[1.7.10] Regrowth - A WIP HQM pack - Now Listed!

  • 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

Ligerzero564

New Member
Jul 29, 2019
4
0
0
I was carving out some cracked sand around my base when I got a blue screen. When my computer came back I tried re launching my world but the game crashes with the attached report. I was using a flint pick and had just broken a block of cracked sand next to me. I can also say that a new world does indeed work fine. Please tell me I did not loose a second world already.
 

Attachments

  • crash-2015-03-14_14.27.08-server.txt
    17 KB · Views: 112

DragonDai

New Member
Jul 29, 2019
144
0
0
if you want to sort of cheat the 10/10/10 which sounds like you do if your going to mess with configs download torcherino and the torch will instantly grow the crops and spread almost instantly so you can get your 10/10/10s and then just remove the torch from the world and be on your way :)

Thanks for the suggestion. This looks a whole lot easier than messing with configs.

If you're finding the sprinkler system ineffective, something is not right in your setup. It's amazing how much it boosts growth. I finish one harvest of a 1x7 row and almost before I'm done one of the plants is mature again.

The sprinklers are definitely effective (hoping they are better behaved in the next version), and the Agricarnation is available pretty early if you'd rather get your growth that way.

Would you two mind sharing your sprinkler setup? Maybe I'm just doing something wrong?

My understanding is, with 0.7, it's going to be even harder to increase the stats, which I am actually excited for. :) I've restarted this pack a dozen times because I really enjoy trying different methods of increasing the seeds. I haven't found it needs to be that much of a time sink, just set it and forget it. Bone meal and the magical fertilizer keep me stocked early.

You mention "...different methods of increasing the seeds." I'd love to hear about the these. Always willing to try new things.

I don't have that need to get to 10/10/10.. just x/10/y -- I only care about the drops -- and I don't need it the moment I get the crops.

Oh, yeah, I know there are a lot of people out there that don't necessarily care about getting 10/10/10 or who don't mind the normal way of doing it. I realize it's totally a personal thing, hence why I am looking for solutions I can implement personally as opposed to trying to get the pack author to mess with the growth rate or mutation rate or whatever on a pack-wide scale. If I want to mess around with stuff it shouldn't change the pack for everyone else. My issue, my job to make it work for me. :)

Not sure how much of a change .7 will make to raising stats but all you really need is a single 10/10/x crop to cross breed with. I took nearly 20 seeds to 10/10/10 from 1/1/1 before I realized I could cross bread them with the stuff I already had a lot faster. Instead of getting one or two stat increases per breed they went 1/1/1 -> 6/6/6 -> 8/8/8 or 9/9/9 -> 10/10/10 so 4 to 5 generations instead of the 30+ and the results were the same every time with all the stats going up at the same time. As long as that doesn't change, it might be harder to get your first 10/10/x crop but after that it is cake.

Okay, this sounds like a VASTLY superior method to what I was doing...except I am not 100% sure I understand what you mean. Would you mind explaining it a little more? It sounds really useful.
 

Yeokrast

New Member
Jul 29, 2019
42
0
0
Not sure how much of a change .7 will make to raising stats but all you really need is a single 10/10/x crop to cross breed with. I took nearly 20 seeds to 10/10/10 from 1/1/1 before I realized I could cross bread them with the stuff I already had a lot faster. Instead of getting one or two stat increases per breed they went 1/1/1 -> 6/6/6 -> 8/8/8 or 9/9/9 -> 10/10/10 so 4 to 5 generations instead of the 30+ and the results were the same every time with all the stats going up at the same time. As long as that doesn't change, it might be harder to get your first 10/10/x crop but after that it is cake. I plan to start over, the balance changes in the change log are pretty extensive and my world seed is garbage to begin with so it gives me a good excuse to find a new one.
IIRC, this will be disabled in 0.7. You cannot crossbreed and increase stats.
 
  • Like
Reactions: RagefaceKurosaki

Cadeff

New Member
Jul 29, 2019
39
0
0
Thanks for the suggestion. This looks a whole lot easier than messing with configs.

Okay, this sounds like a VASTLY superior method to what I was doing...except I am not 100% sure I understand what you mean. Would you mind explaining it a little more? It sounds really useful.

Take a 10/10/x crop that is fully grown, cross crop in the next space, then a fully grown seed you want to breed. Magic crops don't cross-breed so you get just pure stat improvement with the occasional lower quality of the 10/10/x crop that you just need to trash.
 

Cadeff

New Member
Jul 29, 2019
39
0
0
The update log makes it sounds like you can't cross breed a plant with itself in more and get increases, but I might be wrong.
 

Ouroboros

Member
Jul 29, 2019
139
0
10
Take a 10/10/x crop that is fully grown, cross crop in the next space, then a fully grown seed you want to breed. Magic crops don't cross-breed so you get just pure stat improvement with the occasional lower quality of the 10/10/x crop that you just need to trash.

What I prefer to do is any crop with a 10/10/10 sugar cane or cactus. Since they require sand, it usually forces the other species to grow on the crosscrop.
 
  • Like
Reactions: Narthexes

Cadeff

New Member
Jul 29, 2019
39
0
0
That is ideal, I just didn't have a 10/10/10 cactus or sugar cane and since I thought the update would be today or tomorrow I didn't see the point. That will be my first seed to work on with my restart however.
 

Ouroboros

Member
Jul 29, 2019
139
0
10
That is ideal, I just didn't have a 10/10/10 cactus or sugar cane and since I thought the update would be today or tomorrow I didn't see the point. That will be my first seed to work on with my restart however.

Come to think of it, nether wart or the mushrooms should work, too. Pretty much any non-dirt crop. I generally prefer catcus/cane since they swap out with other plants easier.
 

Cadeff

New Member
Jul 29, 2019
39
0
0
Well and cane is one of the first crops you get after wheat so you can start working on getting it to 10/10/10 the earliest. Not a lot of use for a massive stockpile of netherwart, cactus, or mushrooms but I never seem to have enough paper...
 

earlbrownie

New Member
Jul 29, 2019
51
0
0
just wondering, are people restarting the mod pack world becauset he new update will break worlds or are you starting out of personal choice, I'd rather not restart my world and wondering if it's at all still possible to just continue on with a large amount of new quests to go for?
I know for a fact that the thaumcraft red cloak guys wont spawn in my world pretty much at all as I've probably explored ~100 square chunk area of my world and probably will have to go a long way to find one
all that being said I am (as most other people) hyper-hyped for the update
:-D
 

Cadeff

New Member
Jul 29, 2019
39
0
0
Considering there is almost zero world gen enabled it would be difficult for an update to break a map without removing a major mod or something similar. I'm restarting because of the progression changes but there doesn't appear to be any reason that you won't be able to keep your map unless thephoenixlodge says it will break.
 

thephoenixlodge

New Member
Jul 29, 2019
1,388
0
0
just wondering, are people restarting the mod pack world becauset he new update will break worlds or are you starting out of personal choice, I'd rather not restart my world and wondering if it's at all still possible to just continue on with a large amount of new quests to go for?
I know for a fact that the thaumcraft red cloak guys wont spawn in my world pretty much at all as I've probably explored ~100 square chunk area of my world and probably will have to go a long way to find one
all that being said I am (as most other people) hyper-hyped for the update
:-D
You should be able to keep your map. As for the obelisks, what you can do is once you update to 0.7, go into the thaumcraft config and retrogen the obelisks to get them showing up properly in existing chunks.
 

earlbrownie

New Member
Jul 29, 2019
51
0
0
You should be able to keep your map. As for the obelisks, what you can do is once you update to 0.7, go into the thaumcraft config and retrogen the obelisks to get them showing up properly in existing chunks.
Yay!
Now it's time for me to make use of the super fast method of getting 10/10/10 crops before the update occurs!
 

RehabOholic

New Member
Jul 29, 2019
895
0
0
just wondering, are people restarting the mod pack world becauset he new update will break worlds or are you starting out of personal choice, I'd rather not restart my world and wondering if it's at all still possible to just continue on with a large amount of new quests to go for?
I know for a fact that the thaumcraft red cloak guys wont spawn in my world pretty much at all as I've probably explored ~100 square chunk area of my world and probably will have to go a long way to find one
all that being said I am (as most other people) hyper-hyped for the update
:-D

I progressed really far in terms of crops and getting them to 10.10.10, but I stopped because of the level of changes coming. I know you don't need to start over, I'm just doing out of personal choice. However, I am just killing myself waiting for the update:p
 

thephoenixlodge

New Member
Jul 29, 2019
1,388
0
0
This is true. In fact, from what I read, having an adjacent crop that ISN'T a parent causes stats to go DOWN!
Not the case with the way I've got it configured.
Anyway, I've just submitted 0.7 and have added that ridiculous changelog to the first post and rearranged the changelogs there to have the newest at the top. I also had to remove some of the old changelogs from the post in order to actually fit the 0.7 changelog within the character limit.
I'll stick that changelog here too though just cos.
Mod Changes:
- Re-Added Binnie's Mods version 2.0-pre8
- Added CreeperCollateral 1.0.0B3-6
- Added Enchiridion 2 version 2.0c
- Added Enhanced Inventories version 1.0.8
- Added INpureCore version 1.0.0B9-54
- Added Magic Bees version 2.1.22
- Added Super Crafting Frame version 1.7.10.3
- Added Witching Gadgets version 1.1.2
- Updated Agricraft to 1.3.1
- Updated Applied Energistics 2 to Rv-2-beta-10
- Updated Automagy to 0.21.0
- Updated Bibliocraft to 1.10.2
- Updated Blood Magic to 1.3.1-7
- Updated Botania to 1.5-169
- Updated Buildcraft to 6.4.3
- Updated Buildcraft Compat to 6.4.0
- Updated Chisel to 2.3.7.34
- Updated Forbidden Magic to 0.561
- Updated Forge Multipart to 1.1.1.323
- Updated Garden Stuff to 1.5.2
- Updated Iguana Tinker's Tweaks to 2.1.3
- Updated JABBA to 1.2.1a
- Updated Mariculture to 1.2.4f
- Updated Mekanism (+Generators) to 7.1.2.185
- Updated Minecraft Forge to 10.13.2.1291
- Updated Modtweaker to 0.7.4
- Updated Railcraft to 9.5.0.0
- Updated Storage Drawers to 1.3.1
- Updated TC Node Tracker to 1.0.4
- Updated Thaumcraft to 4.2.3.5
- Updated Tinker's Construct to 1.8.3b
- Updated Traveller's Gear to 1.15.6
- Updated ttCore to 0.1-66
- Updated Witchery to 0.23.2
Config Changes:
- Agricraft
- Stripped out the configurations I'd done previously to shift it all to minetweaker scripts
- CodeChickenCore
- Enabled Environmentally friendly creepers config option so they won't be completely destroying your stuff making obnoxious holes in the ground
- CreeperCollateral
- Explosions now completely destroy blocks - no more tnt nether mining! :D
- Ender Zoo
- Blacklisted Concussion Creepers from spawning in the Outer Lands
- Enabled Enderminies attacking creepers
- Dire Wolves actually spawn now
- Forestry
- Disabled crafting window creation of bronze with ingots
- Gravestone
- Disabled Night Stone and Thunder stone for the sake of being more server friendly
- Disabled fog
- Iguana Tinker's Tweaks
- Massively loosened part restrictions. Only restictions now are for stopping some materials being made into pick and hammer heads.
- Set titanium to harvest level 6 (same as steel)
- Buffed Durabilities of osmium and titanium
- Reduced mining speed of titanium from 15 to 10
- Buffed osmium mining speed from 10 to 12
- increased reinforced level of titanium to 3
- reduced durability of refined glowstone to 300
- gave refined glowstone reinforced 5
- Mariculture
- Re-enabled TiC integration module - Titanium tools are back Yay!
- Magical Crops
- Nerfed a number of essence -> item outputs
- Nether Ores
- Nerfed Nether Osmium spawns
- Increased chance of Nether ores exploding from 5/1000 to 15/1000
- Quadrum
- Added Certus Quartz electron tube
- Resource Loader
- Enforce pre-1.5 Botania textures (I think the new ones are too high contrast and look bad) #IHateChange?
- Storage Drawers
- Activated invert shift config. Left click behaviour is now the same as JABBA barrels
- Traveller's Gear
- Redid the traveller's gear slot arrangement again to make space to include the traveller's gear specific slots (cloak, pauldron, vambrace) now that there's a mod in the pack that uses them
- Thaumic Exploration
- Moved potion effect IDs as they were conflicting with witchery
- ttCore
- Increased max level for the Anvil from 40 to 60
- Witchery
- Halve spawn weight of Hellhounds as they were somewhat drowning out other mobs
- Added lots of plants (~60) to mutandis mutations - namely saplings from EBXL and Natura and flowers from vanilla MC and EBXL
- Added Cracked sand to list of blocks replacable by the rite of nature's power
- Witching Gadgets
- Added Cracked sand to list of blocks TC Eldritch Obelisks and Hilltop Stones can spawn on
- Minetweaker Scripts
- Transferred all Agricraft mutations etc
- Made all essence producing crops require being grown on Tilled Garden Soil
- Made all flower seeds require growing on Untilled Garden Soil
- Made the essences required for seeds also spawn in mineshaft chests (they already spawned in dungeons) but half as common as in dungeons
- Re-enabled vanilla stone swords and axes as they are used in some things - namely witchery
- Fix Experience seeds accidentally still requiring a Strong essence to craft
- Moved Experience essence from being required for the extreme infusion stone to being required for the strong infusion stone
- Added Botania Alchemy recipe to turn potatoes poisonous and vice versa
- Addded recipe for Sheep spawn egg as sheep are required for some parts of witchery
- Added Botania Alchemy recipes to cycle through vanilla flowers (single block ones only)
- Added elemental essence recipes for gravel, quarried stone, abyssal stone, red rock, cracked sand, cloud, heat sand, tainted soil and packed ice
- Fixed Skystone elven trade recipe only requiring one livingrock per skystone. Apparently multiples have to be in separate itemstacks to count properly
- Added thermionic fabricator recipe for certus quartz electron tube
- Changed inscriber recipes for AE2 processors. Why yes, I am evil, thank you for noticing
- Removed recipe for making nether wart from nether essence to encourage actually farming nether wart, especailly now that it properly respects the gain stat
- Lower output of skeleton essence -> bone recipe
- Added wither essence -> necotic bone recipe
- Removed Glowstone <-> Redstone Alchemy catalyst recipe - including removing it from the lexica botania
- Removed elemental essence -> snowball recipe to encourage farming of snowbell seeds
- Removed dye essence -> cactus green recipe to encourage farming of cactus
- Added smeltery and crucible furnace melting recipes for elemental essences
- Removed air essence -> feather recipe
- Added recipes for spawn eggs for 9 more mobs, mostly hostile but 2 are passive
- Removed Steel Blocks and Hopper minecarts from mineshaft dungeon loot (witch circles pull from this). Them being there still was an oversight - woops
- Changed recipe for thaumometer to require a mana lens instead of glass
- Remove Witchery garlic from seed drops and add mutation for it
- Fixed accidental use of .withTag() instead of .onlyWithTag() making energy cubes other than basic not craft properly
- Fixed there being two different recipes for making osmium ore from osmium essence
- Remove recipes for seed bags that had been missed previously
- Hide all seed bags in NEI
- Added alternate recipe for crafting table that requires a 3x3 to make, so first crafting table will still require hatchet, but any further ones don't necessarily - mostly because AE apparently doesn't like the hatchet recipe for autocrafting
- Remove Ender Essence from the Regular Infusion stone recipe so that its craftable in the Spirit world
- Expanded the Mana Alchemy recipe for beehives to include the ones from Extra Bees and Magic Bees
- Now Wither Witches can't drop redstone either.
Quest Changes:
- Added a new quest in "What the World Came to" to reflect the new requirement for Tilled Garden Soil for Magic crops
- Added a quest about the garden trowel and flower arranging
- Bumped rep requirement for "The Witching Hour" from 20 to 30 to account for recent additions making the quest available slightly too early
- Added a quest for the forestry worktable
- Rejigged a large number of requirements that previously required completing certain seed quests to instead require new hidden conditional quests for the appropriate resources. This should also reduce the amount of nested requirements causing lag with some quests.
- Added 31 new quests to "The Life of the World" for the various seeds that can be mutated with Agricraft
- Removed Subdued spirits from quest "Dream a Little Dream of Me" as they can prove rather difficult to obtain before you've necessarily got a dream rather than a nightmare
- Added a quest for the sheep spawn egg now that it has a recipe
- Rejigged a number of quest rewards - including nerfing many of the floral fertilizer reward amounts as it was a little too potent with very little need to ever make more.
- Moved rep requirements into seperate trigger quests to hopefully help make sure they unlock more reliably
- Lowered time to repeat on tier one essence quests to 2 MC days from 3
- Changed the rewards for all the essence seed quests to make the choice more meaningful
- Added Quite a few quests for witchery. It's now the most comprehensively covered mod in the pack other than agricraft
- Made "Hatching a Plan" no longer have a trigger task
- Added Quests for Enhanced Inventories chests
- Added a quest for the Super Crafting Frame
- Added quests for more spawn eggs
- Initial Thaumcraft quests!
- Moved Quest "On the Move" to "What the World Embraces"
 

Kmad

New Member
Jul 29, 2019
339
0
0
Just finished setting up an auto-harvest system for the first floor of my farm building!
The Auto-Harvest.png


You can't see all the fancy piping below, but that's Obsidian pipes feeding into iron/gold, and leading to...
The Auto-Storage.png

Which is a temporary storage solution for the time being. It'll look much nicer once I finish with this and the other 12 floors.
 

Mega_Batcow

New Member
Jul 29, 2019
1
0
0
I just started this modpack and i didnt really know if i would like it i thought it would just be another Super grindy magical crops pack with ex nihilo getting ores and making seeds from them and farming forever. But its NOTHING like that i love the way you have implemented botania, a mod i have never actually used but have seen and loved what i saw, into making the essence seeds with the runic altar and mana pool. All recipes are changed to make it more enjoyable and different than all other modpacks. I love the quests and the unspoken quest to get all 10, 10, 10 seeds. Im obsessed with this modpack and its the best one have ever played. 8/8 would recommend