Yulfie, first, thank you for your modpack. It seems that HQM packs get some flak from veteran players, but your quests are invaluable for someone like me who is new to modded Minecraft. I would be (and have been) completely overwhelmed without some helpful direction.
I have noticed a small issue with HQM. On the first tab, the top center quest is craft a grinder, and there's a follow-up quests as well. However, at some point during play these two quests disappear from my quest book. In one game, the quests disappeared after I had completed it. On another, the quests disappeared before I went to do it - though it was there when I created the world.
I don't think it's an issue of mod dependency, because I took out The Kitchen Mod and those quests still appear in that section of HQM - the items are just blank.
On a side note, how does one craft sparkling pomegranate, from the first quest section? I don't see it as an item in NEI.
Finally, I found your discussion in a WLR 2.0 thread about integrating Ruins into your modpack. I just did so successfully, and it was actually much easier than I thought it would be. If you load the game once with your modpack and Ruins together, the Ruins config txt is populated with a list of all the BoP biomes (e.g., "specific_Spruce Woods=75"). The Ruins resource folder is also populated with individual folders for all of those biomes. However, you don't have mess with those folders at all. If you delete from the Ruins config txt all references to the specific biomes, the mod will use the generic ruins for all biomes.
I left in "specific_Ocean=75" and "specific_Jungle=75" because the Ruins mod comes with specific ruins for those biomes, but I deleted all of the other references. I have seen Ruins all across the modpack after playing for a few days, and I have encountered zero problems. The mod itself is lightweight and doesn't add any item caches that would break the flow of gameplay. I think it fits rather nicely with your modpack.
Thanks for all your time and energy!
I have noticed a small issue with HQM. On the first tab, the top center quest is craft a grinder, and there's a follow-up quests as well. However, at some point during play these two quests disappear from my quest book. In one game, the quests disappeared after I had completed it. On another, the quests disappeared before I went to do it - though it was there when I created the world.
I don't think it's an issue of mod dependency, because I took out The Kitchen Mod and those quests still appear in that section of HQM - the items are just blank.
On a side note, how does one craft sparkling pomegranate, from the first quest section? I don't see it as an item in NEI.
Finally, I found your discussion in a WLR 2.0 thread about integrating Ruins into your modpack. I just did so successfully, and it was actually much easier than I thought it would be. If you load the game once with your modpack and Ruins together, the Ruins config txt is populated with a list of all the BoP biomes (e.g., "specific_Spruce Woods=75"). The Ruins resource folder is also populated with individual folders for all of those biomes. However, you don't have mess with those folders at all. If you delete from the Ruins config txt all references to the specific biomes, the mod will use the generic ruins for all biomes.
I left in "specific_Ocean=75" and "specific_Jungle=75" because the Ruins mod comes with specific ruins for those biomes, but I deleted all of the other references. I have seen Ruins all across the modpack after playing for a few days, and I have encountered zero problems. The mod itself is lightweight and doesn't add any item caches that would break the flow of gameplay. I think it fits rather nicely with your modpack.
Thanks for all your time and energy!