Just wait until you run into the silverfish. The ghasts are nothing compared to them.hey, just started playing this pack today. loving it (and hating those f-ing unholy ghasts, by far the most annoying mob ive seen in a while (they're most def keepers though, keeps you on your toes!))
anyways, my client is crashing on trying to move/use a certain piece of cooked meat ingot. if i try to move it from my hotbar the client crashes. i can shift click it to a chest or the chem decomposer (now its gone w/o crashing.
it was rotting, and had no nutrition value left since i'd eaten too many of them. dont know if thats related to the crashing or not, but wanted to give a detailed report, not just "it crashed!"
FTB is still running 0.2.0 though, so this may already be fixed. dont know. here's the crash report anyways.
so far, so good otherwise!
Is that by any chance the meat that was in the pod safe? It might be because of some bad NBT data, I've noticed that when the pod spawns that meat is -6/7 days meaning that because I spawned it and put it in the safe on the 6th day of the world that I build the pod in, the NBT data has it's creation date in the future when the world starts. Not sure how I can fix that other than trying to erase it's NBT tag from the pod.ziphey, just started playing this pack today. loving it (and hating those f-ing unholy ghasts, by far the most annoying mob ive seen in a while (they're most def keepers though, keeps you on your toes!))
anyways, my client is crashing on trying to move/use a certain piece of cooked meat ingot. if i try to move it from my hotbar the client crashes. i can shift click it to a chest or the chem decomposer (now its gone w/o crashing.
it was rotting, and had no nutrition value left since i'd eaten too many of them. dont know if thats related to the crashing or not, but wanted to give a detailed report, not just "it crashed!"
FTB is still running 0.2.0 though, so this may already be fixed. dont know. here's the crash report anyways.
so far, so good otherwise!
No Problem, I'll take another look at it, hopefully fixed next update.The chargepad quest still doesn't work, I believe this has been mentioned to be fixed in 0.1.3 but its still broken, even with a completely empty energy tablet. Can you fix it soon please? I love your modpack!
Yep, I thought I had removed the second one. Let me try againJust a note, for the metallurgic infuser quest, there are 2 crafting recipes, but only one will fulfill the quest. Can you remove the other recipe since its redundant?
Hey, the silverfish aren't terrible.Just wait until you run into the silverfish. The ghasts are nothing compared to them.
It would be super awesome if you made a structure! There is not a real limit on size but for a single dungeon structure I'd limit it to no more than 5x5 chunks. Yes is can be spawned partially under ground (any level and integrated into the landscape). Yes you can get special mob spawners (have to look up exactly how but I know you can in creative somehow). Take a look at the tools offered from the Recurrent Complex mod, it offers many world edit like functions and contains all the special blocks that need to be included to have it spawn, including treasure selectors that you can put in chests. There is also ways to make named mobs and bosses and include those in the spawn. It's even possible to make a procedurally generated maze so that the the dungeon can be different every time it's encountered. As far as difficulty, the sky is the limit, but it should start out easy and get harder and hard as you progress. I don't think having bedrock in them is a good idea, maybe there is another block (like the HQM quest barrier) that would work for that.Hey, the silverfish aren't terrible.
Just carry a bucket of lava, a decent sword, and some blocks, and you'll be fine
Besides: There really isn't a ton of need to do tons of mining (the netherrack clumps don't even have silverfish, anyways), whereas the ghasts are always ready for whenever you step outside...
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Yup, I think I've pretty much finished the pack. Big reactor, a (semi-)functional AE network, and quite a few turrets to shoot down those incredibly irritating unholy ghasts.
To anyone reading this and wondering whether they should try out this pack, do so. It's fun, it's not insanely difficult to start off, and there remains new stuff to do for pretty much the entire pack. Definitely a fun experience.
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Landstryder--
I saw in one of your recent stream videos that you mentioned you don't have many/any structures to spawn in yet. I can do my best to make something; I was thinking some sort of missile silo.
In the case that I do make something, I have a couple questions:
Can the structures be spawned partly underground, or would it be an above-ground thing?
Size restrictions?
Any preferences as to how difficult it is to "clear?"
For loot, should I just put down the chests and let you set the contents yourself?
Use of bedrock to prevent players from breaking through certain walls or accessing certain things: yes or no?
Is there a way to get special mobs mob spawners?
How do you want the structure submitted? Would a link to a world download via google drive be acceptable?
Yes I am planing to do a server download for the pack, I have been waiting till it I felt it was beta status which it is very close right now. I know some others have made a server of of the pack, I think it's just a matter of removing a few of the client only mods, specifically inventory tweaks and not sure what else till I get to doing it.Would love to play this with my Fiance but there doesn't seem to be a server download. Tried putting one together but it didn't seem to work, were you going to make one?
Looking good!Ok, the dungeon thing that I'm putting together is coming along pretty well. I'm typically not a great builder, but right now I'm happy with what I've made. It's nowhere close to being complete, but here's some in-progress screenhots.
The compound as a whole, so far.
The entry area into the control building, complete with metal detector.
The main "office." Zombie spawners in each of the four corners, and the water dispenser is fully functional (having 10009 uses).
The missile. There's some stuff inside (TNT in the nose, a bit of AE stuff... Kind of representing how an actual nuclear bomb works). Blaze spawners & pyrotheum at the bottom.
Plans:
-The hole in the ground in which the missile is is going to have the walls of the hole converted into several different floors for techy stuff.
-Smallish Big Reactor, to keep the various turrets powered.
I really need to figure out a way to make sure people can't just dig through a wall (or jump onto the nose of the missile) to skip a big chunk of the dungeon. Maybe just spread out a bunch of railgun turrets, so that people trying to go the wrong way get killed by the turrets.
Dont missile silos usually have closed roofs with clamshell doors? You might not actually have functional doors, but after all, it is a dungeon isn't it? As for tunneling through the walls, consider making them out of bedrock. This also has the added benefit of looking like the original inhabitants of the missile base had made provisions to be protected from the rocket blast when the missile launched.I really need to figure out a way to make sure people can't just dig through a wall (or jump onto the nose of the missile) to skip a big chunk of the dungeon.
Wow!
Dont missile silos usually have closed roofs with clamshell doors? You might not actually have functional doors, but after all, it is a dungeon isn't it? As for tunneling through the walls, consider making them out of bedrock. This also has the added benefit of looking like the original inhabitants of the missile base had made provisions to be protected from the rocket blast when the missile launched.
Personally, I would add a screen outside the silo entrance that says "T - 10" and when the entrance is opened, it starts a countdown giving them 10 minutes (or less because everything is supposed to be old after all) to loot the rocket before it explodes in the silo. If they steal the screen before they see the countdown start, that's their problem. They should have been more careful gathering loot. Just to give them a partial heads-up, if you want, several similar traps could be spread through the dungeon as a lesson in caution.
Too bad that the siren mod isn't part of this pack, i would say to use it instead of the screen.
Maybe a detainment area. Defiantly a cafeteria area with a freezer. Few bunks with some beds and storage. Armory maybe.That is an amazing idea. Blow up the Mekanism TNT stuff in the nose, use some block placers to set off some of those gases (nether plasma, anyone?)... Yeessssssss. (Of course, getting to the rocket in time would allow them to shut off the countdown.)
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Does anyone have ideas for what I could include for interior design stuff, other than just screens, tables, and chairs?