My apologies for my disappearance! Holidays are a crazy time, and I hope everyone had a good one!
I've hunkered down today to work on the last of this update (as anyone watching the Changelog doc could probably see). It's super close, I'm just double checking things and running some more tests before I release the Beta.
I had almost forgotten to fix the broken Open Modular Turret quests and some broken blind bags, as well as some recipe conflicts, but those have all been handled.
if you what just ask and i'll let the config here for you, the mod is "Waila NBT"
This one looks useful but I'm not sure I'll add it, yet. WAILA tends to show a whooole lot of info as it is. I'll think on it when I'm working on the second part of the Balancing Update.
for some reason decocraft just gone '-' i just downlod the mod and put back.. lost all the stuff in the world... not a problem... i can craft again... i don't delete the mod.. it just gone... =/
Thats...super odd, testing with latest Decocraft myself and not had this issue.
and it's not for the author... like NEI can be a problem for manny authors of mods... but it's usefull for the players... it's optional, i put this on mod pack for my own risk.. i'm testing, and show the results, like update mods too, i'm not asking for caigan... it's the way i like to play... for exemple... i like the mod "dual hotbar" i never see it on modpacks... i need optfine to play... if you look the image... my FPS is 10... without Optfine is imposible to play for me... it's my personal taste and need... i'm just show what works... and the problems.. for help to new stuff for the mod pack and avoid problems if i find.
Things like this are where the differences between mod dev, modpack dev, and a regular player come into effect.
As a modpack author, I'm nowhere without mod devs. So I try to take into account what stances some of my favorite mod devs have concerning their own mods, when I'm designing my modpack.
Things like Optifine aren't allowed in packs themselves, which is why you don't see packs with it. It helps a lot of people, but a lot of others have more issues with it than it helps.
For things like WAILA NBT, dual hotbars, etc, they may fit in the pack, but their exclusion doesn't mean I don't allow it, rather its up to the player themselves if they want it.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!BOTANIA - MAGIC BEE PROBLEM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This is fixed in 0.1.2, but the reason you had problems crafting those flowers is because of the removal of Mana Petals (Remember how I said its not that simple?). When you updated Forestry, you also updated Binnie's Mods (More Trees, Bees, etc). That isn't updated to the newest Forestry, unfortunatley, which is why you were crashing.
Binnies Mods is temporarily removed from the pack, as many mod updates now require the newer Forestry, and BInnie isn't able to update his mod right now.
That still doesn't mean that people can't play the way they want to. If anything, at best it's a suggestion for playing the way it was intended by the mod's author. But it's the player's singleplayer experience and I don't see why they can't tweak a few things if they feel it will be more fun, regardless of what mod authors say.
The problem some people have is they want to play this specific way, then get super angry at the mod dev for changing things so that this isn't possible. So, instead of adapting to the change, they insult the mod dev, as is the most obviously apparent with Vazkii and Botania, especially due to how often Botania is updated.
People forget that mod devs are people, and they are playing a silly video game. Instead of acting mature and either dealing with it or moving on, they'd rather throw insults around.
If you use Realistic World Generation, the Natura cactus and trees don't spawn in the overworld. At least, in my (rather vast) explorations I have not encountered any. The OP mentions that some quests can't be completed without using Biomes O'Plenty, so I'm not sure if maybe this is part of this.
Yeah, the RWG mod dev has kinda vanished, so that mod is being replaced with a fork of it thats regularly updated now : Realistic Terrain Generation. It has support for many mods like Natura and MFR and whatnot.
Agricraft greenhouses spawn in villages with magical crops plants that have no purpose. They also spawn other magical crops, but I think that's great, it's where all my magical crops have come from so far, I haven't gotten the quest unlocked for them in the book yet. It spawns Ars Magicka 2 plants, and I think a few others, that you can't use to craft anything.
Yep these are fixed in the update too. Magical Crops is gone so it won't draw from that pool of seeds anymore.
Hey Caigan! It has come to my attention that this seems like a indie modpack. Is anyone else working with you? Also, I'd love to do voluntary voice acting for you. I have a decent microphone that I think will be of good quality. I can read the introduction and send you the sound file via E-Mail. Note I will do this for free, as my appreciation for this modpack.
Aw, thank you for the offer! Not sure I'm looking for more voice work than I've already done on the pack (the pack is already almost 300 megs large), and I decided not to do the audio log idea I had for the time being. I'll keep you in mind though if I change my mind!!
the "bop is needed to finish all the quests" is a leftover from the previous pack update where bop was removed
Whoops, I really need to update that main post a lot heavier than I have been.
Anyone got greater knowlegde about the realistisc biome mod and can tell me, about how many blocks are between cold and hot biomes in average?
With RWG I wasn't able to tweak the biome size, and the biomes could end up being really huge.
RTG lets me tweak biome size, so I've tweaked it to hopefully a better mix between vanilla's 'constantly small biomes' and RWG's 'I've been flying for 5 minutes why am I still in a desert" problem.
One more bug report. My friends and I have been testing the limits of the Aura Cascade "Fluxing Node", and we found out that attaching a Steve's Addons RF Node to it makes the server crash and become unable to boot up again.
Well that's not good at all. I'll look into that.
You'll probably need to bring that world into a world editor like MCEdit, go to the location, and delete both blocks.
(did it get removed earlier on and i never noticed? )
Infernal Mobs got removed due to some crashing issues with it, and I have plans to do something similar using Father Toasts AI scripting stuff.
" this plant can not grow here " apparently they need low light instead no light ....
I haven't looked into what the change is either, unfortunately.
anyone know what "Shiny bauble" from project zulu is for ?(its dungeon loot)
I think this was planned to be used at one point, but never utilized by the mod author.