more nether-like.
-Adjusted some config settings for ores spawning.
-Lowered the amount of string needed for beginning quest
-changed sunflower quest to detection and increased how many you need by a tiny bit
-I saw that the pam's harvestcraft presser isn't showing up in nei or in the questbook (it's required for a couple nature quests) so i added a repeatable quest that does pressing (only for soybeans and fresh water to tofu and bubbly water) until I can figure out what happened to the presser.
1.0.8
-actually turned on retrogen in the CoFHWorld config instead of just the Cofh World generation config and retrogenned the tech world (though the log says it only did some chunks, most of which weren't very close to spawn, sadly)
-increased the number of ore nodes per chunk in the tech configs by a bit (it is supposed to be a dimension chock full of ore)
1.0.7
-changed the iguanatweaks config so you don't need diamond to mine certus quartz and etc.
-added some mob spawners and named mobs to the tech dimension
-placed more warded ethereal blooms around/ near the initial taiga biome in magic dim.
-made the secret Farlander village more secret
-changed the text on quests where you have to kill monsters from "new" to whatever the monster's name is.
1.0.6
-made the sunflower quest (and others on the island of beginning) easier
-more reward for those beginning quests
-added watering can as another reward for the tinkering quest so you can speed up boring plant growth (sadly doesn't work on harvestcraft plants)
-changed the tinkering about goal to mattock b/c there isn't much need for a pick on the island (besides picking up Wilson)
-added some clay and sand through Teh Mines of the tech world. I couldn't think of any way to make the grout for a smeltery otherwise. Also cave spider spawners. They may have to do with the sand and clay. *wink wink*
1.0.5
-fixed some stuff: id conflict, turned off hqm edit mode and creative, and a crash that happened upon picking up blocks (to my knowledge)
-added more wood b/c i realized i didn't give enough to complete the 1st quest.
-placed Wilson on the island instead of having the turtle as a quest reward
-fix: made the tinkering about quest fuzzy detection instead of precise (oops)
-changed the farming quest to be sunflower related instead of wheat, seeds, bread
-changed the spawnpoint so people don't drown
-added a new recipe for ink: 2 sunflower seeds (for if the squids are avoiding you)
-fixed the requirements for the tech dimension so you can actually pick it at the start (sorry about that!)
1.0.4
-added bibliocraft
-added a change log in the folder, instead of just on the google doc
-started work on the Great WIP Library of Books and Oranges (magic world)
-lowered the chances of taint spreading by a bit (from 1/200 to 1/400 chance, though i think it might only work in new chunks)
-grassed up some of the floating islands in the nature world that were dirt for some reason (i think it's only river and swampland biomes)
-changed a bit of the lore
-deleted the changelog.txt and google docs changelog because I decided it would be too annoying to remember to update it in 3 places (ftb forums, google doc, and the changelog.txt)
1.0.3
Changed some quest descriptions, fixed a few that were probably impossible because I forgot some integral bit
1.0.2
Fixed an id conflict
fixed my front.png in hqm
1.0.1
fix: you can actually do the choose again quests and get the book for them.
Tried to fix the front.png for hqm 1st page... failed. Where are hqm's assets so I can figure out what size the image is?....
-small fix: changed first tech quest task to detect instead of consume.
-lowered harvest level of gold.
1.0.12
-changed weird .91 versioning to .11
-fixed bug with not having the blood type you get with the smeltery be the liquid you needed for the quest (did test it, so it should work for you.)
-fixed botania related quests so you actually have access to the materials needed
-probably other quest things.
-moved the questline config folder into the minecraft folder so you can actually get them when using the ftb launcher (hopefully)
1.0.11
-fixed it so you can just copy all the files into a new 1.6.4 multimc instance and it will just work.
-new dimension: the choosing grounds- allows you to actually switch to a different faction after your first choice, unlike the previous versions where I thought it would work with repeatable quests! (didn't)
-updated the questbook according to the above change.
1.0.9
-added named Pigmen and nether copper, tin, lead, ferrous, and silver ore to a nether fortress near the tech world spawn, the fortress halls are generally more nether-like.
-Adjusted some config settings for ores spawning.
-Lowered the amount of string needed for beginning quest
-changed sunflower quest to detection and increased how many you need by a tiny bit
-I saw that the pam's harvestcraft presser isn't showing up in nei or in the questbook (it's required for a couple nature quests) so i added a repeatable quest that does pressing (only for soybeans and fresh water to tofu and bubbly water) until I can figure out what happened to the presser.
1.0.8
-actually turned on retrogen in the CoFHWorld config instead of just the Cofh World generation config and retrogenned the tech world (though the log says it only did some chunks, most of which weren't very close to spawn, sadly)
-increased the number of ore nodes per chunk in the tech configs by a bit (it is supposed to be a dimension chock full of ore)
1.0.7
-changed the iguanatweaks config so you don't need diamond to mine certus quartz and etc.
-added some mob spawners and named mobs to the tech dimension
-placed more warded ethereal blooms around/ near the initial taiga biome in magic dim.
-made the secret Farlander village more secret
-changed the text on quests where you have to kill monsters from "new" to whatever the monster's name is.
1.0.6
-made the sunflower quest (and others on the island of beginning) easier
-more reward for those beginning quests
-added watering can as another reward for the tinkering quest so you can speed up boring plant growth (sadly doesn't work on harvestcraft plants)
-changed the tinkering about goal to mattock b/c there isn't much need for a pick on the island (besides picking up Wilson)
-added some clay and sand through Teh Mines of the tech world. I couldn't think of any way to make the grout for a smeltery otherwise. Also cave spider spawners. They may have to do with the sand and clay. *wink wink*
1.0.5
-fixed some stuff: id conflict, turned off hqm edit mode and creative, and a crash that happened upon picking up blocks (to my knowledge)
-added more wood b/c i realized i didn't give enough to complete the 1st quest.
-placed Wilson on the island instead of having the turtle as a quest reward
-fix: made the tinkering about quest fuzzy detection instead of precise (oops)
-changed the farming quest to be sunflower related instead of wheat, seeds, bread
-changed the spawnpoint so people don't drown
-added a new recipe for ink: 2 sunflower seeds (for if the squids are avoiding you)
-fixed the requirements for the tech dimension so you can actually pick it at the start (sorry about that!)
1.0.4
-added bibliocraft
-added a change log in the folder, instead of just on the google doc
-started work on the Great WIP Library of Books and Oranges (magic world)
-lowered the chances of taint spreading by a bit (from 1/200 to 1/400 chance, though i think it might only work in new chunks)
-grassed up some of the floating islands in the nature world that were dirt for some reason (i think it's only river and swampland biomes)
-changed a bit of the lore
-deleted the changelog.txt and google docs changelog because I decided it would be too annoying to remember to update it in 3 places (ftb forums, google doc, and the changelog.txt)
1.0.3
Changed some quest descriptions, fixed a few that were probably impossible because I forgot some integral bit
1.0.2
Fixed an id conflict
fixed my front.png in hqm
1.0.1
fix: you can actually do the choose again quests and get the book for them.
Tried to fix the front.png for hqm 1st page... failed. Where are hqm's assets so I can figure out what size the image is?....
GamingOnCaffeine's video:
-go through and test everything myself to make sure all quests are possible to complete
-Add another magic mod other than TC or maybe just a tc addon
-make more libraries dungeon-esque + find more of them and replace the pages with other stuff
-add more to THE Untitled Set
-more end game (after-dragon stuff)
-scavenger hunt for various creative tool modifiers (may tie together with music disc hunt and will involve googling things to find clues)
-update everything to 1.7.10/ experiment with that version and learn to play it better (thing I'm currently working on)... just about the only mod I'm waiting on is mystcraft.
-add more awesome things
-hi
-Add another magic mod other than TC or maybe just a tc addon
-make more libraries dungeon-esque + find more of them and replace the pages with other stuff
-add more to THE Untitled Set
-more end game (after-dragon stuff)
-scavenger hunt for various creative tool modifiers (may tie together with music disc hunt and will involve googling things to find clues)
-update everything to 1.7.10/ experiment with that version and learn to play it better (thing I'm currently working on)... just about the only mod I'm waiting on is mystcraft.
-add more awesome things
-hi
Permissions and Modlist
I would appreciate any feedback you may have, negative or positive!
Lastly, thank you for reading!
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