FTB Departed Released

tents

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I hope they will add safarinet i think the mod is called minefactory relodet
 

Physicist

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So I've managed to use up an entire stone bowl on glistening pixons and used them all on the infusion table. I didn't get a single power stone.

Ok, finally got one 1/8th of the way into a diamond bowl. Good stuff. Maybe too rare.
 
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Watchful11

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Looking into it, seems it's on there, but the recommended version didn't get updated. I'll figure it out, thanks.
 

xenxero1

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I know that its abit rude to suggest things to modpack authors, but i figured i might aswell put up a few ideas i had. Would it be possible to add Aura Cascade, Ars Magica 2, or blood magic? I know Am2 is really unbalanced, but i feel like bloodmagic is underpowered enough to be used simply for utility. As for aura cascade, I have no idea.
 

Physicist

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Two crashes in 1.2.0:
http://pastebin.com/XrUw1Dvc
http://pastebin.com/2Nv2EdEW
edit: Another on world-load. I got just enough into it to see an ennervation drop in the air in front of me and nothing but void around (probably just because it hadn't finished loading yet).
http://pastebin.com/86eqgUuc
Edit2: Ok, looks like this save is broken now. I had just thrown about 15 ennervation tokens on the ground to pick up one-by-one (a hopper had picked them up, and I wasn't sure if dropping a stack at a time to pick up would properly reward me for each one of them, so was trying the one-by-one pickup). I suspect that MCEditing myself a few blocks or chunks away might bring the save back, and I'll try that if it keeps failing on world load.
Yep, consistently getting this crash. http://pastebin.com/kLR2fspL
 
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Watchful11

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I know that its abit rude to suggest things to modpack authors, but i figured i might aswell put up a few ideas i had. Would it be possible to add Aura Cascade, Ars Magica 2, or blood magic? I know Am2 is really unbalanced, but i feel like bloodmagic is underpowered enough to be used simply for utility. As for aura cascade, I have no idea.
Focus is supposed to be on AoA. I'm content with the level of other large mods in the pack.
 

Watchful11

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Two crashes in 1.2.0:
http://pastebin.com/XrUw1Dvc
http://pastebin.com/2Nv2EdEW
edit: Another on world-load. I got just enough into it to see an ennervation drop in the air in front of me and nothing but void around (probably just because it hadn't finished loading yet).
http://pastebin.com/86eqgUuc
Edit2: Ok, looks like this save is broken now. I had just thrown about 15 ennervation tokens on the ground to pick up one-by-one (a hopper had picked them up, and I wasn't sure if dropping a stack at a time to pick up would properly reward me for each one of them, so was trying the one-by-one pickup). I suspect that MCEditing myself a few blocks or chunks away might bring the save back, and I'll try that if it keeps failing on world load.
Yep, consistently getting this crash. http://pastebin.com/kLR2fspL
I've reported it to xolova and he's said he'll have a fix later today. I'll try to get 1.2.1 out this evening.
 
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Physicist

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An AoA fix is up saying it fix several crashes (Thanks Xolova!). Are there any changes for 1.2.1 besides update AoA?
 

Watchful11

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Not planning on it. I'm still looking for something to nerf hammers, but I don't really want to just block them. Not gonna be tonight, sorry guys, got home too late.
 

Cheshyr

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On the topic of additional mods, MC+ Wheels Edition (http://www.minecraftforum.net/forum...ods-wheel-edition-carts-looms-wheels-and-more) might be a good fit. It add only two objects: a loom for converting wool to string, and a wagon your horse can pull to transport a chest. It's certainly closer to the exploration goal of FTB Departed, and provides an alternative to trains. It's certainly more natural than the ray guns and sniper rifles that litter Nevermine.
 

Cheshyr

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Please remove lootable bodies it is way to buggy and unstable, Lost my stuff about three times and needed to restart..

And here I'm thinking it's a lifesaver. I've yet to lose anything with those bodies, unlike the grave system, or simply tossing everything you own into the lava/a fiery creeper explosion...
 

Cheshyr

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An AoA fix is up saying it fix several crashes (Thanks Xolova!). Are there any changes for 1.2.1 besides update AoA?

Fair warning: Version 1.2.1 seems stable for clients, but your server won't start until you disable the "Resourceloader" mod on the server side. Also note that at least one Ascended staff (lightning) crashes the server when fired.
 

Watchful11

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Bah, I thought I tested that. Should have a fix up in a minutes. Edit: Fixed server should be up, no idea how I missed that

The staff crashing is a known bug, I've reported it to @XolovA
 
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Physicist

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In the Witchery config:
B:AllowVampireRitual=false
Is this intended? (Balance issue? Buggy interaction? Some other motivation? If the reasoning is early-game balance, is there any way to gate it to some later-game time? I'm guessing that nothing Vampirism comes close to TT Kami in power; just ease to acquire.)
 
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Cheshyr

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In the Witchery config:
B:AllowVampireRitual=false
Is this intended? (Balance issue? Buggy interaction? Some other motivation? If the reasoning is early-game balance, is there any way to gate it to some later-game time? I'm guessing that nothing Vampirism comes close to TT Kami in power; just ease to acquire.)

Presumably, you can activate it yourself and find out. I wouldn't worry about balance, as there is none in this pack. While TT Kami is insanely powerful, at least it's expensive and difficult to acquire.

And yet, you won't need it as early in the game you have access to hang gliders, Thaumcraft's hover vest [forget the name] and of course, the over-powerful combination of Tinker's Construct mixed with the bonus loot that Nevermine provides. I had so many Ender pearls before visiting The End, that I built a moat around my base, and filled it with liquid Ender just because I could (and the green, sparkly moat looks pretty :)

Not to mention the extra 20 hearts you can gain through Tinker's Construct, making even the most difficult bosses in Nevermine a cakewalk. The only thing that makes those bosses at all challenging is the rarity of their summoning items, and bad world design.
 

Watchful11

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In the Witchery config:
B:AllowVampireRitual=false
Is this intended? (Balance issue? Buggy interaction? Some other motivation? If the reasoning is early-game balance, is there any way to gate it to some later-game time? I'm guessing that nothing Vampirism comes close to TT Kami in power; just ease to acquire.)
Yes, intended. Lets you soak up damage way too easily in the early game.