This thread is intended for discussion of the pack, suggestions on how I can make it better, and any general conversation related to this modpack. You can also put bug reports here if you so chose, but I would appreciate it if you made them using the issue tracker in the project page.
Oh this is a thing, and here I was just gonna tweet you all my suggestions xD
I'd like to suggest 2 mods to be added to the pack:
1) Cooking for Blockheads: Pam's Harvestcraft is fun, but it can also be very tedious (in the not so fun sort of way), this mod makes it even more fun to use and I honestly almost consider an essential mod when you use Pam's.
2) Open Modular Turrets: Now, the premise of the pack seems to boil down to making an industrial complex and a space base and stuff, that's cool ... but I feel like it would be incomplete without some solid defenses. Barbed wire and turrets should ensure that I can keep all those trade secrets away from the Creepers. (this would obviously be a very lategame sort of thing)
Oh this is a thing, and here I was just gonna tweet you all my suggestions xD
I'd like to suggest 2 mods to be added to the pack:
1) Cooking for Blockheads: Pam's Harvestcraft is fun, but it can also be very tedious (in the not so fun sort of way), this mod makes it even more fun to use and I honestly almost consider an essential mod when you use Pam's.
2) Open Modular Turrets: Now, the premise of the pack seems to boil down to making an industrial complex and a space base and stuff, that's cool ... but I feel like it would be incomplete without some solid defenses. Barbed wire and turrets should ensure that I can keep all those trade secrets away from the Creepers. (this would obviously be a very lategame sort of thing)
Enabled most of the default Chance Cube rewards, forgot to do that earlier
Added Alloy Smelter recipe for Alumite
Added Alloy Smelter recipe for Bronze
Added Alloy Smelter recipe for Aluminum Brass
Disabled Chisel 2 Marble world generation
Release 0.2.0
Changes:
Added 13 quests
Added 4 reward bags
Fixed quest textures
Added Special Mobs
Added Deadly World
Turned on non-metal Mattocks
Updated Chance Cubes
Updated GalacticraftCore
Updated GalacticraftPlanets
Updated MicdoodleCore
Temporarily removed the recipe for the Mekanism Wind Turbine
Temporarily removed the recipe for the Mekanism Digital Miner
Added the Part Builders, Stencil Tables, and Tool Forges to respective ore dictionaries. This will allow for any version of these blocks to be used in quests
I'd like to suggest agricraft for food only (desactivate ore seeds).
It can be a very good mod when it is well configured but not eary on earty game if you enable weeds.
Besides, I don't know if it's a choice or not but some food stacks eight per eight (toasts, silken tofu, etc),other sixteen per sixteen and other four per four (like hambergers). It's a little annoying.
I also note sag mill doesn't crush some ores :
dense nether gold ore
dense aluminum ore
dense yellorite ore
dense nether tin ore
silicon ore
And I don't know if I'm the only one but I only found Galacticraft aluminum ore but thermal alumnium ore (i( needed for quest completion)
I don't uderstand one thing. Copper pickaxe is a next step after flint according to questbook. But in order to get pickaxe head cast you need either gold or alumininum, which you can't mine with flint. It would look like looking for aluminum oreberry is the only way to go. Is it how it's supposed to look like or am I missing something?
I'd like to suggest agricraft for food only (desactivate ore seeds).
It can be a very good mod when it is well configured but not eary on earty game if you enable weeds.
Besides, I don't know if it's a choice or not but some food stacks eight per eight (toasts, silken tofu, etc),other sixteen per sixteen and other four per four (like hambergers). It's a little annoying.
I also note sag mill doesn't crush some ores :
dense nether gold ore
dense aluminum ore
dense yellorite ore
dense nether tin ore
silicon ore
And I don't know if I'm the only one but I only found Galacticraft aluminum ore but thermal alumnium ore (i( needed for quest completion)
- No need for agricraft. I literally only added pam's to the pack for a little extra variety in the food aspect of things.
- Yes food stacks less depending on how good the food value is.
- Dense ores are being completely redone at some point.
- I could add a recipe for silicon ore I guess, dont really see a reason because you can just break it to get the silicon.
- I will fix the aluminum ore in the quest by next update.
I don't uderstand one thing. Copper pickaxe is a next step after flint according to questbook. But in order to get pickaxe head cast you need either gold or alumininum, which you can't mine with flint. It would look like looking for aluminum oreberry is the only way to go. Is it how it's supposed to look like or am I missing something?
Make Aluminum Brass to create casts.
Edit: Adding an explanation for that to the smeltery quest next update.
I believe wither skeletons have been replaced by simple black skeletons with wither effect -_-
You also said you've been remove some nether ores. In a quest, I need to mine some of nether ore but I don't find some of them. I'm not sure if they are super rare or if they are ores you are removed.
I believe wither skeletons have been replaced by simple black skeletons with wither effect -_-
You also said you've been remove some nether ores. In a quest, I need to mine some of nether ore but I don't find some of them. I'm not sure if they are super rare or if they are ores you are removed.
This is the official discussion thread of my newest modpack Intergalactic Discovery.
Intergalactic Discovery is my first public tech pack. It is based off EnderIO, Mekanism, and Galacticraft. More info in the project page here: http://minecraft.curseforge.com/projects/pickle-pack-intergalactic-discovery
This thread is intended for discussion of the pack, suggestions on how I can make it better, and any general conversation related to this modpack. You can also put bug reports here if you so chose, but I would appreciate it if you made them using the issue tracker in the project page.
Hope you guys enjoy it!
Beta Release 0.1.1
Changes:
Oh this is a thing, and here I was just gonna tweet you all my suggestions xD
I'd like to suggest 2 mods to be added to the pack:
1) Cooking for Blockheads: Pam's Harvestcraft is fun, but it can also be very tedious (in the not so fun sort of way), this mod makes it even more fun to use and I honestly almost consider an essential mod when you use Pam's.
2) Open Modular Turrets: Now, the premise of the pack seems to boil down to making an industrial complex and a space base and stuff, that's cool ... but I feel like it would be incomplete without some solid defenses. Barbed wire and turrets should ensure that I can keep all those trade secrets away from the Creepers. (this would obviously be a very lategame sort of thing)
I will take a look at both of those mods.
Release 0.1.2
Changes:
Release 0.2.0
Changes:
I just see metals aren't double in the smeltery. I trusted it was a bug but not -_-.
And, in the "Alumite pickaxe head" quest, you say we need 4 obsidian but we really need 2 of them because 1 obsidian block = 2 obsidian ingots
Besides, I agree with Psoewish. Cooking for Blockheads will be a very good addition. The multi-bloc kitchen is a must-have with Pam's !
Anyway, I post a bug report earlier today.
PS : sorry for my bad english.
They dont double because ore doubling comes later in the tech tree.
I will make sure to fix the quest description, thanks for letting me know.
Release 0.2.1
Changes:
You fixed it on the right but not on the left ;)
I'd like to suggest agricraft for food only (desactivate ore seeds).
It can be a very good mod when it is well configured but not eary on earty game if you enable weeds.
Besides, I don't know if it's a choice or not but some food stacks eight per eight (toasts, silken tofu, etc),other sixteen per sixteen and other four per four (like hambergers). It's a little annoying.
I also note sag mill doesn't crush some ores :
And I don't know if I'm the only one but I only found Galacticraft aluminum ore but thermal alumnium ore (i( needed for quest completion)
I don't uderstand one thing. Copper pickaxe is a next step after flint according to questbook. But in order to get pickaxe head cast you need either gold or alumininum, which you can't mine with flint. It would look like looking for aluminum oreberry is the only way to go. Is it how it's supposed to look like or am I missing something?
I will fix it eventually.
- No need for agricraft. I literally only added pam's to the pack for a little extra variety in the food aspect of things.
- Yes food stacks less depending on how good the food value is.
- Dense ores are being completely redone at some point.
- I could add a recipe for silicon ore I guess, dont really see a reason because you can just break it to get the silicon.
- I will fix the aluminum ore in the quest by next update.
Make Aluminum Brass to create casts.
Edit: Adding an explanation for that to the smeltery quest next update.
Release 0.2.2
Changes:
I believe wither skeletons have been replaced by simple black skeletons with wither effect -_-
You also said you've been remove some nether ores. In a quest, I need to mine some of nether ore but I don't find some of them. I'm not sure if they are super rare or if they are ores you are removed.
Fixed.
As I said in the OP, please dont put bugs here, put them here: http://minecraft.curseforge.com/projects/pickle-pack-intergalactic-discovery/issues
Release 0.3.0
Changes:
How can I move informations (day, light level, fps, entities) from under the minimap to the upper-left corner ?
Change the xml file in the configs for InGameInfo
Thanks !
Besides, I don't understand the utility of the morph mod in the modpack.
I added it literally just so you can morph into the headcrumbs mobs you kill.
It is just there for aesthetics :P.
Edit: I've been thinking about removing it, it doesn't seem to work too well with Special Mobs installed.