[1.7.10] Rebirth V2.9.10 | Mekanism 8 | Custom Mods | Very Stable | 7/24

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Rebirth Gaming

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Jul 29, 2019
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Updated and RELEASED!

We are still tidying up the server, but everyone is welcome to join and get started. Please report any issues to RebirthGaming.org and not in this thread!

The map has been reset to allow any and all world gen from mods we added recently, such as Harvestcraft. We will be generating the world through Admin Commands Toolbox to eliminate any lag caused by exploring the world. We will aim to run this process only overnight or early morning, when no one is online. This process should take no longer than a week total.

Spawn will be build and established in the next day or so. Until then, just be careful =)

We will also be configuring some free to use warps to get away from spawn easily and quickly. Some issues with the BossShop plugin is halting work atm on that, along with other shops I want to establish. Currently seeking a worthy BossShop replacement. If you know of one (or a server side mod that does the same thing), please let us know.

Note to ** FORUM MODS ** I have no idea why, but the modlist spoiler is freaking out. There's three of them, but I only actually made one. Two of them are empty. Any idea how to fix that?
 

Rebirth Gaming

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Super simple spawn. Calling it the Phoenix Nest. Players get gliders for free so they can glide down to the surface and explore the immediate area while doing so.

OGjAPYx.png
 

Rebirth Gaming

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How do you get Nether Quartz in this, there none I can see in the Nether :confused:

We will look into this and ensure it's fixed for the next update. Note that this is only happening for new worlds/single player, and we have since resolved this issue on our server (included in that pack). Don't remember what we did to fix it, but we only did it server side. Thanks for pointing it out!
 

efr44738

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Jul 29, 2019
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So started playing on the server today. It was a lot of fun, the only suggestion I have is to add reika's mods. Nothing like the challenge of making rotarycraft work.
 

Rebirth Gaming

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So started playing on the server today. It was a lot of fun, the only suggestion I have is to add reika's mods. Nothing like the challenge of making rotarycraft work.

The issue with that is Rotarycraft uses its own power type, which is not what the tech portion of this pack is centralized around. We are focusing on making this modpack use RF and no other power type. That was the biggest reason why we removed IC2 and BC, because they use their own types of power, and, while there is Universal Electricity in this pack, having fragmentation of power is going against the intention of this pack. We are aiming to make each and every mod of this pack highly compatible with each other without too much fragmentation.

Fragmentation would be, say, setting up an entire factory using AE2, Mekanism, TE, and Big Reactors, then, having to create an entirely separate setup just for IC2. It feels weird and makes it difficult to make mods work together in fun, new, unique ways that are up to the player's imagination.

If you noticed, we have added several integration type mods such as Technomancy, Forbidden Magic, and Thaumic Energistics, which help a lot to tie together different major mods, allowing players to mix and match different mods in new and creative ways. You could, say, generate power with Botania mana if you really wanted to.
 

efr44738

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The issue with that is Rotarycraft uses its own power type, which is not what the tech portion of this pack is centralized around. We are focusing on making this modpack use RF and no other power type. That was the biggest reason why we removed IC2 and BC, because they use their own types of power, and, while there is Universal Electricity in this pack, having fragmentation of power is going against the intention of this pack. We are aiming to make each and every mod of this pack highly compatible with each other without too much fragmentation.

Fragmentation would be, say, setting up an entire factory using AE2, Mekanism, TE, and Big Reactors, then, having to create an entirely separate setup just for IC2. It feels weird and makes it difficult to make mods work together in fun, new, unique ways that are up to the player's imagination.

If you noticed, we have added several integration type mods such as Technomancy, Forbidden Magic, and Thaumic Energistics, which help a lot to tie together different major mods, allowing players to mix and match different mods in new and creative ways. You could, say, generate power with Botania mana if you really wanted to.
Will it is generally a separate power type, there is cross mod interaction with rf. It is easy to use rf to create rotational energy, and visa versa.

But I do understand desire to make everything one conduit and done, just thought I would try to get the mods added :p
 

Rebirth Gaming

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Jul 29, 2019
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Fixed an issue with MFR grinders. Established server wide economy. Players may now swap coins for econ and vice versa.
 

Rebirth Gaming

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Will be releasing 1.1.1 in the near future. Will include several mod updates, re-enable warp (Thaumcraft rebalanced warp effects), adding wireless redstone, updating to Forge/Cauldron 1217, and more. Hopefully we will see some bug fixes as well. Stay tuned!
 

xellosmetallum

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Jul 29, 2019
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As a temporary fix for the nether quartz problem you can go into your config\cofh\world\ folder and edit the Vanilla.json file. You are looking for the line that says:
Code:
"quartz": {
        "template": "uniform",
        "block": "quartz_ore",
        "material": "minecraft:netherrack",
        "clusterSize": 13,
        "numClusters": 16,
        "minHeight": 10,
        "maxHeight": 118,
        "retrogen": "true",
        "biomeRestriction": "whitelist",
        "biomes": [
            "hell"
        ],
        "dimensionRestriction": "whitelist",
        "dimensions": [
            -1
        ]
    }

You want to change it to this:
Code:
"quartz": {
        "template": "uniform",
        "block": "quartz_ore",
        "material": "minecraft:netherrack",
        "clusterSize": 13,
        "numClusters": 16,
        "minHeight": 10,
        "maxHeight": 118,
        "retrogen": "true",
        "biomeRestriction": "none",
        "biomes": [
        "all"
        ],
        "dimensionRestriction": "whitelist",
        "dimensions": [
            -1
        ]
    }
 

Rebirth Gaming

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Jul 29, 2019
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Version 1.1.1 awaiting approval. Server will be updated shortly after approval.
Will update OP and bump thread again once 1.1.1 has been approved and our server has been updated.

Major changes:

Added AppleCore. You can now see your saturation and hunger exhaustion!
Added WR-CBE. Wireless redstone, guys, WIRELESS REDSTONE!

Updated Forge to 1217. (Server side is now using a 1217 version of Cauldron.)
Updated Thaumcraft to 4.2.1.2 - Major balancing changes to warp.
Updated Forestry to 3.1.0.3 - Allows Forestry machines to use RF. YAY!
- Updated Binnie's mods to match Forestry update.
Updated Ender IO to 2.1 - New items. Removed support for for MJ.

Fixed issue with nether quartz not generating in nether. This was already fixed on our included server. New worlds should now have nether quartz.
Changed Veinminer to keybind V.
Increased spawn rate of taint and magical forest biomes (Thaumcraft).
Disabled single DSU option. You should get more than one Deep Storage Unit per craft, as it was in previous versions.

(Server only)
Fixed issue with MineMenu giving players wraith eyes instead of a quest book. (You may still have issues on new worlds due to how 1.7.10 handles item IDs)
Increased difficulty to Hard
Re-enabled creeper explosions (not sure why they were off to begin with!)

Current known issues:

Fluid cells from Extra Cells will try to store essentia when using Thaumic Energistics. This can cause some glitchiness in your fluid terminal. There are work arounds - will update thread with how-to's on this.

NEI is a bit weird. Some recipes don't show. Clicking the search tab in creative crashes the client.

Advanced Genetics doesn't yet support the use of RF. Since our pack doesn't have IC2, universal cables won't work, either. Sorry. Use the provided generator until AG is updated to support RF again.
 

Rebirth Gaming

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Jul 29, 2019
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We have plans to incorporate IguanaTweaks and Hunger overhaul to add an extra level of difficulty and mod integration to the pack. Stay tune for more info as we run these two mods for tweaks on our test server!
 
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Texaporta

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Jul 29, 2019
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This is a good pack.

So many packs have IguanaTweaks. It's a good addon/mod, but it is getting a bit tiresome when other tool types are disabled and being forced down the TiC tool and ore processing path instead of having the freedom to choose.

I've never understood the draw of Hunger Overhaul in non-hardcore maps tbh.

This pack seems to be in a nice place, and quests should really add to its value, but please be wary of mod bloat.
 

Rebirth Gaming

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We will be doing extensive testing with these two mods to find a proper balance. For example, our intent with Hunger Overhaul is to gently coerce players to utilize Pam's Harvestcraft. We never want a player to feel like they are forced to use one particular mod or suffer the consequences, but rather, we want to nudge players in the direction of mods, period, and try to avoid vanilla methods of things when there are, well, mods.

Here's perhaps another example (again with food) - players *could* get into Pam's Harvestcraft and enjoy the plethora of foods available. Or... they could just skip out on easy mode and auto farm cows to make steaks.

The idea here is that we don't really want players just flying under the radar, so to speak, with vanilla methods of doing things that could in turn just render mods obsolete.

These two mods will be put on our 1.1.2 test server. We will be playing around with configs, discussing balancing and mod integration, and overall see if it fits. If not, then we will discard them.

In regards to mod bloating, we are very conscious about this and trying where possible to cut out mods that don't do anything unique/don't fit. We already cut out two major mods from our pack - IC2 and BC, because they weren't doing anything unique against TE/Mekanism/Extra Utilities.

Overall, the pack is still fairly young. We feel pretty good about the current mods, and are now focusing on balancing and further mod integration.
 

Waisse

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Jul 29, 2019
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We will be doing extensive testing with these two mods to find a proper balance. For example, our intent with Hunger Overhaul is to gently coerce players to utilize Pam's Harvestcraft. We never want a player to feel like they are forced to use one particular mod or suffer the consequences, but rather, we want to nudge players in the direction of mods, period, and try to avoid vanilla methods of things when there are, well, mods.

Here's perhaps another example (again with food) - players *could* get into Pam's Harvestcraft and enjoy the plethora of foods available. Or... they could just skip out on easy mode and auto farm cows to make steaks.

Vanilla food is used a lot in Harvestcraft.
 

Rebirth Gaming

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Vanilla food is used a lot in Harvestcraft.
We won't be disabling vanilla food. I personally was thinking of adjusting hunger values based on complexity and difficulty of making the food item. Still up in the air right now though.
 

Rebirth Gaming

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Jul 29, 2019
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We are aware of the issues regarding Reliquary and MPS recipes.

Reliquary items should now be able to be crafted, however, recipes don't show up in NEI. Will continue troubleshooting this.

MPS recipes work - sort of. I grabbed the latest thermalexpansion.recipes file from MPS's Jenkins. However, this file still contains the recipes using items from OLD versions of TE, meaning that MPS recipes that use the old machine frame or conduits won't work.

We may end up creating our own custom set of recipes for MPS that utilizes multiple tech mods rather than just TE. Stay tuned for more info.