[1.7.10]Hubris V1.6.1- HQM - 270+ Quests [Magic][Dungeons][Dimensions][Exploration] Ex-Listed!

  • 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

NunoAgapito

New Member
Jul 29, 2019
1,159
0
0
If you started your world before version 0.5.1 then the Mega Taiga and Savanna biomes should be fixed and no longer spawn. It is why I recommended to restart a world if you spawned in these biomes as I intended to fix them.

Restarting seems very rash. If you just wanted a harder map why not move your stuff to a tainted biome? :p
Due the new map generation, I have a huge line of deep ocean all around my generated chunks...
I will just do some 'witchery voodoo'(a.k.a NBT hacking) to create a new map and keep all my current progress and items.

But before that, I am just checking some stuff that I noticed on my old world... If I am right, you might have a small problem with the taint...
What is the taint life cycle? Terrain gets tainted, then fibrous taint grows on the block, it matures until converting the block into crusted taint and then the crusted taint dissolves into slimes or liquid goo?
 
  • Like
Reactions: Pudding01

BaileyH

New Member
Jul 29, 2019
858
4
0
It eats away at the terrain. Flux creates fibrous taint, which spreads and creates crusted taint. When the crusted taint dissolves, the flux creates more crusted taint or more fibrous taint and the cycle repeats.

This isn't true for biomes such as Savanna and Taiga.
 

NunoAgapito

New Member
Jul 29, 2019
1,159
0
0
It eats away at the terrain. Flux creates fibrous taint, which spreads and creates crusted taint. When the crusted taint dissolves, the flux creates more crusted taint or more fibrous taint and the cycle repeats.

This isn't true for biomes such as Savanna and Taiga.
Or desert or beach or river or oceans... It stops spreading and the flux and with time it evaporates... That is what is happening on my old world and it kinda its saving himself and defeates the purpose of me trying to save it...

The funny thing is before the update, those biomes were not converted but the flux and the crusted taint was spreading! Now... Beach starts covered in crusted taint and with time it becomes a normal beach.
 
  • Like
Reactions: Pudding01

NunoAgapito

New Member
Jul 29, 2019
1,159
0
0
The current way beach/river/oceans are working kinda defeats the concept of surviving the taint. You could do something like Iskandar did and convert ALL biomes to taited or.... you could change the lore a little and accomodate situation.
Like, taint is taking over the whole land(not world, land). So, incite players to run to the oceans. There they will be safe, until a cure is found and they can save the world. An AG style but with no void. They will have to build on an ocean and find a way of getting the resources.
I would disable normal oceans and just allow deep oceans. Would not nerf resource gathering, since you will be over deep oceans and there isnt much Y level at the bottom to get resources. How to get to the bottom, plenty of tricks like ladders or making an empty well.
Rivers/beach could be tainted, to avoid high Y level or resource access but at same time... the X/Z area of the river biome is kinda constrained...

By the way, is this pack part of the Jampack 2 competition? With the lore changing to finding safe harbour in the oceans instead of just building a sky base(which is never safe) would fit very well in the jampack lore.
 
  • Like
Reactions: Pudding01

BaileyH

New Member
Jul 29, 2019
858
4
0
By the way, is this pack part of the Jampack 2 competition? With the lore changing to finding safe harbour in the oceans instead of just building a sky base(which is never safe) would fit very well in the jampack lore.

I am part of the FTB team and therefore not eligible to compete in JP2. This is a hobby :D
 

HappyElk

New Member
Jul 29, 2019
10
0
0
I'm having a great time with this pack, thanks for taking the time to put it together! A few things I was wondering:

1) Can I suggest putting the changelogs in the OP, if it's not too much trouble? Checking each page of the thread isn't a big deal now, but in a couple weeks it could be a big headache for new players.

2) I think taint eats up Botania flowers? Does anyone have a suggestion to preserve that resource? Just walk far enough away to an unloaded chunk?

3) Any suggestions on how to spot ores under the taint? It took me forever to find my first gold because taint had spread so far down.

Thanks!
 
  • Like
Reactions: Rastem88

NunoAgapito

New Member
Jul 29, 2019
1,159
0
0
This pack hates me!!! New world... start to make a new base near the shore on the ocean... Notice a floating sand block moving around... Ungry node just 30 blocks away from me!!!!
I'm having a great time with this pack, thanks for taking the time to put it together! A few things I was wondering:

2) I think taint eats up Botania flowers? Does anyone have a suggestion to preserve that resource? Just walk far enough away to an unloaded chunk?

3) Any suggestions on how to spot ores under the taint? It took me forever to find my first gold because taint had spread so far down.

Thanks!

2 - harvest a good bunch of them at the beggining. Make a mob system so you can have bones. Make the floral stuff from botania that gives you flowers. Since it gives 3-4 flowers and only uses 2, you have a profit.

3- Mine under oceans.... No taint there
 

BaileyH

New Member
Jul 29, 2019
858
4
0
I'm having a great time with this pack, thanks for taking the time to put it together! A few things I was wondering:

1) Can I suggest putting the changelogs in the OP, if it's not too much trouble? Checking each page of the thread isn't a big deal now, but in a couple weeks it could be a big headache for new players.

2) I think taint eats up Botania flowers? Does anyone have a suggestion to preserve that resource? Just walk far enough away to an unloaded chunk?

3) Any suggestions on how to spot ores under the taint? It took me forever to find my first gold because taint had spread so far down.

Thanks!

Yes I can put the updates in the starting post. :)

New polls are up - I need more information on what you would like to see from Reliquary or Blood magic Quest lines

Vote on both!

Blood magic -
http://strawpoll.me/4161001

Reliquary -
http://strawpoll.me/4161020
 
Last edited:

NunoAgapito

New Member
Jul 29, 2019
1,159
0
0
I would say give us BM "Available later(requires advancement in all schools of magic) AND nerfed". But by nerfed I mean nerfed to the ground so you cant do shit with the normal BM. Make BM shiny with is spell systems and reagents and all that stuff that no one knows how it works. That is, if you know how it works :p

So, in the quests you could just fast-forward it to a T4-5 altar and then you could get in detail with BM.
 

Xavion

New Member
Jul 29, 2019
1,025
-3
0
So since I said I'd reply, I vote for integrating Reliquary items into the other magic mods crafting systems as appropriate. More OP items being more involved obviously, for example the lilypad of fertility could involve infusing agricarnations into a lilypad or something. Maybe get rid of some of the really long crafting chains as well for more thematic items for other mods, for example the Claws of the Firedrinker is a good item, as long as you have food you're immune to lava and fire but that's not exactly an effect that's difficult to replicate making it's cost rather on the extreme side when compared to other mods. It's cost for reference.
  • 49 Eye of Ender
  • 50 Ghast Tear
  • 80 leather
  • 80 redstone
  • 80 netherwart
  • 98 Magma Cream
  • 4 Blaze Rod
So yeah while it's a really nice item it's an example of something that is really is quite underpowered when compared to all the other mods, on the other hand Glowing Bread is absolutely OP as a food. It fully fills hunger and saturation and only costs a glowstone dust and a third of a netherwart and gunpowder to upgrade from bread.
 

BaileyH

New Member
Jul 29, 2019
858
4
0
So since I said I'd reply, I vote for integrating Reliquary items into the other magic mods crafting systems as appropriate. More OP items being more involved obviously, for example the lilypad of fertility could involve infusing agricarnations into a lilypad or something. Maybe get rid of some of the really long crafting chains as well for more thematic items for other mods, for example the Claws of the Firedrinker is a good item, as long as you have food you're immune to lava and fire but that's not exactly an effect that's difficult to replicate making it's cost rather on the extreme side when compared to other mods. It's cost for reference.
  • 49 Eye of Ender
  • 50 Ghast Tear
  • 80 leather
  • 80 redstone
  • 80 netherwart
  • 98 Magma Cream
  • 4 Blaze Rod
So yeah while it's a really nice item it's an example of something that is really is quite underpowered when compared to all the other mods, on the other hand Glowing Bread is absolutely OP as a food. It fully fills hunger and saturation and only costs a glowstone dust and a third of a netherwart and gunpowder to upgrade from bread.

Changing the recipes is definitely a task I will have to take head on. Nearly every crafting recipe is obscene and tedious.

However I am siding on the relic side of the mod, hidden artifacts found in dungeons. Crafting is boring, and there are already 200 quests (more with the addition of blood magic) that are about creating or submitting some item. By adding in these items to dungeon loot with detection rewards, it may be more interesting and friendly.

Not all items would be dungeon loot only - obviously some of them are better when they can be made.
 

Timid

New Member
Jul 29, 2019
51
0
0
I'm having an issue with Botania's Soujourner's Sash not applying the step-up affect. Did I miss the mention of it's removal somewhere, or is anyone else having this issue? :c
 
  • Like
Reactions: Pudding01

Timid

New Member
Jul 29, 2019
51
0
0
The seeds quest, it's still a submit quest.

I feel like this quest killed me early game. I spent so long trying to get those dang seeds. Just to turn them in... I then realized afterwards I shoul've just gotten one, made a farm, and handed in the extras. xD

I ended up dying, got fed up, and restarted. Spawned right beside this broken down fence, with some wheat growing! :3
 
  • Like
Reactions: Pudding01

datagne

New Member
Jul 29, 2019
6
0
0
Hey! I am loving this modpack so far! It is really good!

I have noticed that I seem to crash whenever I use the Osmotic Enchanter (The TT one). Is this just me?
 

BaileyH

New Member
Jul 29, 2019
858
4
0
What kind of wand are you using and enchantment? Does it always crash? Screen shots would help. Try it with different wands and enchantments