Changelogs
Version 0.251
Posted
- Fixed modtweaker issue preventing multiple worlds from being loaded in one game session / memory leak associated with the previous
- Added practicalities. Most of it is disabled, that which is enabled has been mostly tweaked. The Matter Manipulator (?) is a thaumcraft recipe and requires a nether star.
Version 0.25
Posted
> 0.24 was an internal revision because I updated forge and managed to screw everything up in the process.
- Various new mods including DecoCraft and the Archeology and Dinosaurs mod
- Quite a few minor config changes, mostly within those mods
- Minetweaker changes:
-- Ichor now requires primal and voidmetal to craft, but not to research because I can't do that without making the recipe require literally everything for some reason
-- One of the new mods added is a japanese mod called ExtraScepterStaff. I have no idea how it works whatsoever because I can't read japanese and the english descriptions are limited, while google translate offers descriptions that are somehow even worse. As such, I've completely turned one wand core into a Wand Core of the Primal by changing it's texture, name and recipe, while it's 2 very fancy and unique staves have been added with a multi-step process for their crafting, including some upgrades.
-- With Botania, dyes can be alchemised and duplicated to make obtaining dyes easier. This does not work with Lapis, Cactus Green, Rose Red, Dandelion Yellow, Ink Sacs or Bone Meal, all of which have been substituted with Magic Bee dye equivalents that should work in all situations. You will need to craft yourself a dye with "Dye" in the name to get started with this, but this literally means combining any dye with any other dye regardless of what item they are.
Version 0.23
Posted
- Added Natura
- Added Dimensional Pockets
- More config changes
- VoxelMap does not yet hide natura's mobs by default.
Version 0.22
Posted
- Added Twilight Forest
- Newest version of thaumcraft added the ability to directly spawn boss mobs - hadn't noticed this, but it allowed me to fix their ability to be infernal. Boss infernal mobs aren't fun.
- Equally, all Twilight Forest mobs except bosses can be infernal. This includes a lack of infernal Minoshroom and Alpha Yeti, despite them not being bosses, as they are basically minibosses minibosses.
- Also the minimap no longer displays any non-boss mob by default. Keep it that way for your own sanity.
Version 0.211
Posted
- Another attempt at fixing the zip download. Launcher doesn't like french characters, oolala.
Discuss this update (0)Version 0.201
Posted
- Attempting to get the .zip to actually open. It's not a rar this time, so I have little clue.
Discuss this update (0)Version 0.20
Posted
- Barrel tiers keep disappearing. Will look into it but for now I'm just gonna stick it up half-completed until I can track down exactly why. This means you cannot enjoy the voidmetal barrel.
- Added enchanting plus. Some enchants are enabled, some are disabled. The recipe was also nerfed a little and the in-place upgrade is creative-only because frankly I dislike the way it's handled. And it's ugly.
Version 0.193
Posted
- At this point, you can call me retarded.
- Also added a fuckton of tiers to JABBA barrels because I felt like it. There is a single uncraftable tier (Ludicrite) because I felt like having a bright pink barrel should be creative only to match the bright pink creative stuff for Thermal Expansion. Highest legitimate tier is Thaumcraft's Voidmetal. I did consider adding some higher tiers from Botania's metals but frankly voidmetal just looks too fucking cool to NOT be the top tier.
Version 0.19
Posted
- Added PvP toggle and a few more minor mods
- More config changes I can't remember
Version 0.18
Posted
- A fix for the sheer volume of leather armour and wooden/stone tools you get from lower-tier mobs in roguelike dungeons. Higher tier stuff can be melted in a smeltery already to the best of my knowledge, but I will update the fix if I need to
- Couple of new minor mods
- Updated a few mods to shut them up
- As a result of the above, ProjectE's "old textures" resource pack has been added
- And while I was at it, I split up the Element Animation resource pack a little to give better control over what's a normal sound and what's GRAVELGRAVELGRAVEL.
Version 0.17
Posted
- Added VoxelMap (and, appropriately, liteloader)
- Added InfiniBows
- Updated ModTweaker which allowed me to do the following changes
-- SpecialMobs now replace the "default" zombie with a variant that is functionally identical but with the same randomised size aspect that the variants mobs have
-- Thanks to the updated ModTweaker, they can be appropriately scanned for aspects
-- As can all the variant mobs, who have a +1 to an aspect that I deemed appropriate for them (such as Volatus for flying mobs)
--- All of the SpecialMobs have recieved this aspect treatment, including those that are disabled by default.
- On a similar note, "fishing" and "brutish" mobs can no longer be infernal, and neither can silverfish.
- Silverfish SpecialMobs have also been disabled because fishing silverfish (heh) were annoying the fuck out of me in roguelike dungeons during testing.
Version 0.16
Posted
Added Dense Ores and Nether Ores. Custom terrible textures are supplied for dense infused stone, and quicksilver/amber bearing stone need to be changed at some point as they currently look.. passable, at best.
Discuss this update (0)Version 0.15
Posted
- Added various mods including but not limited to damage indicators and minechem
- Repositioned WAILA to be beneath where the damage indicators frame appears to improve visual compatability between it and Infernal Mobs
- Tweaked Infernal Mobs droplist
- Various config changes
+ At the moment, certain balance changes are in favour of making a mod more overpowered than it should be, for fun. This may or may not change, I'm currently unsure. Very few things are nerfed, while a fair few things have been buffed to bring them to be on-par with the more powerful items. I've attempted to not upset balance by making earlygame items from some mods as powerful as endgame items from others, but this is hard to personally judge.
+ Additionally, Necromancy has been added but has a minetweaker file associated to it that limits it's functionality to when it's been appropriately researched. Research requirements are not done because I'm a lazy shit, but it's there anyway.
Version 0.14
Posted
- Added MJTools
- Swapped (unofficial) NEI plugins for it's (somewhat) successor, NEI integration
Version 0.13
Posted
- Updated Thaumcraft
- Added Infernal mobs and Special mobs
- A few config tweaks
Version 0.10
Posted
- Various recipe tweaks, adding recipes to a couple of recipe-less items and "fixing" the crafting table version of an iron capped wooden wand to be equal to one crafted in an arcane workbench. The difference is one of each vis, but since you can already "generate" vis using a workbench and some sticks/iron I don't consider it an exploit to allow the same from a crafting table.
Discuss this update (0)Version 0.9
Posted
- Added minetweaker/modtweaker
- Various recipe changes for balance in response to the above
- Also disabled the recipe for Ender IO's ME Conduits due to world corruption bug I can't track down. Dense cables are also affected but don't have their recipe disabled (yet) because they need ME conduits to craft anyway.
- Also added forestry and a ton of related addons including Magic Bees
Version 0.8
Posted
- Added a bunch of technological mods
- In response to the above, gave up with creating a proper HQM setup. Existing setup remains in the files but the mod itself no longer does.
- Tons of config tweaks
- (Hotfix patch) Fixed config error causing all placed MFR milk to be TE's liquid mana because I wasn't paying attention to which file I was editing.
Version 0.7
Posted
I am fucking retarded, fixed modpack being a .rar instead of a .zip causing download failure
Discuss this update (0)Version 0.6
Posted
Filehost has been changed in another fix attempted.
Transfer effective from Dropbox to Copy.
Version 0.5
Posted
Version increment to attempt to fix launcher not loading file
Discuss this update (0)Version 0.2
Posted
- Attempt to fix Mantle version mismatch with Forge version
Discuss this update (0)