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

  • 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

FedoraGaming

New Member
Jul 29, 2019
30
0
0
There is a current conflict between MFR and Cauldron. Seeking a solution. Someone built a MFR grinder in The End which caused server crashes. That specific issue was resolved, but stay tuned for a better overall solution.
I'm pretty sure thats my grinder, sry :(
 

Rebirth Gaming

New Member
Jul 29, 2019
360
0
0
We removed Cauldron completely. We have ran into too many issues than we care for. From here on out, Cauldron and plugins will no longer be used until Sponge is ready. Until then, we will be using bare bone admin tools via Forge mods such as Forge Essentials. This will eliminate conflicts such as the MFR grinders and the inability to use IguanaTweaks.
 

Crhymez

New Member
Jul 29, 2019
267
0
0
We removed Cauldron completely. We have ran into too many issues than we care for. From here on out, Cauldron and plugins will no longer be used until Sponge is ready. Until then, we will be using bare bone admin tools via Forge mods such as Forge Essentials. This will eliminate conflicts such as the MFR grinders and the inability to use IguanaTweaks.
So Cauldron is why MFR Griders are crashing servers, any idea why exactly?
 

Rebirth Gaming

New Member
Jul 29, 2019
360
0
0
Made some major strides with our servers and website.
New website.
Rebirth server split into 2 - one with ProjectE, whitelisted. Other with ProjectE disabled, open, unsupported. Read OP for more info.
 

Rebirth Gaming

New Member
Jul 29, 2019
360
0
0
Updated server capacity. Was sitting at 10 for some strange reason. Now at 100.
We will be making some major updates to our pack soon, given that many mods are starting to move out of alpha states.
 

NapierianLog

New Member
Jul 29, 2019
1
0
0
I've been trying to get started on this pack but everytime I make a world my questbook is blank and just looks like the one you would get out of NEI...
 

Rebirth Gaming

New Member
Jul 29, 2019
360
0
0
Calling for more players!
We have also made some updates to our website. Received complaints about the type of forums we were using, so we switched to something more traditional looking. Enjoy!
 

Rebirth Gaming

New Member
Jul 29, 2019
360
0
0
Updated to 1.1.8. Available on both FTB and Technic launchers.

Updated several mods. Added Draconic Evolution, I'm looking at blood, Random Things, Dungeon Pack.
Removed Rogue Like Dungeons, Vein Miner.

The server is brand new, and has been tweaked heavily to drastically increase performance. Server is whitelisted - join our TS3 to request to be added. Enjoy!
 

Rebirth Gaming

New Member
Jul 29, 2019
360
0
0
How do I access the quests?

We have removed the quest mod for this version. We may add it again in a later version, but have been busy getting the server to work without plugins, which is what we relied on in the past to help assist quests (quests were going to reward players with money that could be used to buy things off of BossShop, for example)

The quests need to be rewritten, especially with new mods. I actually intend on getting a full quest system implemented for our next update.
 

Rebirth Gaming

New Member
Jul 29, 2019
360
0
0
We have begun the update process for our FINAL RELEASE! The next version will be dubbed version 1.2.0, and will be the LAST version we release that has major changes.

In other words, version 1.2.0 will be our finalized version of the pack. Any mods that made it into this pack thus far are here to stay for any and all future updates. We finally feel good about the state of our modpack. Every mod we have included has been scrutinized, observed, put on the chopping block, and determined to be a perfect fit for the type of modpack we are building.

Of course, we will continue to update the pack after 1.2.0, but not as frequently. Only when major mods have major releases - that's when we will update the pack beyond 1.2.0.

When building this final release, we look for a few key things in the mods we include - cross mod integration, compatibility, stability, challenge, and familiarity.

Every mod in our pack works very well with other mods in our pack. That has been and will always be the design intent behind our modpack. Mods integrate incredibly well with other mods, allowing a seamless transition and virtually no friction in compatibility between mods. You can do some pretty neat things like eliminate Thaumcraft infusion instability simply by using some Technomancy lamps, import and export BM blood and TC essentia in and out of your ME network, create Thaumcraft wands that use Botania mana to recharge vis, use Draconic Evolution to supplement power transfer and storage for Mekanism and Thermal Expansion, tuck all of your cables and conduits into the same 1x1xY space with EnderIO cabling... and SO MUCH MORE.

This modpack's focus has been to allow players to seamlessly transition between mods and allow for their creations to have a very deep cross mod integration.

All of this has been made possible while surprisingly keeping the modpack very stable. Very few to no crashes or hiccups. We always ensure mods are kept up to date, compatible, and immediately report bugs and issues to mod developers.

Here are a few things to look forward to with the 1.2.0 update:

Latest version of Thermal Expansion to include the long awaited Thermal Dynamics - yes, this means Fluxducts!

Latest version of other major mods such as Botania, Blood Magic (yay tier 7 altars!), Thaumcraft (explore the outerlands!), Mekanism, AE2, and a few others.

QUESTS! We have been putting this off for far too long. We will finally be introducing a quest system. This time, we have a goal behind the questing system - we want to accelerate players through the early portions of base mods like the initial Thaumcraft research, so that players can experience the addons and integration aspects of our pack sooner. We also want to use the questing system to point players in the right direction and introduce them to new or unfamiliar mods. An example is that Mekanism, while a huge and popular mod, isn't found too often in FTB packs. We are aware of this, and want players to dive into it with some assistance from quests so they know what to do. We also have a large handful of smaller mods that might be unheard of, but when utilized, are very powerful and are essentially the glue that makes our pack unique. Things like Refined Relocation, which is what we chose to use over BuildCraft (pipes), or Forbidden Magic, which ties together all of our magic mods.

Optimized configs! We decided that when building the 1.2.0 update, we would delete all configs and start from scratch. About 90% of the configs will be the same or similar to our current configs, however, to ensure we can take advantage of any new config changes made by mod devs, we wanted to start fresh so we don't overlook them. We have also been taking note of various QoL things, like Natura clouds in the End... they shall be removed! There's a list of other things, but won't go into great detail here.

SERVER VERSION! We will be building and releasing a server friendly version of our pack for other hosts to download and use. We have done an excellent job at ensuring our own official server is stable and up 24/7 with the daily reboot. It's time for us to pass this on and give you, the hosts, what we use. This release will likely include a handful of useful server side mods to help give you some admin commands to use.

Will report back when we have a release ETA!

Update progress:

- Mods have been updated/adjusted.
- Previously known bugs and crash sources have been tested and confirmed to be fixed.
- Configs have been thumbed through and adjusted to our liking.
- Next step - configure world gen. Loot, ore rates, and a few other things.
- Ran into a hiccup regarding Waila and NEI. Resolved! Back to gen testing.
- Galacticraft and Lucky Blocks? Hmm...
- Configuring Lucky Block drops! Finally, our players can get coins, from our custom mod.
- Pruning and awesomefying dungeon loot!
- Test server now online. Time to hit it with the biggest hammer we can get and see what breaks and survives!
 
Last edited:
  • Like
Reactions: cielum

Rebirth Gaming

New Member
Jul 29, 2019
360
0
0
We should be seeing a release for 1.2.0 this weekend. Just a few things to finish up, along with completing the first set of quests. We will be releasing the quests in increments. Our server will have the most recent update to our quests. However, we will upload the file to our cloud and provide a link here, in the OP, with the most updated set of quests for people running their own server, or just playing solo. This way, you can have the most up to date quests without having to wait for a modpack update.

Here is a sneak peak at some of the things we have been working on - a custom title screen for starters!

We have decided to include Galacticraft with our pack. Our reason for this decision is we wanted there to be an end game tech goal. There's end game magic goals, like Thaumcraft's outerlands and Twilight Forest progression, but the tech side of things was feeling lonely. It's also not as heavy of a mod as it first appears. It's something to aim for, but nothing that is game changing.

Other than that, everything seems to be very stable. All previously known crashes and bugs have been resolved and fixed. We also managed to sneak in some small QoL improvements by contacting various mod devs and having them fix a thing or two.
On top of all of this, our custom mod (NeonBlocks - he seriously needs to rename his mod) will be getting an update to include a player bound coin pouch. This pouch will store your coins - coins we will give as quest rewards and randomly found as dungeon loot. Use these coins to trade with other players or to buy things out of the quest book via repeatable quests.

We will post another update this weekend when we have a finalized, polished modpack!

ANtvdeK.jpg
 

Rebirth Gaming

New Member
Jul 29, 2019
360
0
0
Looks good!! Is there a world restart req. for 1.2.0?

Yes, a world reset would be required. There's a decent amount of world gen changes to this update, such as slightly larger BoP biomes, dungeon loot modifications, Witchery villages, and more. We will also be unifying ore gen and metals, so things like BoP's peridot and ruby won't generate, since there are Project:Red version of those. We will try to center gen around TE and primary mods, so you won't see Alchemical Bling's silver used, and instead AB will use TE's silver, just as an example.

Currently, we are creating models for a new armor set and player bound backpack+furnace for our custom mod.
We also decided to remove PneumaticCraft.

Our backpack+furnace. Last backpack you'll ever need!
x1hNKvh.png
 
  • Like
Reactions: RickJ

Rebirth Gaming

New Member
Jul 29, 2019
360
0
0
Small update.
We wanted to get this pack updated this past weekend, but ran into a small hiccup/mod update push.

Our mod dev, Coolmanzz2, has been working on a pretty neat update for his mod, which is in our pack.

The update changed the name of the mod altogether (used to be NeonBlocks, is now called CoolStuff), which kinda screwed with our custom dungeon loot/worldgen/quests.
Having to backtrack and replace instances of the NoenBlock items with the updated CoolStuff items.

Other than that, everything is coming along quite nice.
We also managed to UNIFY all the ores! Yay! No more 4 different kinds of copper and tin. The world should now only generate one of each type of ore, and machines should yield only one type of ingot/dust. We will keep an eye on this after the release to see if anyone runs into any issues as a result of this. Ore dictionary should take care of everything, allowing Thermal Foundation silver, for example, to used in all silver based recipes.
We prioritized Thermal Foundation ores over all else, and went from there. Mods that generate unique ores still get generated, like Mekanism osmium, but things like Forestry copper will no longer be found in world gen.
This is just part of our philosophy with this modpack - a reduction in redundancy.

CoolStuff has a few new additions to it. There is now a new end game armor and weapon set - the Rebirth armor, sword and dagger.
The armor textures are still a WIP (Tim will be creating a 3D based texture for it. The current texture is a placeholder.)
The armor and weapons consume experience to grant temporary buffs. For example, the sword will grant 2 seconds of speed II upon shift clicking, with the armor equipped.
The dagger grants temporary invisibility when shift clicking, and consumes experience.
The armor itself will automatically activate a 2 second immunity when you get hit, but will have a 4 second cooldown after that. This will prevent you from dying from surprise creeper explosions, but won't guarantee safety during a zombie onslaught. Again, this consumes experience, so it's designed to be end game when players have gobs of XP with no use for it. All recipes incorporate a nether star.

This mod also adds a backpack of awesome. It has a large inventory that is player bound (al la alchemical bags from EE2), and comes with a BUILT IN FURNACE! Simply place the backpack on the ground, open it up, stick some fuel in it, and watch it smelt super fast! Don't worry, it's near instant smelting speed can't be automated - it won't be able to interface with pipes or other machines.

The last thing that has been added is a couple of coin pouches. There is a bound pouch and an unbound pouch. The bound pouch's inventory is, as you might have guessed, bound to your player. Shall you die and lose the pouch, simply craft another pouch and your coins will be found inside. The unbound pouch does not bind its inventory to you - this allows you to stick some coins in the unbound pouch to trade with other players. Both pouches show the total coin amount inside when you mouse over it.

As stated before, coins will be our primary currency on this modpack. It will be used to buy stuff out of the quest book, and can be acquired from dungeon chests, lucky blocks, from quest rewards, and earned by selling certain items in the quest book.

Due to how in depth we plan to make the quest system, we will be releasing quests in stages. The initial release of 1.2.0 will include some starter quests. After that, we will submit quest updates to this thread (in OP) and on our website. You will be able to grab these quests and place them in your modpack folder. Our server will always include the latest quests, and we will be more than happy to respond to feedback as it relates to the quests.

We are VERY close to a release of 1.2.0. Just a few things to wrap up, and then on to submitting it to FTB for an update!

lPQ94Rw.png



ubJ5qnw.png


OSpypNw.png
 
Last edited:
  • Like
Reactions: Zeref_97 and RickJ

Rebirth Gaming

New Member
Jul 29, 2019
360
0
0
When approximately the 1.2.0 will be released?

We are actually in the last few steps of updating. Our official server is now on 1.2.0, and the pack is available through private means atm (you can get a hold of us through TeamSpeak and we will give you the download link). However, we are waiting for a mod developer to give us permission to use a mod. It's the last permission we need to obtain. Once we get the approval, the pack will be submitted to FTB for review and released publicly.
 
Last edited: