For this week's update there are several changes to the pack.
First, there has been alot of mob balancing during the live play testing and cleaning up of vanilla items dropped by the non-TFC mobs. Also those annoying mob evens have been drastically reduced and have also been configured to only start showing up after the first year. I just felt that having dozens of mobs showing up in the first night and not despawning at dawn and almost every night afterwords was a bit much for new players. So now there is 1 year of freedom to get some basic defenses established before the evil hordes start invading.
Second, many of the middle and upper tier recipes have been changed to require various machines and tools in order to be crafted. No longer can you simply slap together a High Voltage Generator with your bare hands. The Forestry Carpenter and Thermionic Fabricator will soon become your best friends, and also be sure to stock up on lots of Creosote Oil, Slimeballs, and Bees Wax. I would liked to have been able to utilize the ServoTable from Cogs of the Machine as well, but unfortunately I am unable to add any recipes to it at this time. And in the future I hope to be able to better utilize the machines in Immersive Engineering and Magneticraft, but for now I am still learning the ins and outs of those two mods.
Next, Look for some Clockwork Automatons to do your bidding and help with the day to day tasks. These guys are still in the development and testing phase so have care as they may still be very buggy and unbalanced.
Also note that JourneyMap was added and MapWriter has been hidden but not removed.
While I am currently working on writing a new questbook the old version will remain available as the default quests. However for testers who wish to check out what has been done so far please feel free to rename the quests.hqm.new file to quests.hqm in the HQM configs folder. Be careful doing this in an existing world as it may wipe any quests you may have already completed or even corrupt the player tracking data.
And
Lastly, a great many recipes have been changed. Some have been removed while others updated and made available with TFC materials. Items of particular note are the Bee House and other Bee related materials, and the Backpacks from Forestry. Several blocks from various addon mods are now working with the Carpenters Blocks so feel free to go crazy with them.
This may not seem like a very detailed or in depth change log but I am still hesitant to release the full details for TFP 2.0 yet because I would like players to discover things along the way. With all of the drastic changes I have been making to the pack I feel that some sort of guide or wiki is needed or maybe even required, yet I do not want to be the one to build it. I will of course support anyone who would endeavor to do so, I just do not have the time or the skills to do a very good job at it.
Thanks to everyone who has stuck with me up to this point, and a big thanks to everyone who posts comments, suggestions, and especially bugs! I hope to have a full version, or nearly complete version of TFP 2.0 ready to release in the next week or two. There are currently two parts holding me back at the moment, one of course is the questbook. I would like to have it at least 80% complete before its released. And the other is a mod I have not yet included with any of the test versions. Although this final mod is fully configurable, if every thing in it is not tuned correctly it will cause problems in the wold generation that myself and my tester consider to be unacceptable, so its completion is also a determining factor for the release date.
Thank you,
OneWolfe-