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Kompy
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February 13, 2016 - 1:36 am
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Beta V2

Initial beta opened to the public. (Don't ask about V1 lol)  

Server - everyone has access to /gamemode by default. Use this to switch into creative mode. Go wild, but be sure to report bugs and submit feedback!

 

Beta V3

Better Beginnings - More bones only works on peaceful set to FALSE. In other words, bones will now drop from all mobs, not just skeletons. Should make it easier to acquire bone tools.
Added davy lamps (EnviroMine) to dynamic lighting. Light level 6.

Fixed Y level locking when players get hypothermia. This was caused by potion ID conflicts between EnviroMine and JewelryCraft.

Disabled earthquakes

Restricted fallen meteors to night time

Fixed redstone ingot > 4 redstone. Was due to incorrect MT script formatting

Added a recipe for BB hatchets to include string as an alt to leather strips

Removed Subsistence. Added Ex Nihilo. Both mods will accomplish the same thing, but Ex Nihilo has way better MT3 support. Ex will not be used in its default state, but more so to help with early game progression and obtaining rare resources, albeit in a more tedious way.

Added camping mod

Added DecoCraft

Added ChocolateQuest

 

Beta V4

Added Project:Red
Added Ex Compressum
Added Ad Aqua
Added MineFantasy 2
Added FTB Utilities
Removed Cogs of the Machine
Updated Tradecraft - added the trade boat
Updated Better Beginnings - Minetweaker Support

Beta V5

Removed Ad Aqua - redundant against Ex Compressum
Removed Cogs. For real this time.

Added CustomStuff3. This will really let me start editing and implementing trade packs and such! Yay!

Updated SGU

 

(Older changelogs coming soon, I've been slacking)

 

V30

Updated Mariculture

Updated Streams

Updated Climate Control

Updated RTG

Removed Subsistence

Removed Journeymap

 

Beta server has been reset. See latest post for more details.

Streams no longer causes cobblestone streams.

 

V31

Added Block Properties

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September 24, 2017 - 1:51 pm
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Updated to V33

Steel production has been overhauled and streamlined
Producing steel now only uses as few mods as possible, removing redundancy.
The process is as follows:
Obtain coal
Using bricks made from kaolinite (obtained by combining clay and sand, or mined), craft and assemble an immersive engineering coke oven
Produce coke using either coal or prepared coal (minefantasy recipe that allows charcoal to be used as well)
Craft and assemble an IE blast furnace or a MF2 blast furnace
IE blast furnace is more efficient
Place iron in the blast furnace. MF2 accepts both coal and coke, but IE only accepts coke
This produces pig iron
Blast the pig iron once more to create steel

Along with this, railcraft blast furnace and coke oven are disabled, as well as many of non MF2 steel armor and tools

We changed enviromine temps across all biomes. Temps are now uniform and streamlined
Cold, cool, warm and hot biomes
Warm biomes have a fairly stable temp, and you should no longer get too hot or cold when standing outside in the sun in these biomes. Rain and night still have temp drops, but night drops may be removed due to a UX conflict with too much time

Hunger overhaul has been added. This is not to be confused with spice of life, which will never be included in this pack. The intent with hunger overhaul is to assign foods hunger and saturation levels based on complexity of the recipe, giving players incentive (but not forcing them) to eat something more complex than toast. However, hunger overhaul still allows you to live on a pure bread diet if you wanted to.

Reliquary recipes have all been disabled. Altar of light has a new recipe. Reliquary recipes will be readded via different means, mostly involving the archaeology system, and the new enchanting table.

Iron chest recipes have been disabled. New methods of getting upgrades will be added later.

Stick recipe overhauled. Getting sticks is aligned with MF2 planks and use of a hatchet. Simply put, you now need to place a single log and a hatchet in your crafting grid, and you get 2 MF2 planks. Do this again with the planks to get sticks. Obtaining normal planks will remain the same, but turning those planks into sticks will also require use of a hatchet.

Tradecraft got an update.
Coins no longer crash the client when used. (This was a major bug, so now we can work on NPCs and shops using these coins)
Boat crafter has been added. This is a special block that is required for assembling your boats. You must craft each component individually, then place the components into the crafter in a specific configuration depending on the type of boat and modifications you want to the boat.
Currently the only boat available is the trade boat.
Boats can be customized in various ways.
You can change the color of the hull, attach custom images to the sails (limited to ingame item sprites), and upgrade your parts around stats such as durability (determines how long your boat remains in the water) and speed, as well as boat specific upgrades. For example, you can modify the number of trade pack slots on the trade boat. The fishing boat will allow for fishing pole slots.

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September 24, 2017 - 1:52 pm
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V36 out now. 

Further tweaking to EnviroMine temps. Biome temps no longer fluctuate based on day/night and weather, thus will remain a constant temp. 

We also warmed up temperate biomes a lil more, and disabled frostbite. Hopefully this will make it easier to maintain your body temp, and getting cold will be less frustrating. 

Work still needs to be done to configure items with temp offsets, such as giving lanterns some heat. 

Added Paint Buckets, and changed Open Blocks paintbrush recipes!

Players can craft paint buckets using oil, dye and a bucket. This gives you a paint bucket with 10 uses. Use the bucket with a clean brush from Open Blocks (crafted using sticks, wool and string) to get a paint brush of that color, using up 1 use of the bucket. 

You can then use the paintbrush for various things (more recipes coming in the future as we see fit), such as painting blocks. Doing so removes durability from the brush. Reaching 0 durability on the brush resets it to the clean brush, and can be used with the bucket again to reapply paint. 

We will look for other ways to use the brush/bucket, such as getting colored wool by crafting it with the paint bucket instead of just dye. 

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September 24, 2017 - 1:52 pm
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Updated to V39. 

EnviroMine temps have been tweaked (again). Temperate biome temps increased to ~82F. Speed multiplier for body temp increased to 3. 

Added Mob Properties

Added glassblowing and glass crafting! 

Creating glassware items (bottles, vials, lenses, etc, but not glass blocks themselves) now requires the use of silicate blend, moulds (depending on the item you want to craft), and a glassblowing pipe. 

Obtain sand and soda ash. Soda ash can be obtained from mining limestone or burning kelp in a furnace. Players will also be able to buy soda ash from a glasscrafting NPC.

Combine soda ash with sand to get silicate blend.

Fire the blend in a kiln to obtain molten glass.

Craft the molten glass with a glass blowing pipe and a mould to get the finished item. Doing this will reduce the durability of the mould. Moulds have 64 uses.

Moulds can be crafted by crafting clay with the item to 'imprint' the shape of the item into the clay. Then, fire the soft mould in a kiln to get a hardened mould. You can also buy moulds from NPCs. 

Glassblowing pipe has unlimited use, and can be crafted with any tier 2 metal (iron, copper etc) via Minefantasy. Can also be purchased from NPCs.

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September 24, 2017 - 1:52 pm
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V45 is out. 

Removed AntiqueAtlas in favor of Bibliocraft's Atlas. 
Removed Recurrent Complex, RTG and Climate Control from the client *only*. These mods are still used on the server, and are now in lightweight mode. (We're trying to cut down on the client load times and size as much as we can)
Added Rails of War and RoW Automation. Basically, REAL trains! 
Added BC transport. We realized there was a severe lack of viable item and fluid transport. Even though we had IE conveyors and fluid pipes, they weren't very good for some applications.
Added Power Converters 3. Some of the machines, such as Railcraft steam turbine, still produce only EU, and since we don't have IC2, players may need a way to convert power to RF in some cases.

Began creating the first city, Rookington, which is a tutorial island.
Players will spawn on a boat docked in Rookington when joining the server for the first time.
Players will not be able to leave Rookington until they've raised their reputation with Rookington to Friendly.
Reputation is earned by completing the tutorial quests throughout Rookington.
Once rep is Friendly, players will speak to the captain of the boat they spawned on, and choose a city to travel to.
This will bind the player's respawn point to that city, and will not be able to return to Rookington.

This allows us to guide players through the initial steps and introduce them to the mods and systems of Tradewinds, and will allow us map makers to spread players out over the first few cities when this pack opens up. 

Then, in the future, we can change the available cities offered to be transported to by the boat captain to help put new players in cities and areas of the map that aren't as old/advanced, helping to ensure players feel like they're in a part of the world that still needs to be progressed and explored.

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September 24, 2017 - 1:52 pm
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Beta V46 is out now.

Added a temporary fix to Brewcraft. Tossing splash potions will no longer crash the server. However, tossing splash potions will still cause a client-side fatal error, causing the player to disconnect. We are seeking help with this mod! The mod has been abandoned, and would greatly appreciate it if someone can take a look at the source code and figure out why throwing splash potions causes a null pointer exception/fatal error. 
https://github.com/RedGear/Brewcraft

Updated Streams and Farseek.

Fixed an issue that was causing the server VM to timeout when loading new chunks. This was perhaps our final major issue with world gen. Now that it's solved, we've been able to pregen areas of the world, greatly reducing lag induced by exploring.

Server - 

We've added the cities of Baroham, Antonne, and Blackcliff. Still adding NPCs, factions and quests.

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September 24, 2017 - 1:53 pm
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V47

Added Lootable Corpses. This mod is basically gravestones, but with limitations. When you die, a corpse spawns at your death location containing all your items. This corpse can be looted by ANYONE! In essence, this is no different than regular vanilla death, except your items are just neatly stored in the corpse to avoid deletion from server systems that remove entities.
The corpse has a duration, after which it will disappear, and your items are forever lost. Recover it quickly to avoid this!
Any item with durability will have its durability drastically reduced when you die. This punishes death, as expensive armor and weapons will be nearly broken when you die.

As a reminder, there will be no /back nor bed respawns. Players will have their respawn locations bound to major cities and other predetermined locations only. You can choose where to respawn by visiting one of these locations and setting your respawn to that location. For example, visit a temple in a major city, talk to the priest, and the priest will set your respawn location to that temple. Then, when you die, you respawn there. Or, if you're exploring a major dungeon, there may be a nearby camp with an NPC that lets you set your respawn to that camp, letting you respawn closer to the dungeon.

Some respawn locations may be locked behind requirements, such as faction standing, quest lines, or even a cost.

Updated Immersive Engineering. This fixes an issue where CustomNPCs would always drop epic shader grabbags upon death.

Server:

Disabled food rot. Yep, we had to do it =(
Food rot was causing a lot of issues - more than was fixable or could be worked around. Basically, a lot of mods use internal inventories to store things like chest loot, mob drops (such as customNPCs) etc. Enviromine will always cause food rot as long as food is stored in *any* kind of inventory. This meant if NPCs had a quest reward (or even a quest requirement) for a food item, that stored reward would rot. Caused all kinds of weird issues like that. 

I'm not sure if there's anything we can do to implement a way for food to rot while also preventing it from affecting things like drops, rewards, etc.

Began pregen. We've mapped out a section of the world which players will initially be confined to (world border) and started generating all chunks in this area. Don't worry - this area is pretty massive, so unless you spend hours walking/swimming in one direction, you shouldn't hit this border. This border will also be expanded as we add more cities and content to the world.

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October 31, 2017 - 10:04 am
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Beta V52

Added DamageIndicators, included a custom skin. Used DI to 'fix' the names of animals changed via Better Breeding. Example, chickens are now "chicken" instead of "other chicken"

Added AdvancedHUD. Repositioned the underwater breath bar. Now resides on top of the thirst bar.

Added Elif's Jewels. This mod adds enchantable jewelry. Once configured, players will be able to use the enchanting table to make jewelry with enchants and potion effects.

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