Closed teagan75 closed 4 years ago
Love the ideal of Tektopia. I've played with that and totally love it. I've don't remember playing with Serene Seasons or AgriSeasons but they seem to mimic Harvest Festival seasons. Maybe some basic Schematics to start people with TekTopia. I know to get people started they do need some iron and I think a diamond to make the Town hall token so they can get other tokens in a chest. . Not sure if a given or awarded token will work to spawn the chest. Immersive engineering starts basic. Progressive automation I had trouble with at times, but it has been awhile. Hopefully it has improved. Festivals for me in Metamorphosis didn't always work. The Harvest festival with the communal pot...the people showed up... but that was it. Chicken festival never happened other than the people talking about it and a letter showing up. Only ones that worked were the sheep, cow and New Years Eve. So I won't miss them. My animals even though they won, never did give better products like promised. So I am assuming the Prefab buildings are not for version 1.12 of minecraft? I Liked the tree farm, farm and greenhouse. The fields were great too, if you are using a barren world.
Oh...add the mod Bed Bugs. I have gotten stuck in bed and Bed bugs help eliminate some of the "unable to get up" bug.
HA Bed Bugs the bug Mojang never fixes! Prefab will be in the pack along with Minecolonies so TekTopia was going to come later for outposts (if they work lol) I mainly noted the new mods or changes. Everything else ported to 1.12
Oh and I was thinking of copying the HF buildings and bringing them to 1.12 using the mod Schematic that pops in the buildings. Also thought about adding in Twilight Forest but not sure
Keeping Prefab yes!!! I don't know if Minecolonies and TekTopia will play nice together. Never seen it done. It would be nice though. Twilight forest I am not to fond of. I am not really much of an adventurer. I am more of the minecolonies and Tektopia type of person. Barbarians and Necromancers are enough bad guys for me...LOL. Schematic mod sounds interesting.
I used to like Twilight Forest a lot until they made it where you had to fight the bosses in order to open more of the world. I was just thinking it would be nice as a lumbering outpost because of the large trees.
My thoughts are to still use minecolonies in the overworld and see if tektopia will work in other dimensions. Like the miner could mine in the nether or the mining dimension. I could still use twilight forest but use Mystcraft to make a world. Then no bosses hehe. I am still playing around with the mods at this point to see what works and what would just be silly
this mod may actually give the same feel as HF mining dimension. You progress through the caves as you grow stronger as a miner. Special mobs show up too with special items. I will have to play around with it lol. The mod list for the port to 1.12 is still very WIP. Certain things are set others aren't hehe. If tektopia works in other dimensions (which minecolonies doesn't) then i will remove Progressive Automation because you won't need it. Things like that
Cavern2 looks interesting. I don't think TekTopia works in other dimensions. If I remember correctly some people tried it during beta and it wouldn't work. I think it was a mining dimension they tried. I don't think TangoTek is supporting the mod any more either. Seems to have abandoned it. Issue section on github is no longer there. No activity since last October from him. :(
What about simple storage Network mod for a basic storage system?
I was going to try this Barrels, Drums, Storage & More
Tektopia is working in the cave dimension
Barrels, drums and storage and more is good and GREAT love that TekTopia works in the Cave dimension. As I said, I think it was the Aroma mining dimension that it didn't work.
once I determine which mods I want to keep I will post the whole list here
OMG I just saw someone ported Harvest Festival LOL
Ported it? Whoa! Need to look that up. That will help alot.
Yep. Ported to 1.12! So this whole thread is pointless now lol. Except for discussing magic and tech mods. Tektopia will stay.
When I looked months ago it wasn’t there.
Yes..I think it was early Jan, when I last look also.
Edit: Anxious to try out the new beta version of the pack you are making now...LOL
LOL me too! Also, the dev that did the Pam's Harvestcraft compat is working on updating his mod too. Woot!
That's great! Pam's working with Harvestcraft and Minecolonies 1.12 lumberjack will be easier to control. I had a problem with him and that park (even though it should have been out of his reach) and my lumberjacks kept climbing the huge trees in the Tree farm and getting struck and killed by barbarian archers. Getting more excited!
I had the same issue with the lumberjack. I haven't played much with Minecolonies 1.12 and I see a lot of new buildings. I hope they work.
So, I am cleaning up the quest book because some mod IDs changed. Also, I am redoing the Roots section. After that I may release a beta version with some quest lines WIP. I will soon update the OP with the mod list
The forge building in the version of 1.12 was in development and did not quite work...although a few updates came out after that pack was developed. (The Simply Life 2 Genesis by 99blocks). Building was good though. Request system was better and event update handling improved not causing as many crashes. The resource scroll worked better, but would occasionally crash the client. A library was added to increase villager stats, a composter (if you use that, make sure it can compost bugs please.) Bugs become annoying after you have other foods.) Lumberjack was improved and you could place cobble under full grown trees to keep him from chopping them. The stone mason was iffy in early 1.12....sometimes he did his job and other times he didn't. The mailbox request system would work for me if I didn't overwhelm it. ( you could request stairs or other items and the deliveryman would put it in the box and you could give it to the people that needed it. ) It would be good to play with Minecolonies 1.12 again. Looking forward to trying the beta version.
I assume the composter is for farmland. Not sure if composted dirt will affect HF crops. Not much does.
The composter is also for the florist shop...I think it was added in 1.12. The combat academy, Stonemason, Forge, library (for leveling citizens up}, Archery {levels up archers), bakery, florist, blacksmith, I believe became active in 1.12.2. You can have the blacksmith make armor and weapons for the Colonies and you. Also other items made in metals. You teach them recipes to make related to their job. (ex: builder can make slabs or torches) A postbox also available....although I found it extremely laggy to load up available items to make. Not sure if Raycomms found a solution for that in 12.2. I don't think the Enchanter became available until 1.15
I love all the additions. Makes up for not having Village Box
They are awesome. I have watching the Minecolonies Developer streams and the new 1.16 stuff is awesome...the Villagers use minecarts and they have incorporated the tracks into some of the buildings. Makes deliveryman faster. The new schematics also very neat in 1.16. Asian style and medieval buildings are awesome. Enchanter towers....pretty cool when 1.16 minecolonies is released.
Edit: I forgot in 1.12.2, Children are a thing. Not sure if the school was added in 12.2 or in 1.15..but the alpha minecolonies has a school and to unlock certain buildings you need a University to do research. Pretty cool.
Wow! Sounds awesome. Just need more mods to port over. Prefab has a couple new buildings too. I am thinking of adding a quest for the saloon. I added Pam's Brewcraft to the pack
Great really anxious to try this.....Didn't know that the saloon was in prefab.
minecolonies has become very customizable. I love that as a pack dev. For instance the sifter. Most of that stuff would be only worth putting into the biofuel reactor. I mean that may be worth it to some people but I need to come up with a better list for the pack. I have a lot of config work to do
Edit: Minecolonies allows more than one town now and ones in other dimensions! So the miner could work there. Not sure if its's buggy or not which is why I have TekTopia hehe
Neat.....I know you could be an officer in another town...but I didn't know you could own more than one town now. I know they were working on other dimensions....didn't know if it was there yet. My save became corrupt when I was playing and I never restarted it and they were adding stuff then. Anxious to get back into it again.
Since you have played minecolonies, let me know if I should rearrange when certain buildings were built in the quest book. I am trying the new stuff out now but welcome any suggestions
Sure....I would be glad to. In 1.12 colonists really depend on the restaurant for eating, so that is important early. They will go there automatically to get food. That should be kinda early in a quest line.
I was thinking about that too. Also, depending on how many citizens I have in testing I may add more housing in later chapters. Here is what I have:
Settlement: Town hall builder guard tower houses
Hamlet: lumberjack sawmill Delivery Warehouse
Village: more houses more guard towers restaurant crusher stone smeltery
City: more houses stonemason ore smeltery composter (bugs have been added to list) florist (configured to place some mod flowers too) barracks
Metropolis: Sifter (configured to use wasteland dirt) Blacksmith library enchanter bakery
Capital: TekTopia Nether Outpost (by this time you should have tesla coil defense and maybe other advanced weaponry)
Empire: TekTopia End Outpost
I think I would put the barracks earlier under city. Guards then would not need houses in the barracks. Citizens happiness would be increased. A good Colony needs 4 guard towers and the rest barracks. The guards in towers require a house...the barrack guards sleep in the barracks. Towers in the barracks are built one at time, then they can be leveled up. Barbarians are a little more organized in this version...they climb, break blocks etc and you do need the barbarians if you want to level up your town hall to level 5. The last I saw the town hall required the barbarian Chief sword to level up to level 5. A warehouse and deliveryman would be important around the Village stage so a player wouldn't have to keep supplying the builder or restaurant with raw materials. I am not sure if Raycomms was able to get the farmer to plant and harvest sugar cane...but that would be good for the restaurant and later the bakery, if the farmer could. It would be the only use for a farmer if he did get it.
I can definitely shift things around. Then in the later two chapters focus on tektopia in the other dimensions
Ok updated the list and the quest book
Looking good. Can't wait to try it to see how it goes. I should play the latest version of 1.12 Minecolonies to see if I am missing something we may need. It has been awhile since I played.
I am very close to an early beta release. I am nearly done cleaning up the questbook and making sure resource progression is attainable since Alchemic Ash is not in the pack
Original post updated. I will be releasing a rough beta version. Nothing should crash hehe. The first few chapters I believe are complete mostly. I am not done replacing out some of the quests and writing narrative in new quests. It's definitely rough
List looks good. I will be waiting for the beta version.
It’s been approved. And quickly too!
Great...Is it called Metamorphosis 2?
No I didn't make a separate project for it. Would have taken a long time to get approved. You can update to a new profile. I may consider making a new project after the holiday weekend.
Okay...it might take a couple hours for it to show. I will make a new profile for it.
smacks head It dawned on me that it won't show up as an "upgrade". Had to go to settings and versions and download it from there. I will have to try it tomorrow...getting late and storms in area.
No problem. Maybe by tomorrow my project page will be approved hehe. Stay safe. We are getting storms tonight too
Btw, if you downloaded the file last night i think you can still play it. I had to delete the release from the old project so I could use it for the new project page which hasn't been approved yet.....
I'm playing it now...so far it has been good. Astral Sorcery and and End mod structures
have been spawning structures...tumbleweeds are soooo cute. Biomes seem better too. I'm not in a deep ocean or desert biome all the time now. Composting is good...but that recipe for Grassy plains is a pain at the beginning. I know it won't be a problem later....but I'm addicted to those plains...LOL. Silkworms....I forgot how those work. Been playing in 1.7 too long. I think I spawn them and collect the silk they drop.
If you did want Astral Sorcery structures...I was afraid the temples wouldn't spawn on the lower levels but they are fine...
RE: end structures; a bit of the end seeped through during the Great Ender War 😄
RE: astral sorcery; I am glad they spawn. Tiberius also sells a collector crystal and you can transmute stone brick into marble via the atomic reconstructor. The means to get rock crystal and aquamarine is through Arcane Archives.
LOL that sounds good. I haven't dug down yet to see if the structures are intact...but I heard mobs in daylight under them...so I am assuming. So far everything is running well. Can a person turn off those tumbleweeds if they have a slower computer? Not a problem for me but I could see it might be a problem for some. They don't spawn too often. I am being slow and I see mortar and pestle can break down the silk worm droppings. Also a spindle...but don't have iron yet to make a tripwire. Liking this so far in 12.2. Not sure if it's Pam's or I am being unlucky...but I haven't gotten one apple off the trees yet.
you know, I noticed the apple thing too but thought I was being unlucky. It may actually be a Harvest Festival thing. I will need to look in the configs for both mods. I noticed HF has their own apple tree. Pam's never messed with vanilla apples before but that could have changed.
String can still be made with the drops from jungle trees and you get those saplings in the second chapter like before
Also, I didn't realize I needed COfh World to spawn ores in the nether and end.....whoops! Will have to add that next update hehe
I'm glad you noticed the apple thing too. I thought I was being unlucky. Love that the bugs can be composted. The HF might be the culprit if they have fruit trees now. For string I get spiders too. Just love playing with the silkworms. Mine is pooping silk regularly now...LOL. Can't wait till I get to tags and a anvil to name him. Oh, glad that extra silkworm eggs are compost able. They tend to add up quickly. Expecting heavy storms again this afternoon....just in case I disappear. (I'm storm spotter and Amateur radio operator. Where did Spring go? In the forties Tuesday and now in the 90's. Good thing we had already started setting the pool back up (metal intex pool). Still a little chilly but feels good until the storms come. Stupid storms already ripped the brand new replacement cover, first day we put it on. Storms are not organized just the summer popup variety, but they last awhile and dump a lot of rain on areas that are already saturated. (Our pool got filled up with it...one good thing...we get to have a lower water bill LOL.
Okay...since you are starting another Project page I didn't want to create an issue here but I found first bug. Minecolonies. Cannot craft the town hall.
Is this a custom recipe? I thought it was suppose to be a door with wood around it with the builders wand?
As I am almost finished with Metamorphoses 1.10 version, I was thinking about porting it to 1,12. This will allow the pack to be on servers and will hopefully solve the issue of mods disappearing from Curse.
Harvest Festival was ported to 1.12 and I am waiting for the Harvestcraft compat to be released. There are quite a few magic and tech mods that didn't update to 1.12 so I have found replacements that are easy to configure to be a part of the progression and help. I also added TekTopia so I can actually have players make dimension outposts. Even minecolonies can be configured to allow multiple towns and ones in other dimensions. Below is the new list of mods:
Immersive Energy (by CrimsonDragonRider) Better Builder's Wands (by Portablejim) Tree Growing Simulator (by tterrag1098) Obsidian Ore (by Lordepos) Vegan Life (by rademax93) Actually Additions (by Ellpeck) AgriCraft (by InfinityRaider) Ender Hopper (by Lemonszz) More Overlays (by FeldiM245) Grass Seeds (by Serilum) Redstone Flux (by TeamCoFH) Tektopia Harvestcraft Compat (by almightytallestred) Harvest Festival Legacy (by Snownee_) Dynamic Trees - Pam's Harvestcraft Compat (by ferreusveritas) Dirt2Path [FORGE] (by mallrat208) Dynamic Trees Roots (by Dumdidldum) Immersive Tech (by FerroO2000) Avaritia 1.1x (by brandon3055) Immersive Intelligence (by Pabilo8) nether+ (by bmastergamer) The One Probe (by McJty) JAOPCA (by TheLMiffy1111) Custom NPCs (by Noppes) IE Cloche Compat (by senilepenguin) Pam's HarvestCraft (by pamharvestcraft) NetherEx (by LogicTechCorp) FTB Backups (by LatvianModder) Netherending Ores (by ic_trab) Carry On (by Tschipp) Harvest Festival Crop Reader (by Ennek) Refined Storage (by raoulvdberge) [SBM] Wooden Shears (by BuiltBroken) Random Bone Meal Flowers (by Serilum) Wither Skeleton Tweaks (by Shadows_ofFire) Immersive Engineering (by BluSunrize) Barrels, Drums, Storage & More (by Funwayguy) NetherBound (by theishiopian) Nature's Aura (by Ellpeck) ? not sure i am keeping this in CraftingCraft (by BlayTheNinth) Custom Starter Gear (by brandon3055) Runes of Wizardry (by xXilef11) Blood Magic (by WayofTime) Pam's BrewCraft (by pamharvestcraft) Immersive Petroleum (by Flaxbeard) More Furnaces (by cubex2) Iron Backpacks (by gr8pefish) Prefab (by wuestman) Hopper Ducts (by FyberOptic) FTB Utilities (by LatvianModder) Simple Cobblestone Generator (by LuHeGi) Fast Leaf Decay (by olafskiii) ezWastelands (by ezterry) Speedy Hoppers (by al132) Just Enough Items (JEI) (by mezz) Baubles (by Azanor13) Just Another Rotten Flesh to Leather Mod (by alexdaum1) RiteClicker Mod (by OCDiary) Ender-Rift (by gigaherz) MineColonies (by H3lay) Bad Mobs (by DarkhaxDev) FTB Library (by LatvianModder) Varied Commodities (by Noppes) Canny Composter (by Stormwind99) Unique Crops (by BlueNeenja) Better Questing (by Funwayguy) Better Questing - Standard Expansion (by Funwayguy) BetterBedrockGen (by GigaBit101) Craftomancy (by CactusCoffee) Immersive Cables (by SanAndreasP) Bedrock Ores (by Sangar_) Akashic Tome (by Vazkii) Refined Storage Addons (by raoulvdberge) End: Reborn (by elecatron) Edible Bugs (by Eracyhw) Dynamic Trees (by ferreusveritas) TekTopia (by TangoTek) Foamflower (by kamildanak) Tumbleweed (by konwboj) Sparks Hammers (by bright_spark) Default World Generator (port) (by ezterry) Tiny Mob Farm (by davidmaamoaix) JourneyMap (by techbrew) Lore Expansion (by theCyanideX) Schematics (by Dom_Codes) Astral Sorcery (by HellFirePvP) Mystical World (by EpicSquid319) Chest Hoppers (by SimplySimon0) Roots (by EpicSquid319) Runes of Wizardry - Classic Dusts Pack (by xXilef11) Arcane Archives (by AranaiRa) Refined Avaritia (by PricelessKoala)
Would love any feedback and/or suggestions :)