FTB Horizons: Daybreaker Discussion

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buggirlexpres

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Version 1.1.0 has been pushed as non-recommended. As long as no bugs are found, it'll be made recommended in a week.

VikeStep is working on the changelog, but here are the most important bits:
  • Java 8 is now required. OpenJDK *might* be working again, but Oracle is what I'll be supporting for now.
  • Oil is generating again, but the recipe is still there. It doesn't dupe canisters anymore.
  • Portals that need to be clicked work again
  • Updated mods
Let me know if you find any bugs with it.
 

Kinnon21

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Jul 29, 2019
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Just a warning, enhanced inventories is removed in the new update and took all of my items in their chests with it.
 

Nonsanity

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Jul 29, 2019
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If you are set to Recommended version, does the client update automatically and subsequently remove all Enhanced Inventory chests (and their contents) from any world you load?

(Thankfully, I was set specifically to the 1.0.2 version that's on our server.)

And know that even if running older versions of the pack that run fine on Java 1.7, the launcher now refuses to launch them until you update to Java 1.8. I'm guessing the check is per-pack and not per-version, but it's still a minor issue should someone be unwilling or unable to update but still wants to play the 1.0.2 version they already had.

Is there a change log? Horizons 2 Daybreaker isn't even mentioned on the usual FTB change log site: https://feedthebeast.atlassian.net/wiki/display/PML/Public+Modpack+Listings
 

tommyTT

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Jul 29, 2019
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I'd also like to see something that improves upon enchanting. I admit to being a bit spoiled from EIO's enchanter (and enchanting plus at times) but I can't stand vanilla enchanting. Enchanting dozens or hundreds of books to get the enchants you want (and not having Bibliocraft to copy them...) just isn't something I find fun (and try getting a tier 5 soul shard without a Soul Stealer 5 weapon...blech.)

If you have Blood Magic set up, there is the Enchantress's Spell ritual from Blood Arsenal. It works similarly to the Mana Enchanter from Botania, so you can enchant without consuming the books. It requires a fair bit of LP and dusk runes but gets the job done for me. In theory it should be possible to copy books with it as well, though I haven't tested that out yet.

Regarding the soul shards, I would also recommend using the Drill of the Dead ritual from Sanguimancy. This is an upgraded version of the Well of Suffering, but kills the mobs immediately. If you are logged in on a server, this will also count as a player kill. Then Having a soul shard on your hotbar is enough to get you to tier 5 without doing anything. I used it with a cursed earth spanner and now i have tier 5 shards for all the mobs that spawn from that.

To round off this post about Blood Magic addons, I want to address the problem of decent farm options. Sanguimancy adds two rituals called the Timberman and the Filler that allow you to build a BM version of a tree farm. And if you throw in a few Ritual of the Green Grove (if your LP network can handle that) this gives you enough sapplings and apples (and of course wood) so you can produce bio fuel in bulk.
 
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Arcaratus

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Jul 29, 2019
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The Enchantress's Spell was just kind of a throw a bunch of code together, so it might still be buggy...I don't know, haven't looked at it for awhile. I'm not sure books can be enchanted, or maybe, someone correct me on that?
 

Malaclypse

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Jul 29, 2019
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Is there a change log? Horizons 2 Daybreaker isn't even mentioned on the usual FTB change log site: https://feedthebeast.atlassian.net/wiki/display/PML/Public+Modpack+Listings

I think they changed the usual place for posting change logs. This one looks to be up to date, including the just-released 1.1.0: http://www.feed-the-beast.com/modpacks/ftb-horizons-daybreaker/changelog/110

It's a little hard to find at the moment. If you start from http://www.feed-the-beast.com/modpacks, and select Horizons, it will take you to a page dedicated to Horizons. On that page, it shows a snippet of the changelog for 1.0.1, which is quite out of date. If you click the little "more" link at the bottom of the change log, it will take you to the full change log for 1.1.0 (as well as the older ones)
 

Arcaratus

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Mekanism still crashes with the Electrolytical Seperator and Gas Burner being placed next to each other (with gas in the seperator)
java.lang.NullPointerException: Ticking block entity
at mekanism.common.FuelHandler.getFuel(FuelHandler.java:33)
at mekanism.generators.common.tile.TileEntityGasGenerator.canReceiveGas(TileEntityGasGenerator.java:296)
at mekanism.common.tile.TileEntityElectrolyticSeparator.onUpdate(TileEntityElectrolyticSeparator.java:225)
at mekanism.common.tile.TileEntityBasicBlock.func_145845_h(TileEntityBasicBlock.java:73)
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)

Also, it lags pretty badly when looking at the portable tanks (Mekanism).
 

Kinnon21

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Jul 29, 2019
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Oh my goodness, how did that even happen?

I'll get a version pushed tomorrow with that added >.>
I'm fine with enhanced inventories being removed. I feel like there should be a warning and perhaps a replacement though. I reloaded an old world save and installed enhanced inventories myself, transferred each chest to a large alchemical chest, then removed enhanced inventories. Also, despite the changelog, it looks like difficult life is disabled by default.
One more thing I noticed was NEI being funky with the mod tabs on the top left. I can't seem to filter blocks in NEI that way this version, so I just type the mod name at the bottom instead.
I'm really enjoying this pack as it's like a breath of fresh air.
 

buggirlexpres

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Mekanism still crashes with the Electrolytical Seperator and Gas Burner being placed next to each other (with gas in the seperator)
java.lang.NullPointerException: Ticking block entity
at mekanism.common.FuelHandler.getFuel(FuelHandler.java:33)
at mekanism.generators.common.tile.TileEntityGasGenerator.canReceiveGas(TileEntityGasGenerator.java:296)
at mekanism.common.tile.TileEntityElectrolyticSeparator.onUpdate(TileEntityElectrolyticSeparator.java:225)
at mekanism.common.tile.TileEntityBasicBlock.func_145845_h(TileEntityBasicBlock.java:73)
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)

Also, it lags pretty badly when looking at the portable tanks (Mekanism).
I'll look at getting it fixed (again lol)
I'm fine with enhanced inventories being removed. I feel like there should be a warning and perhaps a replacement though. I reloaded an old world save and installed enhanced inventories myself, transferred each chest to a large alchemical chest, then removed enhanced inventories. Also, despite the changelog, it looks like difficult life is disabled by default.
One more thing I noticed was NEI being funky with the mod tabs on the top left. I can't seem to filter blocks in NEI that way this version, so I just type the mod name at the bottom instead.
I'm really enjoying this pack as it's like a breath of fresh air.
Yeah it wasn't intentionally removed. It'll be back before 1.1 is made recommended.

No idea why that's happening, I'll look into it.
 

tommyTT

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Jul 29, 2019
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The Enchantress's Spell was just kind of a throw a bunch of code together, so it might still be buggy...I don't know, haven't looked at it for awhile. I'm not sure books can be enchanted, or maybe, someone correct me on that?

You're right, books don't work, I did a quick test. The rest seems to work mostly fine for me. However I only put in one book with a single enchantment at a time. It's not the most efficient way, but the most reliable that I found and LP cost is not an issue for me.
 

Malaclypse

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Jul 29, 2019
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I'm fine with enhanced inventories being removed.

So far, I've been really happy with Enhanced Inventories. I really like the "locker" variations that look good stuck inside a wall, and the fact that both the chests and the lockers can be set next to each other to become double chests (or one above the other to become double lockers). The models are quite nice looking. I like the idea of dye-able tops on the chests too, though I still use signs to remind me what's where.

Personally, I now prefer Enhanced Inventories + Storage Drawers to Iron Chests + JABBA Barrels.
 

Malaclypse

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Jul 29, 2019
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Did EE3's DynEMC stop working or something? Craftable blocks/items no longer have an EMC value.

I've had this happen a lot. Crafted items that have EMC values will sometimes lose them when I quit then start the world back up. I think something goes wrong with the dynamic EMC calculation being done at startup (though the console messages all say everything is fine). I have EE3Helper installed (and I think it's been officially added to the modpack as of version 1.1.0), and doing a "/ee3h regen" on the console fixes thing by re-doing the dynamic EMC calculations.
 

Landstryder

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Jul 29, 2019
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Instead of leaving the obsidian to oil recipe or even putting the galacticraft oil generation back on, wouldn't it be much better to just increase the generation of Shale Oil from Engineer's Tool Box. If you feel you really must have a recipe for Oil it should at least make a little sense like use blocks of coal around a canister instead of obsidian.

Also there is no way that I'm updating to Java 1.8 since it crashes constantly and now the client won't launch Horizons 1.0.2 even without it. Could you please remove this lock.
 

Arcaratus

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Jul 29, 2019
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So after traveling to Mars and back, Mekansim's generator's (Solar panels, bio fuel, lava, etc.) all appeared to be a ghostly shade. Dunno what exactly caused it.
IxVtvmd.png

It also seemed to mess up NEI making it not show and the 'O' key does not do anything (relog will fix this)

Edit: The rendering bug only occurs if you're at certain points in the world
 

Landstryder

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Jul 29, 2019
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So after traveling to Mars and back, Mekansim's generator's (Solar panels, bio fuel, lava, etc.) all appeared to be a ghostly shade. Dunno what exactly caused it.
IxVtvmd.png

It also seemed to mess up NEI making it not show and the 'O' key does not do anything (relog will fix this)

Edit: The rendering bug only occurs if you're at certain points in the world
Java 1.8 issue
 

Arcaratus

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Jul 29, 2019
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Is it Java 8 that is the issue, or not using Java 8? Or some mods have things that are not correspondent to Java 8?
 

Padfoote

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Java 1.8 issue

I'm running 1.8 on a separate pack with the newest Mekanism and do not have this issue. So it's either a very specific interaction bug with Java and a few mods in Horizons, or it has nothing to do with Java.
 

Landstryder

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Jul 29, 2019
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I'm running 1.8 on a separate pack with the newest Mekanism and do not have this issue. So it's either a very specific interaction bug with Java and a few mods in Horizons, or it has nothing to do with Java.
All I know is that when I and my friends updated to Java 1.8 we had the same rendering issues. There was also some crashing problems. As soon I went back to Java 1.7 render issues were gone and crashes stopped.