Having fun with this one as the design is right up my alley! I think I'm going to add Pams Harvestcraft to my install as the vanilla foods are just too OP/boring, especially compared to the difficulty of the rest of this pack. I haven't played with a lot of these new tech mods, so I'm interested in trying them all out.
I did have a LOT of trouble with the terrain generation being SUPER laggy. Not sure if Fastcraft would solve this or not, I haven't spent enough time on it yet, but the lag when generating new terrain is real with this one. My PC is no slouch either. I'm running a current gen i7 with 16 GB RAM with Minecraft running from an SSD. Exploring new territory is just too dangerous right now when frames drop so low.
Keep up the awesome work on the modpack and the mods!
Question to people here. I'm having my doubts about Lycanites mobs in this modpack. Do you think I should keep it? I've had a number of crashes that I could not explain and they were in Lycanites code (but it was the java VM that was crashing which is weird). Also it does make the nether almost impossible and I know many people did not like me adding that mod. Perhaps I can replace it with an alternative mod that adds strong mobs that are not so insane?
Also I'd like to know how I can edit the cofhcore configs to reduce all the amounts of different ores (copper, tin and so on). Any hints on that?
The modpack has been updated on CurseVoice (FTB launcher version is waiting for approval):
Update 0.2.0:
Updated AOBD
Updated Chisel
Updated Deep Resonance
Updated McJtyLib
Updated ElecCore
Updated MagneticCraft
Updated MalisisDoors
Updated RFDrills
Udpated Special Mobs
Added Infernal Mobs
Added Dark Menagerie
Removed Lycanites Mobs
Disabled duplicate oregen for Immersive Engineering
Disabled duplicate oregen + limestone for Magneticraft
Disabled duplicate oregen + limestone from Engineers Toolbox
Disabled duplicate oregen. Reduced veinsize of marble to 0 in bluepower
Disabled railcraft sulfur
This version contains the latest beta of Deep Resonance and should be better for oregen. Note that this will not affect already generated chunks obviously.
Warning! Lycanites mobs has been removed! If you want to keep on playing with that mod you'll have to re-add it locally.
Also I'd like to know how I can edit the cofhcore configs to reduce all the amounts of different ores (copper, tin and so on). Any hints on that?
If you want to edit the amounts, you either:
a) hope that the mod of the generated ore (Tin from Forestry for example) has an config option for it
b) disable the ore generation of the specific ore in the config and re-add them as a json in config/cofh/world. Thermal Foundation already got one there, if you use their ores.
So i just tried this pack out and although the "# Allows toolparts to be used as material in the Part Builder. Like, turn a Pick head into a Shovel head.! [default: true]" config in the iguana tinker tweaks main config is set to true i am still unable to change out tool parts for others in the part builder and I have no idea why.
So i just tried this pack out and although the "# Allows toolparts to be used as material in the Part Builder. Like, turn a Pick head into a Shovel head.! [default: true]" config in the iguana tinker tweaks main config is set to true i am still unable to change out tool parts for others in the part builder and I have no idea why.
Changing parts in the part builder is only possible for a fully repaired item (i.e. non damaged). I have done it in my play of this modpack and it works fine for me as long as the tool is fully repaired.
I'm not trying to change the parts for a tool. You're supposed to be able to take a part, let's say a flint axe head, and then swap it out for another as if it were a material. So i should be able to take a flint axe head stick it in the part builder and change it to like a flint shovel head. I cannot do that.
I've been enjoying the pack quite a bit. I like a tech pack with lots of tough mobs :)
I do have one suggestion and that is to disable drowning creepers from Special Mobs by default. I kept seeing these water filled stone spheres appearing all over around my base and finally figured out it was drowning creepers blowing up. The thing is this happens even when I am not near them. The result is a world ruined with stone spheres all over the place. Removing them after they are in the world is a huge pain as well because of the fact they are filled with water and silverfish. I've disabled them in my world now, but I'm left with a base location trashed with the ugly spheres.
I'd be fine with it if they only went off when I stumbled into one, but drowning creepers just clutter the world without adding any fun. Anyhow, keep up the good work in mod and modpack development!
Yeah, its odd I have so many and you haven't seen any. I'm playing the Default world type and my base is on the border of a taiga biome and a Lush Redwoods biome. From my small base I can see 12 of those spheres, and they are each 13 blocks across sooo..... lol. Anyway I've disabled the drowning creepers so I won't see any more of them in my world. I just thought you might want to know about it.
Well I don't really want to disable them as they are about the most annoying and dangerous creepers around (and that's what this pack is about) but I'll see if I can perhaps tweak the frequency.
Having a lot of fun with this pack. My landscape is wrecked from those special creepers. I'll have to make sure I have some magnum torches before I pick my final base location.
Having fun with this one as the design is right up my alley! I think I'm going to add Pams Harvestcraft to my install as the vanilla foods are just too OP/boring, especially compared to the difficulty of the rest of this pack. I haven't played with a lot of these new tech mods, so I'm interested in trying them all out.
I did have a LOT of trouble with the terrain generation being SUPER laggy. Not sure if Fastcraft would solve this or not, I haven't spent enough time on it yet, but the lag when generating new terrain is real with this one. My PC is no slouch either. I'm running a current gen i7 with 16 GB RAM with Minecraft running from an SSD. Exploring new territory is just too dangerous right now when frames drop so low.
Keep up the awesome work on the modpack and the mods!
I added Fastcraft myself and I strongly recommend it. It greatly helps with chunk generation.
Question to people here. I'm having my doubts about Lycanites mobs in this modpack. Do you think I should keep it? I've had a number of crashes that I could not explain and they were in Lycanites code (but it was the java VM that was crashing which is weird). Also it does make the nether almost impossible and I know many people did not like me adding that mod. Perhaps I can replace it with an alternative mod that adds strong mobs that are not so insane?
Also I'd like to know how I can edit the cofhcore configs to reduce all the amounts of different ores (copper, tin and so on). Any hints on that?
Thanks
Strong mobs, without being insane? Infernal mobs (Atomik Striker)
I can experiment with that. Thanks for the suggestion
Or, as an alternative, you could add Fortune Ores and not have to mess with the configs.
The modpack has been updated on CurseVoice (FTB launcher version is waiting for approval):
Update 0.2.0:
This version contains the latest beta of Deep Resonance and should be better for oregen. Note that this will not affect already generated chunks obviously.
Warning! Lycanites mobs has been removed! If you want to keep on playing with that mod you'll have to re-add it locally.
If you want to edit the amounts, you either:
a) hope that the mod of the generated ore (Tin from Forestry for example) has an config option for it
b) disable the ore generation of the specific ore in the config and re-add them as a json in config/cofh/world. Thermal Foundation already got one there, if you use their ores.
So i just tried this pack out and although the "# Allows toolparts to be used as material in the Part Builder. Like, turn a Pick head into a Shovel head.! [default: true]" config in the iguana tinker tweaks main config is set to true i am still unable to change out tool parts for others in the part builder and I have no idea why.
Changing parts in the part builder is only possible for a fully repaired item (i.e. non damaged). I have done it in my play of this modpack and it works fine for me as long as the tool is fully repaired.
I'm not trying to change the parts for a tool. You're supposed to be able to take a part, let's say a flint axe head, and then swap it out for another as if it were a material. So i should be able to take a flint axe head stick it in the part builder and change it to like a flint shovel head. I cannot do that.
This morning there was an update to this pack:
Update 0.3.0:
Currently only on Curse. Soon on FTB Launcher too.
Have fun!
I've been enjoying the pack quite a bit. I like a tech pack with lots of tough mobs :)
I do have one suggestion and that is to disable drowning creepers from Special Mobs by default. I kept seeing these water filled stone spheres appearing all over around my base and finally figured out it was drowning creepers blowing up. The thing is this happens even when I am not near them. The result is a world ruined with stone spheres all over the place. Removing them after they are in the world is a huge pain as well because of the fact they are filled with water and silverfish. I've disabled them in my world now, but I'm left with a base location trashed with the ugly spheres.
I'd be fine with it if they only went off when I stumbled into one, but drowning creepers just clutter the world without adding any fun. Anyhow, keep up the good work in mod and modpack development!
Hmm strange that you got so many of them. I have yet to see a drowning creeper appear in my world.
Yeah, its odd I have so many and you haven't seen any. I'm playing the Default world type and my base is on the border of a taiga biome and a Lush Redwoods biome. From my small base I can see 12 of those spheres, and they are each 13 blocks across sooo..... lol. Anyway I've disabled the drowning creepers so I won't see any more of them in my world. I just thought you might want to know about it.
Well I don't really want to disable them as they are about the most annoying and dangerous creepers around (and that's what this pack is about) but I'll see if I can perhaps tweak the frequency.
New release of On The Edge:
Version 1.0.0:
Having a lot of fun with this pack. My landscape is wrecked from those special creepers. I'll have to make sure I have some magnum torches before I pick my final base location.
Updated On The Edge modpack to 1.1.0:
How long does it usually take for updates to hit the ftb launcher?