Crashed multiple times on Rogue-like lower floors. (most likely same veinminer issue)
http://pastebin.com/1XP1bwTM
Yep looks like the same veinminer issue. Did you try reverting to the same version I mentioned before?
More info on Forestry - seems its NEI only. I was able to create a Carpenter 'manually' from the normal bronze and glass (I know this one by heart - its usually a 'quick and dirty' way to a Mekanism Cardboard Box).
Weird. I'll check the INPure culling, it might be overdoing it.
Perhaps its not loading everything? Partial log below, I can post a full one later if needed, since its repeatable.
Oh, that culls things with the same filter in a mod, so it only shows ONE of them (IE instead of 300 different microblock items, it only shows one of each kind)
The 'quick' way to nerf Mekanism as a whole would be to remove compressed diamond/coal/redstone.
Hmm, I'll have to carefully consider my options.
Any thoughts about nerfing Mekanism Obsidian Armour - 30 defense for ~3 diamonds is too cheap. Also Magical Wood weapons/tools with 8 free mods (+replace parts) isn't well balanced either, rapier that deals 22~ right off the bat with certus/nether quartz, and 40++ with upgrades/replaced parts, well.. take any weapon honestly.
Sounds like Signalum weapons are no longer top dog, yeesh.
Honestly, things like this I'm hesitant to nerf TOO much. The focus of the pack is learning all the mods within it, with a side goal of the shop and trader aspects. I'm not after a super heavy amount of balance, only in extreme cases, and some of these MIGHT constitute that.
Remember that, no matter what, many folks will gravitate to the 'path of least resistance' whenever they can. I can't stop em, only slow em down a bit.
1. You could make a gitHub Page for certain files in the modpack. The files I'd suggest would be the following:
I've been considering something similar to this, though it won't be anytime soon. I'm still getting back into things, but I've also got medical stuff back at the forefront of my RL, so I'm going to need to balance the two. Getting a serious thing like that up is a good initial investment in my time, so we'll see if I get that up soon or not.
a. The file or files that store the text in the quest book. This is so that people can look through it and see things like typos, and if they want, create a branch that they can use to propose fixes, quests, or stories, as well as make it easier for people to report bugs, as people can point out the exact point where they bugged out, and maybe if they know what they're doing, propose a solution.
This one isn't an easy thing to do, with how the quest book files are handled. Pointing out bugs is pretty simple with how we currently do it, but having two HQM files and merging them, at this time, is a headache and a half, as you can really only do it by loading two separate instances, and copying the changes by hand.
b. A list of the current mod list, with version numbers. This is so that people who frequent certain mods more than yourself or others, could post when a mod needs updating.
This is something I've been meaning to update the Mod List page with, and its a good idea.
c. (I completely understand if you don't post this one), some of the config files of the mods being added, removed, or changed, to see if someone could find a better alternative, such as what the main FTB packs did with BoP (ie. disabling most biomes to allow the rest to be easily found and explored).
I don't understand why some folks would consider config files something that shouldn't be shared.
I've mentioned it before on Reddit :
Take 2 modpacks with the same mods, including HQM.
Most likely, their config files are going to be fairly similar, while their HQM quests will most likely be insanely different.
Being 'protective' of your config files seems a bit...I don't know, a waste of energy? Not exactly that, but you can get my meaning.
I haven't even touched Mek simply because I am way more comfortable in the other mods we have. TE has all my automation needs and anything it doesn't cover I use EnderIO.
And welcome to one of the focuses for the pack : every major and most minor mods will have quests, and by following them, you at least get to learn a bit about all these different mods' items and blocks.