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The earth was unable to support the exponentially growing population of humans. Wars began to break out between the small nation states over the dwindling food and water supplies. Once the energy crisis hit, the super powers join the fray. No on will remember who launch the first nuke but when it happened, the rest of the super powers pushed the button as well. This would have been the end of the human race if not for a group of enlightened scientist from around the globe that had formed the re-genesis project. Foreseeing the end, they launched dozens of rockets that were loaded with advanced technology capable of returning life to the plant. Ten thousand years later one of those rockets returns.....
Can you survive the hostile environment, hold back the mutants creatures that inhabit the planet now, and strip enough resources from the barren landscape to rebuild civilization?
This was a Jam Packed 2 entry.
This pack is content compete but there may still be some bugs and balance issues to work out. Please report any issues you encounter in this thread.
If you started in an older version and have already explored areas where fixed POIs are suppose to spawn they may not generate for you at those locations (you may still find them as a random structure)
In versions prior to 0.2.0 it is important that you disable structure generation when creating a new world. As of version 0.2.0 this is now handled by mods. This means that worlds created before 0.2.0 will not generate the appropriate structures in newly generated terrain unless you use NTBexployer to turn the structure gen back on.
Fastcraft is bundled with this pack, so when reporting bugs directly to mod authors be sure to mention that fastcraft is enabled.
Fixed the Exotic Bee Quest, really this time!
added mod Cooking for Blockheads
changed Master Chef quest to reward CFB item set
Enabled the genetics machines from Binnie's Mods to be able to manipulate flowers and butterflies
Moved the Crash Site POI to the active folder
Fixed the Exotic Bees Quest to accept the correct mutagen
Enabled netherwart and wheat to be planted normally so bees that need them as flowers can work
Increased base power needed to use magma crucible (only way I could find to disable power loop)
Re-enabled the MRF enchanting system
Re-enabled the Mekanism metallurgic infuser (have not found a way to disable the default recipe)
Added quest to get Ender and Monastic bees
Changed quest text to clarify exactly what spawners need to be turned in for exploration quests
Changed Launch Code quest to ignore NBT data to make it completable
Renamed a few quartz items to get rid of the nether in the name
Added Red Sand to Minechem decomposer and synthesizer
Added more reward options to Civilization quest
Fixed broken quest With Sprinkles
Replaced the rest of the queen rewards in bee quests
Added a note about needing scoop to first bee quest
Addded reward to wolf quest
Added decomposer recipe for clouds
Added recipe for Proven Frames
Made warnings in the gun quests ALL CAPS
Changed text in Alternative Energy quest to indicate any dynamo should work
Added Random Crash Sites
Revamp of Pig Villages in an attempt to reduce world gen lag and balance loot
Many adjustments to POIs to try and reduce world gen lag
Removed Mekanism recipe for metallurgic infuser
Removed Infuser recipe for circuits
Added the Fallout Shelter POI
Removed gravity effect on some Thermal Expansion blocks to prevent crash
Added Mod- InPureCore to cull NEI list
This is a hotfix for the issues with NEI not showing forestry recipes
Mods reverted to previous version-
Tweaked some gun configs
Increased Empowered Darksteel pick bonus vs obsidian again
Fixed gravity on some lamps and lights
First tier capacitors now stack in 64
Added ability to give the AB-9 a scope
Changed the scope to 3x zoom
Added the Missile Silo dungeon
Increased the damage of the AB-9, AB24 and LRW-21
Unified all sawdust and wood pulp to be interchangeable in recipes
Changed rewards for repeatable bee quests to give hives and not queens to fix issue with queens not producing drones.
Modified GhastEgg POI to be more dangerous(maybe)
Added heat to chisel lavastone
Added decompose and synthesizer recipes to many items that did not have them before
Added Crash Site POI
Added Explorations Quests
Added place holder for Fallout Shelter POI
Fixed recipe for MFR chunk loader
-Custom Ore Gen
Fixed HQM quest that got broken in last update by engineer's toolbox update
Removed ore spawn that got turn on by engineer's toolbox update
Added some flavour text to Quest Chapters
Many changes to Pigmen Villages
Removed recipe for Flans Vehicle table because it crashes client
(there will be other ways later to get some of the vehicles)
Removed Blazes, Ghasts, Magma Cubes, Pigmen from world wide spawn list
Added Blaze Hive and Ghast Egg to spawn structures
Increased resin needed for special recipes in fabricator x10
Ghasts will still spawn in swamp and mushroom biomes at random
Reduced spawn rates of hungry zombies and pigmen
Pigmen now spawn hostile to make Pigmen villages dangerous.
Removed vanilla villages from all biomes (I hope this time)
Fixed syntax error with the LaunchGUI message (should display correctly again)
-Custom Main Menu
-Spice of Life
-Storage Drawer Forestry addon
-Custom Chest Loot (unused, redundant)
Primarily a quick fix for the safe being locked in spawn structure
Increased RF transfer rate of dimensional transceiver and decreased loss
Removed the ability to add a camel pack to a jetpack to solve a bug
Fixed issues in configs that was blocking crafting of some AE2 stuff
Nerfed bronze swords and tools
Added recipe for lily pad
Removed tesseract frame recipe
Fixed some quests that may not have been detecting correctly to be fuzzy detection
Increased the level of light that netherwart will tolerate
Changed TE furnace quest to a sawmill quest
Changed rewards for first few bee quests
Builder's backpack can now hold all chisel blocks
Renamed Adventure's backpack to Ammo backpack and allowed storage of the 4 primary ammo types
Changed bee stinging potion effects
Removed random graves and memorials from spawning
No longer need to change structure generation setting when making new world
Increased generation chance for gravestone mod catacombs slightly
Fixed Slice and splice quest
Changed trigger for Big reactor quest
Reworded Crash and burn quest to reflect new spawn structure
-Starting Inventory (no longer necessary)
Fixed gun crafting quest for real this time
Removed gravity from Open Computer Robots
Turned Water Hive generation back on
Doubled the spawn rate of rocky hives
Turned the recipes for Engineer's Toolbox back on and restored the quest.
Added quests for bees and trees
Added information to the gun crafting quests that should help avoid a potential crash.
Added quests for ocelot, wolf and horse
Lots of spelling and grammar corrections
Changed some of the Gendustry component recipes to be more in line with the pack
Added recipe for hemp
Added an effect when a player gets close to a Rocky hive they will get a message and a short poison effect
Fixed Icon Is it cold enough for ya
Fixed Gun crafting quest to not look for NBT data
Added Vanadium to netherrack drop list
Added Soulsand and End Stone clouds to world spawn (you will have to explore newly generated chunks to find them)
Changed Soulsand to have same physics as normal sand
Added Firestone Ore and Nether Bee hives to netherrack ore clouds
Added loam and flowerbed from Botany to the whitelist for crops
Fixed missing recipe for metallurgic infuser
Changed recipe for energy cells for weapons
Increased skull drop rate when using "The Ender"
Fixed issue with both jetpack quest completing when crafting any jetpack.
Added recipe to craft endermen head to make up for their rarity.
Disabled a few Engineer's Toolbox recipes to prevent accidental corruption of worlds.
Changed quest for ET to explain that some parts should not be used and why they are disabled.
Decreased rate of hungry zombies
Changed recipe for Mekanism steel casing and energy tablet
Made new recipe for exchanger so it can be crafted now
Added a way to summon an enderman
-HQM-The Journey (4.2.4)
Various typo fixes
Fixed Eyes that don't cry quest to ignore NBT for detection
Changed Municipal water quest to turn in rather than detection to avoid possible bad quest interaction
Fixed all animal quests to be repeatable
Disabled Pam's Market block recipe
Added many new quests
Turned earthquakes back off again
Added cross breed recipes for a few pam's seed that were missing them
Changed most of the better records recipes
Added recipes for all Pam's tree based fruits and nuts (happy to take suggestions for better recipes)
Updated to Forge 10.13.3.1360
Added Inventory Tweaks
Greatly increased the drop rate of metals from stone, cobble, and netherrack
Fixed stone and cobble dropping hydroxide, now drops iron (iii) oxide as intended
Changed the fluid requirement in the Fabricator for circuit part to resin
Changed cellulose requirement to 8 for Fiber in your diet quest
Changed dependency, separated tasks, and reworded Dirty Job quest
Change dependency for Little Support Quest
Added a reputation to quest book to allow quests to be unlocked by total number of quest completed
Added microscope quest
Fixed resource loops with emasher fence and fence wire
Added an ACE script to reload MT script on world starting to fix occasional loading problem
Added some lines to the biome tweaker script to maybe fix the occasional tree sapling laying around.
Added many quests (over 30)
Allowed the open computer disassembler to disassemble all the things
Added listAllseed to decomp recipes for small chance to get cellulose
Removed most sword recipes
Removed all wooden tool recipes
Removed all stone tools except axe
-Accidentally Circumstantial Events
Increased the drop rate from rotten food
Decreased chance of gravestone spawning mob
Changed dirt and grass recipes and decomps to be more balanced.
Added carpenters blocks mod
Customized main menu
Decreased spawn rate of nether mobs
Removed Engineer's Wrench from ore dictionary to fix script bug
Added script file for Forestry
Renamed Carpenter to Fabricator
Added Solder compound
Increase lead drop rate
Most circuits are now made in the Fabricator
Added Germanium to drop list
Added Minechem recipe and decomp for plastic
Currently unable to remove recipe for Basic Control Circuit from Metallurgic Infuser
Harder recipes for SFM
Many new quests in Advanced Tech tree
Much harder Big Reactor recipes
Quest for Big Reactors
New Defence quests
Applied Energistics inscriber press patterns now have recipes
Harder recipe for inscriber press
Removed wood bits from mine shafts
Fixed bug where summon wand would not be removed when used on gold block
Reduced spawn rate of Pigmen, Ghasts, and Blaze
Increased chance that creepers spawned in thunderstorm will be charged
Reduced chance of Pigmen spawning already mad
Added quest line for Agricraft irrigation
Removed Pumpkins from spawning in world.
Added more quest to basic tech tree
Gated EIO and ET machines behind the TE machine frame
More tweaks to Minechem decomp recipes
Added script for tech recipe tweaks
Added ore dictionary entry for wrenches
Fixed the civilization quest to require stone bricks instead of monster eggs and made repeatable
Added repeatable quests to get lives from monster killing and protein turn in
Added additional text to Building blocks of life quest noting the need to put algae on shallow water
Increased the starting building materials to full stack and added chiselled torches
Added stack of building materials to reward options for Crash and burn
Reduced nerfs from hunger overhaul for tree and crop growth
Many other quests added or changed
Bug fixes with scripts
Fixed Starter Pistol having wrong ammo loaded
Initial pre-alpha preview release
With the introduction of Pigmen Villages a world generation lag issue also got introduced due to the fact each village is generated using Recurrent Complex's maze generation and they are quite common in the landscape. It's the price to pay for having a more interesting world gen.
Unable to disable easier recipe from Mekanism metallurgic infuser, guess it's up to the player to decide if they want to go easy or hard.
Various grammar and word jumble issues in the quest text, feel free to point them out so I can remember to fix them in an update.
Sometime it will be nearly impossible to reach the Pod from where you spawned, if that happens best to just try a new seed.
@Shane2482 - testing, bug finder, streaming the pack, structure building
@shdwDragon - bug reporting, proof reading
@Brenn_ - proof reading, structure building
@FunshineX - Pack preview video
@Akothebuilder - Pack preview video
@Raccoon - Pack video series
@Eskordok - Pack video series
@Iskandar - inspiring me with Crash Landing pack
@thephoenixlodge - inspiring me with Regrowth pack
I have a text file with a long list of seeds I tried. Unfortunately, I don't recall the details of lots of them but I did generally categorize them as playable vs comedically hard:Decent seeds for latest version?
I stopped trying to use specific seeds after I posted the above. Since I wasn't smart enough to keep a list I began to suspect I was using some of the same ones over again. I ended up taking the very next seed and finding a cliff face next to a shallow pond/lake in a forest-type biome. I used the technical blocks to build a shelter and dug into the cliff after I got a steel pick.I have a text file with a long list of seeds I tried.
2 layers thick does help but it isn't 100% stable depending on the blocks used. I wouldn't work too hard trying to clear out entire areas of silverfish as the end result was my underground base looking like I had dug it out randomly instead of having an actual base layout in mind. If I had to do it over again I'd just given up and built above ground. Regardless, the automated turrets you can build help a lot with making sure they can't do too much damage when the armored ones summon the hordes.Have discovered through experimentation that a surface 2 blocks thick is self supporting.
Now working on silverfish killing without exposing myself to their nastiness. Maybe surrounding them with barbed wire and with an obsidian floor and roof.
Based on my experience, if your sanity is dropping like a rock that usually means there is something in your field of vision that drains sanity quickly (skulls placed in the world will do this), you are fighting lots of mobs and taking damage or you are carrying something in your hotbar that is draining your sanity (soul sand, skulls, grave stone, etc).My sanity keeps dropping like a rock no matter how many saplings I am carrying. Suggestions?
Planting the saplings makes the air at the bottom of the mine breathable.Although I never tried using saplings I assumed they have to be planted in dirt and in your field of vision to work?
I fill my hotbar completely before starting to mine so that I don't have to worry about the nasty things effecting me. Out of curiosity, how do you mine if you can't look at what you are mining?if your sanity is dropping like a rock that usually means there is something in your field of vision that drains sanity quickly (skulls placed in the world will do this), you are fighting lots of mobs and taking damage or you are carrying something in your hotbar that is draining your sanity (soul sand, skulls, grave stone, etc).