I have the time, thanks alreadyI might be able to fix this for you in a couple hours(@work at this moment)
I have the time, thanks alreadyI might be able to fix this for you in a couple hours(@work at this moment)
You can blame the Phoenix Team for the random mods. I based Running Red off of the original PhoenixCraft modpack, which was based off of @Qazplm601 's The Modpack Without a Name, which was based off of Resonant Rise. So, by the transitive property, RR is based off of RR. I was originally planning to have questlines based around Mekanism and ThaumCraft, each with their own set, similar to the Witchery and Pneumaticraft ones. However, due to the time constraint of Jampacked, I didn't have time to include those sets, so I had to force the a lot more things than I had planned into Demolition Lovers. Which also answers your other question, on how the Spirit World was underdeveloped. I didn't have enough time or room in the Quest Line to develop it properly.Just finished the main questline; that was quite enjoyable. I'm trying to decide if I want to go hunting for the other hidden quests, but it feels kind of complete now.
I do have a question. It felt like there are a *lot* of mods on the list that didn't get used at all. I did the Witchery quest line, so it's possible more than I think goes into the Pneumaticraft line, but, for instance, Thaumcraft is in there and it didn't really seem to be usable except in the spirit world. Is it a bunch of mods you enjoy playing in all packs as well as the ones that contribute to the quests?
The Spirit World's presence felt a bit brief, too. It was cool, but it felt a bit underdeveloped plotwise. Like, here's this whole new world that I'm going to visit and I just get one little token then there's no more point to being there. Maybe some location-oriented quests to explore it further or something would have helped flesh it out? Not sure; with the wood restriction still in place things got a bit weird anyway.
Not sure how the Mekanism ItemProxy ended up in your inventory, since its not even on NEI but well...Still there?
It's this weird Mekanism thing. I'm trying to see if there's a way to fix it. If there is, I'll push an update that fixes a few of the current problems. If not, I'll start work on the big updateNot sure how the Mekanism ItemProxy ended up in your inventory, since its not even on NEI but well...
Just download the level.dat and replace it on the save folder
https://www.dropbox.com/s/m2kfdo276hfhx37/level.dat?dl=0
It's this weird Mekanism thing. I'm trying to see if there's a way to fix it. If there is, I'll push an update that fixes a few of the current problems. If not, I'll start work on the big update
TMPWAN was based off monster actually. i did remove a on of mods that i did not use tho.You can blame the Phoenix Team for the random mods. I based Running Red off of the original PhoenixCraft modpack, which was based off of @Qazplm601 's The Modpack Without a Name, which was based off of Resonant Rise. So, by the transitive property, RR is based off of RR. I was originally planning to have questlines based around Mekanism and ThaumCraft, each with their own set, similar to the Witchery and Pneumaticraft ones. However, due to the time constraint of Jampacked, I didn't have time to include those sets, so I had to force the a lot more things than I had planned into Demolition Lovers. Which also answers your other question, on how the Spirit World was underdeveloped. I didn't have enough time or room in the Quest Line to develop it properly.
I may consider redoing the questline and adding in the more developed Spirit World and Mekanism/ThaumCraft lines in the future.
You can blame the PhoenixTeam for all the excess mods- I based the mod list off of their pack. Which was based off of @Qazplm601 's Modpack Without a Name, which I believe was based off of Resonant Rise.
Thanks, without your help I may have had to quit my series, now on to finishing the questline and other fun stuff in the modpack and then I can start recording running red 2 aswel, EPICNESS!!! Loving these modpack!Not sure how the Mekanism ItemProxy ended up in your inventory, since its not even on NEI but well...
Just download the level.dat and replace it on the save folder
https://www.dropbox.com/s/m2kfdo276hfhx37/level.dat?dl=0
Somewhere along the way it got mixed with Resonant Rise. I dunno where. The OpenEye configs were originally reporting for Resonant Rise when I received them, plus some of the mods were capitalized like in Resonant RiseTMPWAN was based off monster actually. i did remove a on of mods that i did not use tho.
You have to do /hqm edit, but if you undo one of the quests, the other chain will unlock. You can then undo that quest to open up the original chain. All your progress should be saved, I think.And is there a way to do both questline #3 and 4?
i dunno how that happened. i think i tried to do a migration to RR, but then gave up or something like that. guess some of the configs got carried back over.Somewhere along the way it got mixed with Resonant Rise. I dunno where. The OpenEye configs were originally reporting for Resonant Rise when I received them, plus some of the mods were capitalized like in Resonant Rise
Okay, here we go:i dunno how that happened. i think i tried to do a migration to RR, but then gave up or something like that. guess some of the configs got carried back over.
Monster>TMPWAN>PhoenixCraft>Running Red
^
Resonant Rise
I may consider redoing the questline and adding in the more developed Spirit World and Mekanism/ThaumCraft lines in the future.
I spelled it like he spells it.Isn't modpack one word?
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Yeah. The big update will do just that.Oh, makes sense. Deadlines can definitely do that.
I almost didn't play because the modlist was so heavy. I'm glad I went with it anyway, but I do think it would be improved by a bit of editing out of bloat, contribute to a stronger feeling of being set in a specific world with specific rules.
If you ever do a Running Red Complete version I'll have to come back and play it through again.