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    posted a message on Davy Jones Locker - Discussion, tips, tricks, and general feedback

    Odd 4oz_scoop  May be a derp on curseforge end.  I tested it again last night and no issues.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Davy Jones Locker - Discussion, tips, tricks, and general feedback
    Quote from Rubik842 jump

    Sapling drops are enough, but low. I found a better dirt supply method which is a lot easier. With a vanilla fishing rod I can keep one barrel almost continuously composting fish.

    Clay seems to be gated behind iron - I like this, knocked me out of ex nihilo autopilot. 

     

     I believe you can use glass bottles to fill up a barrel.  Or water running over the top will fill it as well.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Davy Jones Locker - Discussion, tips, tricks, and general feedback
    Quote from PlaysWithFire jump

    I just noticed that you have the "Ranchable Fluid Cows"  mod but not the "Moo Fluids" mod.

     Interesting..I must have overlooked it.  Re-adding it next update.  Total oversight on my part

    Posted in: Non-CurseForge Modpacks
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    posted a message on Davy Jones Locker - Discussion, tips, tricks, and general feedback
    Quote from Rubik842 jump

    Been playing about 10 minutes - it took me three trees before I got more than one sapling. It doesnt matter from a starting point of view because if you get no saplings out of the first few you just restart with not much lost.

    However, limited sapling drops plus only one place you grow a tree may make the beginning very grindy and bonemeal intensive because you can only grow one at a time. Hmm, perhaps I can fit 4 trees in there.... 

     

    Edit: sort of... its very tight, they tend to grow small.

    Took a long time to get a silk worm. Wheat grows slowly.

    To get more bones I've built a small dark room as far as I can get from the farming area, nothing spawned yet. Did you put a magnum torch in?

    Not sure how hard you want this to be, it's going to be tricky to get to cobble without starving with the space available.

    I think the sapling drops and the wheat growth may need to be buffed to speed things up.

    Once I get some spare dirt I'll put a row of three dirt around the edges of the middle level and farm wheat for more dirt.

     

    Edit again: it must be the light, I'm sure its not the intent of the pack, but people will probably build up to the surface to get things to grow better.  Then it's just another skyblock but you don't die when you fall.

     

    Very interested to see where you go with this pack, its a cool map but you will need to corral and direct players a bit I think to preserve the difference.

     Thank you for the feedback, I have tested the mob spawning issues.  You need to be at least 25ish blocks in a x or z direction not a y direction as far as I can tell.  This is a skyblock underwater, build out from the main base.  I plan on adding more bonemeal to the starting chest along with 8 oak saplings.  I had no issues on stream with sapling drops but I will look into it and see if I can make it less grindy at the beginning.  I WANT people to look into different mods it's why I added newer mods.  PA has a cobblegenerator that is not expensive to make.  But in 2 hours in my playthrough I had a cobble gen using Extra Utilities.  So it can be done fairly easy, but I will give more bonemeal and saplings to start off.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Davy Jones Locker - Discussion, tips, tricks, and general feedback

    Do you plan to add HQM and quests to this pack? 

     No I do not, this is meant to be more in the stylings of Skyfactory with no quests.  I can add a list of goals if wanted but actual quests no.  I want this to be free form play.  I have another pack in the early stages that will be a Lovecraftian horror CTM style pack with quests.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Davy Jones Locker - Discussion, tips, tricks, and general feedback

    The issue with the missing blocks is fine, hit yes.  I used none of those in the build and the mods were removed due to interactions with other mods.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Davy Jones Locker - Discussion, tips, tricks, and general feedback

    You can put it on Youtube no issues there.  It's in an Beta state but there shouldn't be any issues.  And yes it's on the Curse Voice Client

    Posted in: Non-CurseForge Modpacks
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    posted a message on Davy Jones Locker - Discussion, tips, tricks, and general feedback

    Hello everyone and welcome to Davy Jones Locker.

     

    I hope everyone is enjoying the pack and would love to hear any feedback, Constructive criticism, and general ideas on the pack.  I have more in store in a future iteration of the modpack which will be quest driven using a new set of quest mods.

     

    Thanks everyone for trying out the modpack and I am super excited for future projects.

     

    Tedyhere

    Posted in: Non-CurseForge Modpacks
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