0.61Released the pack, have fun!
Updated mariculture to fix the NEI crashes.
Armor Status HUD
Status Effect HUD
Applied Energistics 2
BiblioWoods(BOP, Forestry, Natura)
Code Chicken Core
Growthcraft(Apples, Bamboo, Cellar, Core, Grapes, Hops, Rice)
Hardcore Ender Expansion
Hardcore Questing Mode
Iguana's Tinkers Tweaks
Not Enough Items
OpenPeripherals - All In One
Steve's Carts 2
Steve's Factory Manager
kioskcoin and babasoonist for giving me feedback with ideas, and knocking some sense into me when I got too crazy.
FrozenGecko, for doing my fabulous art.
When you start out in this pack, the only thing you have to make is the flint tools. Until that time you don't have the ability to make food any other way. In my second world I had no animals spawning for some reason and have very few gardens. It wasn't long till I had died of starvation, I like to play these worlds on hard. if you have left in the ability to make the flint mattock I would have been able to use what gardens I did get to make at least a small garden. In the last world I had I did have the abilities to make a metal mattock because of the village, so yes I do see where you say you can still make a metal one.
When my pickaxe leveled up it did NOT go up in level as you described. It stayed at only being able to mine stone. When it leveled the second time it still could not mine anything other then stone. When I spammed out a HUGE room underground I finally leveled up and was granted the ability to mine something higher then stone. I still couldn't mine gold, aluminum, iron, or anything else.
I'm not trying to come off as harsh or judging unfairly, if I have then I apologize for that. It's sometimes not easy to get mood across in writing and sometimes the mood that does come across isn't the one the writer intended.
I did indeed mean enchiridion, thanks for pointing that out.Hey Six. Thanks for the awesome mudpack. Wanted to point out, as I was going through the mod list, I believe you misspelled Enchiridion. You wrote Enchidion there in the list, and I could not find anything under that.
Well, thanks for the honesty, but I have a couple things I would like clarification on. Pam's and and Iguana's, I left them pretty much unchanged, what is it you dislike? And I agree, I love the extra modifiers, I just find that when I'm making end game tools such as manyllyun, and I get something like unbreaking, or silk touch, it just makes me want to curse the game. And as for the magic, how do you feel it is geared towards it? I personally dislike blood magic, and so I only added it for others, but I tried to make it so that if you did not want to do magic, you could do all tech and never touch the stuff. And, as a lot of people have been recommending it, I have been trying to add rewards, but I use HQM as more of an achievement/tutorial kind of thing, so while I may not always reward you for doing something you'd be doing anyways, I ALWAYS give some sort of reward for a consume quest, if the reward isn't adequate that is a different story. As for the 64 controllers, I thought that would be a joke people might find funny, but I've changed it to 8 seared brick in the next version. As for the mods, which would you want to see in it?Hey Six.
I have played the mudpack for about 10 hours so far, and thought I would provide some feedback. A friend recommended this pack to me, and although I usually like packs with way more challenge (such as MadPack2 for example), I did find this pack challenging enough. But this pack is challenging in a whole different way; it just makes things we've come to love, such as Iguana, Pam's Harvestcraft, etc., more "difficult", and by that I mean more annoying. I don't know about the rest, but I absolutely love the extra modifiers, especially when there are lots of levels like in SkyFactory2 for example. Makes you want to get out there and hunt more. I noticed that this pack is geared towards the things I don't like (Blood Magic) and things that are over my head (Thaumcraft). I have always been a Mekanism, MFR, stuff like that kind a guy. But it was not all lost for me, cause I LOVE the HQM mod. But although I know what it takes to make 100+ quest, I have to say, so much work spent, why not finish it? There are people like me, who although at first glance will dismiss the pack due to the mods in it, and more importantly, the mods that aren't in it, but they will still give it a go just because of HQM - people love achievements But when quests are made and there are no rewards, or as someone above mentioned they were even offended by 64 controllers, it completely turns people off, to say the least. No one wants to purchase a lottery ticket for $200 with a maximum possible prize of $20. Sure the sheer going for the goal is great, but a nice reward at the end is soooo much greater.
In closing, I am not a professional mudpack builder, but I am a professional mudpack player. I have beat every pack (that had a built-in definition of beating a pack) I have played. I have a great idea about pack makers and pack breakers. I know what makes a pack popular among people like me - the players. If you can get anything out of this long monologue, great. If not, then please forgive the old man ranting
Watched the whole thing, really cool! And as for the quest rewards, I've redone them to give much more of a reward in the next update, expect it in a couple days As for a tip? Get some darn food But really, nothing quite as cool as watching someone enjoy a pack you've poured a lot if work into.
Can you use /HQM edit to 1 click complete the quests?Alright, for now I've delayed the modtweaker stuff, you'll have to deal with those pesky metallurgy smeltery alloys a little while longer. The pack is currently being uploaded, but I thought I'd give fair warning for this. The changes I've made to HQM have reset a lot of the quests, so you'll have to redo them, or cheat the stuff in. Much as it pains me, there is nothing I can do to prevent this.