how do you get nether quartz? That appears to be the only way into Empowerment in AA, right? ET void miner work? the guidebook says you need to go through Evilcraft, but I can't see any way for it to help.
EDIT: Oh lordy...thank you! I'd been looking for a way to make quartz for ages...geez. Thank you, grinding nether rack and watching the dirty quartz.
Early game compressed netherrack with the compressed rock crusher, you will only get about 1 per compressed block. It is best to have the compressor setup with a quick dropper and collector. And make netherrack by the stacks. It sounds slow but really it does not take too long. Oh and you need the cauldron to wash the dirty quartz too.
Well updating to 2.4.3 for me causes blocks to change all over my island, its like a huge shift in item id's. I had some conveyor belts I went back to 2.4.2 (on a backup) I removed all of them and got rid of any I had in chests. I have no yabba/jabba barrels, so its not the issue mentioned in the update notes. I've got so far and refuse to restart for the 3rd time because of the creator changing things yet again. How can I upgrade and save my island?
The 2.4.3 corruption is a block id overflow (more than 4096 blocks attempting to be registered at once). The only real way to fix it is to edit your level.dat and remove all the block ids that are no longer relevant. It's a PITA, but really the only solution for old worlds. SimplyConveyors used a lot of block ids and the new mods use a lot also. Since Forge doesn't get rid of old block ids when mods are removed from your world, the only real way to fix this is manually editing with NBTexplorer or other NBT editor tool.
I have found that removing all the Conveyor Belt Mod items and then adding NotEnoughIDs-184.108.40.206.jar seems to be stable in single player. I am unsure about the chaos nodes working, I can still see them but I have not progressed into Silent's Gems yet. I have had no crashing or glitches though.
if you can see them then that'll be fine, I use merrem's solution it worked really well, have sorted 3 other peoples worlds now. https://minecraft.curseforge.com/projects/modern-skyblock-2/issues/153 not enough id's is a good work around also , just not as tidy as cleaning the useless stuff out of the file :) , hopefully the pack creator does not add or remove any more mods now so we can actually play the pack uninterrupted.
Come on give credit where credit due, it was Merrem that discovered the issue with the item id's causing the corruption, it was Merrem that came up with the first working solution and Merrem who first suggested NotEnoughIDs(please credit him in the notes). My main problem is you just closed the issue with a "it's not my fault so not my problem" type attitude, however you was your lack of knowledge of this item id limit that was the base cause here. Chopping and changing the pack is badly affecting the player base.
You pack needs players to be a success, but you like to punish those players for innovation, Some of us have put near 100 hours into your pack, you keep chopping and changing things breaking things making the pack slower and slower. It is time to decide it is done and leave it alone so we can now enjoy your efforts.
I'm pretty sure EmosewaGamer was aware of both the source of the corruption and the NotEnoughIds workaround before. There's a comment on the NotEnoughIDs site from EmosewaGamer asking for a 1.12 version in July. I thought it was being avoided because there's a definite risk that a mod that doesn't like ids > 4096 is the one that gets assigned with an ID > 4096, etc... And now that's NotEnoughIDs is added, it HAS to stay, really. If a bad mod interaction is found relating to NotEnoughIDs, removing NotEnoughIDs won't be a really good option. Removing NotEnoughIDs will definitely make any world saved with IDs > 4096 not even loadable. The only fix then would be NBTediting again.
But I'm definitely glad to see NotEnoughIDs as a standard in the pack.
It sounds like NotEnoughIds was in the 1.12 version of the pack, and it was the main source of corruption when going from 1.12 to 1.12.1, probably because the 1.12.1 version of NotEnoughIds wasn't working yet, so had to be removed. That's when CPW came out and said that NotEnoughIds shouldn't be used, period.
So EmosewaGamer is definitely aware of all the issues and decided to risk adding NotEnoughIds again to the pack to help with the corruption issues. And he added it back to help us, even though people like CPW recommended against it, and having experienced problems with it previously.
Maintaining a pack is hard, let's give EmosewaGamer some credit.
Oh I do give Emosewa credit for a both a really fun and hard pack, I was the one that recommended that Will, Mac and Scot play it. It is just frustrating when things keep getting chopped and changed, sometimes it feels like a punishment for innovation. I must say the latest version is really good and stable and I have no lag/crashing issues now, and it even runs faster for me without betterfps.
As for the straw poll, HQM/BQ is cool, however I think it is better with very limited rewards, or none at all, unless its trophy or badges for sections completed.
The trophy system from Age of Engineering was a neat approach. You could kind of try to figure things out on your own without a guide by just looking at JEI and seeing what the next step in the progression was. That was a VERY grindy pack, though. Much more so than this pack, which is still pretty grindy. (At least in my opinion.)
On this pack, I agree that the weekly updates seem a bit too much at times. When there's a problem with the pack, a weekly update is a good thing. But weekly balance changes can be a little frustrating.
To be fair though, some of the tweaks (like the TechReborn windmill change) were done by the mod themselves and not by the pack. Although, I was running a cauldron cleaning system for quite awhile, so I had a bunch of extra magnesium powder by the time I had a rolling machine. So once I had a rolling machine, I was able to go to like 12 of the harder recipe wind mills overnight.