The botania quest line is a bit... weird. One of the early quests wants you to have a mana-pool, which needs mana to make, which you need to make generating flowers for that, which is in a LATER quest...
Replace that mana-pool with a DILUTED mana pool and that will be fixed.
BSKR Core adds it ( The core mod that is required for the Damage indicator Mod)Just out of curiosity, which mod adds the characters to the main menu?
EDIT: Also, which mod is it that makes tree leaves decay faster?
Thanks for the information!BSKR Core adds it ( The core mod that is required for the Damage indicator Mod)
You will be able to reverse the biomes in timeEnjoying the pack so far, and it gives me an excuse to get into Thaumcraft for the first time again in a long while.
Is it safe to assume that methods of keeping Fibrous Taint from spreading will appear later, or will I have to get crafty in removing it?
Good, because the taint has already started spreading up to my base.You will be able to reverse the biomes in time
Well. Atleast it wasn't hungryGood, because the taint has already started spreading up to my base.
EDIT: Never mind... My creative node turned out to be a tainted node. That explains quite a bit.
Hey There,
Love the mod pack, and I definitely think you should add spice of life, but if I may make a few suggestions just based on early game play at the moment
In the HQM pack perhaps use the spot where there's the default text to instead put some simple how to's. The most obvious for instance is Zombie Flesh -> Zombie Jerky. Just a quick "Some Zombie Flesh and a bit of salt". That way HQM can act as this sort of guide or wiki so that the player doesn't need to constantly reference NEI for recipes and the like.
Also with the severe lack of sheep, if I might suggest that one of the early game rewards be a bed.
If you're ok with it, I'd love to Stream this from time to time.
2 Quest comments :
- The botania wand quest requires white petals to be used, I wasnt expecting this and it took me a few tries to get the quest completed, could you allow any colour petals to be used?
- I cant complete the quest Food Locker. I have made 4 different coolers and none of them completed the quest, what am i actually supposed to make here?
I intend to go back and clarify a few quests. For example, the seeds to bread quest will take any seeds. This is on my to do list And of course I would love it if you stream it, just give me a link so I can watch it!
The wand was set to a detection to take all kinds of wands. I will check to make sure I have it on the right settings
The description above the cooler mentions a Standard Cooler. Does it not detect correctly? I will go back and check these as well.
Thank you both for your feed back.
Is the Jabba diamond dolly left useable intentionally? Since there is the wandcap of dislocation to move spawners already?
Also the Poenix down from Reliquary doesent seem to be craftable (grand panacea has no recipe). Its not big deal since there is now witchery to prevent death.
Two recommendations:
- For the Ars Magica quest line: Have the player gather up the ingredients for a dig spell and make it early on. I'm already a good ways into AM2, and I still haven't needed to craft flowers yet.
- Early on, someone had mentioned giving out an Ethereal Bloom, but the concern was that it could be moved to clear large area (good call, BTW--that would definitely be an exploit!). A work-around for this would be to hand out a couple of pure nodes in bottles. (You should be able to bottle the node in your test world, and then add it to the HQM reward.) That way, once it's placed it's really hard to move, but it should still clear enough area to keep a base entrance free of taint.