Why would you assume being able to go under the bedrock makes the modpack pointless?Is there a map that don't have wells? I hate the idea that there is a hole in bedrock you can go through, what is the point of this modpack then. :/
you can only upgrade a picks mining level once with out changing the head (you do it in the tool station or tool forge)Can someone explain adding a head to a pickaxe to me? I have an Iron Pickaxe with 3 modifiers available. I have tried to add a Skeleton Skull (which says up to Iron) and an Enderman Head (which says up to Ardite.) I've tried in the crafting grid, tool station and an anvil (do I maybe need a tool forge?)
I did get a mining level upgrade when it leveled up, is that my 1 time? (Iron Pickaxe has mining level of Tin) Under Modifiers it says Moss, Reinforced I and Redstone(50/50). I guess I make a new head for it, but I'd still like to know how this works.
Would have been playing more, but a well adventure ended me aswell... [lol] placed down a cactus fruit in a 1x1 => my grave did not exist as I didn't die in a valid location [in an un-occupied block]
Hence I lost my starter Scythe & questing book... took out all desire to continue.
Until this mod has a defined multiplayer supported method {aside from tunneling thru hamachi]// I am gonna be shelving this modpack as I want to do this with friends.
So the free level upgrade I got counts. O.K. thanks.you can only upgrade a picks mining level once with out changing the head (you do it in the tool station or tool forge)
If you take a look at the 'Pipe Down' quest you'll see a hint that lets you know which quests are required before the next section opens up. Completing the next section opens Location Vocation. Unfortunately that means completing the excessive task you're currently stuck on. Apart from growing more tomatoes, you can earn more by completing the 'Honey Swap' quest, or at least you can in the 1.1.0 update [not sure when I added that] . You can also get them in reward bags, again possibly only in the 1.1.0 update. Of course you can always continue completing the 'Taint Nuttin'' quest and choosing STALK gardens every time. I have to say I didn't personally have a problem getting enough tomatoes, but then I did have the advantage of knowing I was going to need them.Hey im beginning to have some real trouble advancing in the quest book, how do i go about unlocking Location vocation and winners circle might i enquire, Ive completed the first page, Everything done on second except day 6 and 7. And majority of the food/bushed quests done, just waiting on the one that require 40 tomatoes(excessive?!?!) and a few more bushes ones but yeah im currently back to staring at bushes waiting for them to grow -.-
cheers
Hey im beginning to have some real trouble advancing in the quest book, how do i go about unlocking Location vocation and winners circle might i enquire, Ive completed the first page, Everything done on second except day 6 and 7. And majority of the food/bushed quests done, just waiting on the one that require 40 tomatoes(excessive?!?!) and a few more bushes ones but yeah im currently back to staring at bushes waiting for them to grow -.-
cheers
I played this pack extensively yesterday, and I want to share some feedback. First, the early game is brutal, is awesome, IMO is very well thought, is fun, and more importantly is different to the other packs I've been playing (and I've been playing a lot of packs). Also the way you used the harvestcraft gardens is very creative. I like that, even when they spread so slowly. All the experience felt like play vanilla with some touchs of the modded world (I even made a vanilla style cactus farm ), and getting that felling right is really hard.
Now, the no so positive part: The quests started to feel slow as I advanced in the pack. Usually I try to not use mods that haven't been introduced in the story line (or in quests) yet, in an effort to play the pack as intended. But waiting for water to salt, and jerky to leather, etc started to bore me, plus the fact that some quests require random greens or fish to complete. So I made a cobble generator with buildcraft, a stirling generator+sag mill to process it, and I'm in the process of automating several sieves with activators. I plan to use a MFR fisher to complete that random quest (vanilla fishing is so slow). Also the smeltery seems to be crafteable (I mean, is not gated behind other mods), so I might just build one. The problem with all these is that I got the felling that in sometime quests would open asking me to do stuff I already did. In other words, I'm deviating from your idea on how the pack should be played, and I don't like to do that (at least in the first play trough). My suggestion? remove the grindy part from this stage, so the player can advance quickly, and add it to a later stage, when is actually fun to automate the process to meet requests like 1000 wheat (in this stage, and I'm using all me wheat to get more dirt).
Plus, some random suggestions:
* I miss storage drawers to organice my veggies and to convert my nuggets
* Super crafting frame is an awesome little mod, and it greatly helps with recipes requiring buckets, like paper.
* Cooking for blockheads could be a great addition. Off all the packs with harvestcraft and spice of life, this is the one I would use that cooking book more
* I can't pick up gardens (usually, that's done with right click empty hand). is this intended?
* Shift click in NEI's (?) is not working. I tried to fixed it but failed. I had the same problem, but eventually it started working. Still trying to figure out how to fix it.
Thanks for building this pack, I'm having a lot of fun
PS: English is not my first language, sorry if I made some mistakes, I tried hard not to.
Maybe I didn't express myself well enough. I don't really have a problem with the actual speed of the pack. Having played (and enjoyed) regrowth, I learnt to no wait for plants to grow. Having a lot of stuff going at the same time makes you not having to wait. My problem was the "speed" of the quests. For example, the quest to craft the harvescraft armor takes a lot of time, but I don't see a problem with that. I place some water to dry, and then I go to my farms, or gather more wood, etc. When I come back, I do the same, or place the zombie flesh, or the combs. At the end I will have a nice armor, that even if I played a lot of packs with harvestcraft, never crafted. That's very good. The problem is that some quests takes lots of time, manual work and patience in a stage where you don't have any automation. For example, I have 2 quests from the first chapter, one asking for 50 coconuts and the other 50 dates. I try to harvest that from time to time, but they are slow, boring, and 50 is an arbitrary number that says nothing to me. I don't see the point of manually harvesting those trees that much, so my progress in the book lags behind my real progress in the game.
TL;DR; The pack doesn't feel slow to me, but the quests some time ask for too much too early.
Also, I played more today, unlocked the tech quests and created the smeltery. So, take my feedback only up to this stage.
Finally, the usual behaviour of gardens is to be destroyed with left click, but drop as an item with right click empy hand, as a way to collect them without cluttering you inventory. I don't see an option for that in the config file, so it may be a weird interaction with other mod. What's the one that allows to harvest vanilla crops with right click?
I'll look into the MFR quests as I remember having to make them fuzzy to recognise. Didn't try using 'other machines'.A couple more small points not sure if they've already been addressed
- On the mfr quests which required the grinder harvester and planter simply making a mfr machine block would complete the quest, perhaps this has something to do with the fuzzy. This was also the same with the upgrades.
-The nether wood gathering quest, I'm on my phone so I don't have the name but the black wood in the middle. The only wood I could find with the same name was blue but was not accepted, I took this as a bug and cheated some black wood. The next quest in the line was for blue saplings. Also the red wood (bloodwood?) Would only accept 1/4 of the logs cut as they are split into separate stacks depending on what corner they are cut from.
-Myfit. I died for the first time with my Myfit on last night, built my new one and nearly cried when it had reset. Took me a good hour or two to realise the only way to reset it is to put it on your hot bar before putting it on. More of a tip for stupid people like me than a bug but yeah
Plus, some random suggestions:
* I miss storage drawers to organice my veggies and to convert my nuggets
* Super crafting frame is an awesome little mod, and it greatly helps with recipes requiring buckets, like paper.
* Cooking for blockheads could be a great addition. Off all the packs with harvestcraft and spice of life, this is the one I would use that cooking book more
Since building a hang glider (no jetpack yet) I had 2 crashes while just flying around the world, (looking for snow) in areas already explored, not new terrain. The weird thing is, it crashes to the desktop closing both the game and console. Never seen that before. Might have been me, I had other things running in the backround at the time. Just thought I'd mention it.
EDIT: I just cut down a bloodwood tree using a darksteel axe from every possible side including top and bottom and all the wood was accepted. Might be a glitch in your game.
I also tried to get a planter, grinder and harvester to accept a mfr machine block and it wouldn't allow it, even after making one in a crafting table. Again not sure what caused it to happen unless you had previously made those machines before starting the quest. In that case it might have already been triggered.