And it breaks the achievements, as all of those are reset when I revert to the earlier version.
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Jan 11, 2020Posted in: Mod Discussion
The Masonry-0.3.2 update somehow manages to break all crafting recipes and water physics.
These things work normally with Masonry-0.3.1.
I am playing a custom pack in Minecraft 1.14.4 with forge-28.1.109. I can provide a complete mod list upon request.
Feb 25, 2017Posted in: Modpack Discussion
In the lack of feedback from the folks that have downloaded the pack alpha, I'll assume I found the biggest early game problems & have released a beta version of the pack. Enjoy the (reduced) grind!
Feb 10, 2017Posted in: Modpack Discussion
Certainly! Just download the file here: https://minecraft.curseforge.com/projects/thistlecraft-skyblock-edition/files
Then in the Curse launcher, click create custom profile, then click Import and choose the file.
I've just uploaded the beginning game tweaks, so you should actually get a reasonable amount of pebbles for your dirt and will get a chance at ancient spores with the other seeds.
Just let me know if you hit any issues. I'm also looking for input on item balance.
Should you get more or less of something out of the sieves?
Should anything in the loot bags be easier or harder to get?
Is there something you want to see added or removed from the loot bags?
Is there something you would like to be able to recycle into making loot bags?
Thank you for your interest, and I hope you enjoy the pack!
Feb 6, 2017Posted in: Modpack Discussion
This is a smaller skyblock pack geared for more casual gamers and decorative builders with the tech centered around Ender IO and Advanced Rocketry. Until you can make it to the moon or send automated mining missions to the asteroid belt, resource gathering is primarily through Ex Nihilo Adscensio with some assistance from Water Strainer and Loot Bags. Resource gathering is not intended to be a challenge in and of itself, and is geared to try to give you a small head start without completely bypassing the need to work through a mod's intended progression. Chance Cubes is also in the pack and I have disabled a few of the worst rewards.
I am going with a clutter vs. value approach to balance in resource gathering, and could use some assistance in determining how well I've done before taking it out of alpha. If you choose to play the test version, please give me some feedback. What are you getting too much of? What are you getting not enough of? Should it be a little harder or easier to get?
Loot Bags will only drop when the player kills things, not for fake players, but they can be crafted through the recycler. Anything that comes out of a loot bag should be able to go into the recycler, but I am deliberately keeping the number of additional materials that can be recycled small and, in most cases, am adding 1 or more crafting steps. For example, to convert wood into loot bags you'd have to make bowls or signs. I am open to suggestions for improving the loot experience.
I plan on adding Dimensional Doors, when it is ready, for those who get bored and need to wander through a death trap. After working on the resource balance, I will also look into adding some floaty spawner dungeons and such to find out in the void.
I am open to adding more decoration mods or small, cool toy mods, but am really not looking for any more tech, resource, or storage mods at this time. The reasoning for this is to keep the pack relatively small and really push myself to learn to use the full range of what the mods that are here have to offer. Did you know that Ender IO has a mass storage option to go with its inventory panel now? I don't know how much an extended warehouse block can hold yet, but I think it is worth finding out.
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