The actual bunker part is ment as a starter area, it contains material to break down into obsidian and wood, you can make a chisel to get wood from the storage walls, and then you can make a tinkers station for a pick to expand the base
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Jul 30, 2016Posted in: Non-CurseForge Modpacks
It has been a while since the last update, I have been busy with other things and didn't have much motivation to do a lot of work at once, but I finally have an alpha of the final version of the pack. It is available on the curse launcher and contains updates to a majority of the mods in the pack. It also has a few new mods and some old ones have been removed. A detailed change log of mods will be provided in the next version. Sadly I didn't get around to creating more structures, but I did a slight update to the towns. There are a ton of changed recipes in this version, mostly to reconfigure the tech tree a bit more. AE has almost all of its machine recipes changed and mcHeli has also been highly changed. Modular power suits has been added and all of its recipes are different than the base ones. Overall there are now a total of 800 minetweaker lines that do tweaking, some add tooltips, and a majority of them remove and then add a new recipe. In this update there were nearly 2 obsidian chest worth's of tweaks to recipes. By the next major update I hope to have all generation, quests, and rewards complete, and then this pack will be moving on to maintenance mode. If you have any issues with the pack please post them to the Issue Tracker
Nov 12, 2015Posted in: Non-CurseForge Modpacks
1. I will add a bufferzone around the bunker to try and stop lava
2.you can make obsidian from the hardwalls in the crates and make a chisel from it to use the wood you get and the stuff in the bunker,
B. decomposing isn't much of a power problem, there is a bug that lets you get power sometimes when breaking things down, I think you need the right side info for it to work( getting power from breaking bonds of chemicals? prehaps)
4. Tree resin can be made into rubber, and is gotten by putting the electrical age tree resin collector on the side of a tree
5. I will work on quests to help more
Thank You for your comment.
Nov 3, 2015Posted in: Non-CurseForge Modpacks
I have released version 1.3.0 , it updates quite a few mods, explore the new stuff. recipes for some AE things have been changed: drives, controllers, advanced press, ME chest, also the Digiminer and teleportation cores have been changed to require more infrastructure to get.
I believe i may have added a quest or two, they should get you a little further.
Oct 29, 2015Posted in: Non-CurseForge Modpacks
I have released update 1.2.0 of the pack
-In order to get circuits in the assembly machine you need destabilized redstone, I have added the colored redstone to the chisel group for redstone as dying 7 blocks needs quite a bit of materials, This is because regular redstone blocks/dust will melt into liquid redstone for project red.
Sometimes you just want things to stack, I have added basic ingot unification recipes, 2 ingots in a table will change into the same type in the output, the thermal expansion ones are default for most, aluminum is tinkers, steel is immersive engineering.
-changed double layered capacitor, basic and reinforced tank recipe
I have changed the wording of some quests, DNA says it's not meant to be done immediately, added beginings of reputation( overall objectives) system. I have removed empty quests categories. I have added a few starter quests, they will help you a little.
Oct 26, 2015Posted in: Non-CurseForge Modpacks
Just to clarify for anyone else, the dna quests are meant as a recipe system, they don't need to be done immediately.
Next update should include a better guide past that short start, and more completion quests, as the mob ones are the only ones besides the starting, the others groups are just placeholders.
Oct 25, 2015Posted in: Non-CurseForge Modpacks
When you put this lets play out can you put a link to it on this forum please, I want to see other people play-styles to see how to best write any needed guiding quests.
Oct 25, 2015Posted in: Non-CurseForge Modpacks
The only way to make the Dna is with synthesis.
Dna is made with 5 nuclotides, 2 phosphate ions and 2 dioxyribose. The nuclotides make an x in the synthesizer, and the phospate and dioxyribose go in diagonals in the blank spots. it should be shown in nei as a synthesizer recipe, try /mt reload if it doesn't show up.
I would recommend creating a processing chain to make Dna, you could use the book to switch memorized parts, but their are 9 subparts in total to create it and it would be tedious to make multiple of them manually.
Oct 24, 2015Posted in: Non-CurseForge Modpacks
I have released update 1.1 for the pack in it there are a few new things
I added all thermal foundation ores to poor ores, you will have them in new chunks/worlds. I also turned down ore spawn, as the world is supposed to be low on minerals. To help you get some of the more rare ones I have added the to the decomposition of meteor chips. Some of the more common metals can be gotten from decomposing recycling debris. I also added a few decomposer recipes for marble and other chisel world gen blocks.
I'm still working on balance, but this update changes the recipe of the machine blocks from enderIO, they now require steel and a basic circuit from thermal science. I changed/fixed the thermal expansion recipes for enhanced portals, they are now more inline.
I added a few mods, NotEnoughWands, a mod that adds several wands that assist in building, I have configured them all to use rf, and added custom recipes for them. I also added FogNerf to try and remove the void fog. The third mod I added is Ender-Rift, it basically adds powered storage that can hold almost infinite items with more power needed, I need to work on this as it may be to low of a use for what it can do, the way you should access it is with hoppers/pipes, or the inventory manager from EnderIO, storage buses have syncing issues, and dislike restarts. With this I removed the ability to make extremely large barrels, there are only three tiers now, enough to put all the upgrades on, or store 32,000 and some items.
I removed ACE and JSONAbles as i wasn't using them, however I may re add one in the future.
Oct 19, 2015Posted in: Non-CurseForge Modpacks
I've released my first pack From the Ashes:Contingency plan. You can get it on the curse launcher and find it here http://minecraft.curseforge.com/projects/from-the-ashes-contingency-plan . The idea is to rebuild the world from the ruins using the tools you are given.You start off in an underground bunker, and have to live with temperature management and hydration.
Resources will be harder to get, mining the poor ores left in the ground, scavenging the ruins, or synthesizing them from traces in the stone. Animals don't naturally spawn, you must create them with "basic" DNA, and samples to specify what they are.
Quests are still being written to help the player along, create a history, and mark down the players progress. Recipes have been tweaked to be harder, but they are not complete yet. Suggestions are welcome and appreciated.
I need buildings for the sparse ruins and cities. To submit one, give a brief description, a picture or two, and a link to the Recurrent complex structure file(preferred), or world containing the structure.
Please post issues on the Issue Tracker
If you have a video or a build you made in the pack, share it below for other to see.
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