When will Mystcraft 0.10.1 be added to Ultimate?

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The_Ianator

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Jul 29, 2019
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I really want to move my server from Beta A to Ultimate, but I can't do that right now because of a bug in Mystcraft 0.10.0.

Is it expected to update within a week or two or would it be better to try and get everyone on the server to add it manually?
 

Tsukasa

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Jul 29, 2019
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You can add it manually if you wanted to! Just click "Edit Modpack" on the launcher. :]
 

The_Ianator

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Jul 29, 2019
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I know I can, but don't know how easy it would be to get everyone else on the server to install it manually as well. We might end up doing it that way though.
 

Moleculor

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Jul 29, 2019
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I was hoping it would be last Monday, since by that point the update had been out six days.

I guess they've just stopped patching bugs while getting ready for PAX, or maybe 1.5. Not sure which.

And yeah, "doing it manually" isn't an option for those of us on servers with player populations who are less comfortable with computers.
 

Tsukasa

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Jul 29, 2019
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It's really quite easy to do it with the launcher. Just disable the old Myst mod and add the new one in, simple as that! It literally takes 4 clicks.
 

Moleculor

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Jul 29, 2019
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It's really quite easy to do it with the launcher.

For. You.

You are familiar with things like that.

We have people trying to connect to our server who it took them a week just to figure out how to click on "Beta pack" and click "Launch".

Again, it's not an option for us.

Just disable the old Myst mod and add the new one in, simple as that! It literally takes 4 clicks.

Don't you first have to find the updated version, download it, find the right directory to move it to, move it there successfully, etc? Because that sure as hell isn't happening with some of our server population.
 
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Tsukasa

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Jul 29, 2019
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Well, I apologize for overestimating how your server friends deal with mods and whatnot! Sorry if I offended anyone.
 

Moleculor

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Jul 29, 2019
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No offense taken, it's just frustrating waiting on bugs fixes that are out and fixed. It's not even a major update from what I can tell. The FTB team just needs to drop the mod into the pack.
 

Tsukasa

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Jul 29, 2019
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I kind of would assume that younger people would go for the DivineRPG and Hack/Mine type mods rather than tinkering with Pneumatic Tubes and Applied Energistics networking. But then again, I'm probably just very discriminative.
 

Guswut

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Jul 29, 2019
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I kind of would assume that younger people would go for the DivineRPG and Hack/Mine type mods rather than tinkering with Pneumatic Tubes and Applied Energistics networking. But then again, I'm probably just very discriminative.

Yes, you are, I'd say. There is no reason to not play around with both/all of the above, even at the same time if you don't mind playing with the config files to fix conflicts.

But technology over magic/adventure has been the basis of most of the popular modpacks for MineCraft, and that is likely how it'll stay unless there is a large shift in the culture of the modded MineCraft community.
 

Tsukasa

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Jul 29, 2019
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DivineRPG with Ultimate would be very weird. IIRC, it completely changes the damage of weapons and mob health.
 

akamanu

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Jul 29, 2019
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If we have learned something about other releases and since 1.5 is already out i will throw a wild guess and say that the pack will be updated as soon as all the mods are migrated to 1.5
You can follow the state of the updates here.
goo.gl/o6xXH

/manu
 

Lathanael

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Jul 29, 2019
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No offense taken, it's just frustrating waiting on bugs fixes that are out and fixed. It's not even a major update from what I can tell. The FTB team just needs to drop the mod into the pack.

It is not that simple sorry. Everytime we update a (bunch of) mod(s) we need to test if everything else is still working or if new bugs/issues come to our attention. We can't just update the packs everytime a mod author decides to release an update for his mod.
 

Guswut

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Jul 29, 2019
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DivineRPG with Ultimate would be very weird. IIRC, it completely changes the damage of weapons and mob health.

Why, exactly, would it be "weird" because it changes weapon damage and mob health? If it makes them all easier to kill (the damage/health ratio is changed to be more favorable to the player) then yes, that would be bad. But if it just makes them harder to kill, well, that's a good thing.

Also, as a note: If you "reply" to a person's post, they get an alert notifying them that you have replied. It's one of the better features of this website, so please try and use that when replying to a person.
 

BanzaiBlitz

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Jul 29, 2019
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DivineRPG with Ultimate would be very weird. IIRC, it completely changes the damage of weapons and mob health.
It is weird but interesting at the same time, though I haven't had time to figure out why iron/diamond armors are disabled and how milk generates light in DivineRPG. o_O I also added Ars Magica and Mo' Creatures into Ultimate. I will be surprised if I don't find at least a few cross-mod exploits but I'm self-balancing anyway. I will shuffle in Universal Electricity, then probably not update again for a few months! :D

I've been meaning to settle into a world for a while and have a long-term building place. I can always tinker and check out new stuff later as it comes along without giving up a place I can always go back to. :)
 

Moleculor

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Jul 29, 2019
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It is not that simple sorry. Everytime we update a (bunch of) mod(s) we need to test if everything else is still working or if new bugs/issues come to our attention. We can't just update the packs everytime a mod author decides to release an update for his mod.

So is it happening, though? Or is everyone holding off on update testing for PAX and/or 1.5?

The first I'd be disappointed by, but could understand.

The second would leave me confused, since the likelihood of RedPower being updated is pretty slim. I mean, there've been zero RedPower updates since last year, and Eloraam has been silent save for a brief "return" over a month ago, which also produced no updates or bugfixes, despite promises.
 

BanzaiBlitz

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Jul 29, 2019
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So is it happening, though? Or is everyone holding off on update testing for PAX and/or 1.5?

The first I'd be disappointed by, but could understand.

The second would leave me confused, since the likelihood of RedPower being updated is pretty slim. I mean, there've been zero RedPower updates since last year, and Eloraam has been silent save for a brief "return" over a month ago, which also produced no updates or bugfixes, despite promises.
All Elo did was comment she was back to coding in her spare time. No promises of updates by a specific date. :p

Zoom out extra far to put the full complexity of RP2 into perspective for all the things she has to keep track of for even a bugfix patch. She has not even utilized RP2 rubber trees or tungsten ore yet, let alone seen any new tools like the charging bench suggests are down the road. We have a long way to go. :)