Magic, Steam and Farming

Magic, Steam and Farming

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 Need help with pollution control?

I found this video to be an excellent explanation. 

https://www.youtube.com/watch?v=rSRA-XYvVfg

I want to make a modpack with a steampunk feel with many magic options, farming to relax, and possibly most important have enough to do so I don't need to start a new world/pack until my favorite mods have reached version 1.14 minecraft. I think this is a good start!

I Hope to have trains as the best mode of transport over long distance, with horses, ships and airships being stepping stones to a massive railroad.  Ice and Fire have been added for mid to late game magic themed flight.

Clay soldiers, for server tournaments.

-A weasel got into the chicken coop and killed off most of the chickens. But on the bright side it increased the price the merchant pays for those goods. (if you have them they are still in game until you place, kill or restart)

-Must run command (on server)         /bq_admin default load          to update quest book! this will need done with every update

Added resource packs:

Persistence: my kids favorite

https://www.curseforge.com/minecraft/texture-packs/persistence

John Smith Legacy – Modded: my favorite

https://www.curseforge.com/minecraft/texture-packs/john-smith-legacy-modded


Steampunk Building Gadgets works with both: installed by default

https://www.curseforge.com/minecraft/texture-packs/steampunk-building-gadgets

TekTopia Notes & Tips:

The rancher and it's AI seem to work well enough with the modded animals from chickens mod, and Animania animals but limited testing.

The butcher does not recognize Animania animals. Vanilla animal spawn eggs and Villagers have been added to the merchant tab. 

World GEN Gardens from Pam's harvest craft mess up the villagers pathing, I fixed this by removing the garden and adding a dirt block or removing one.

Guards use vanilla and Spartan weapons I really liked giving them great-swords!

Guards seem to only use vanilla armor. Only tested a few sets.

You will need multiple guards to keep each other alive, one will be over run, I suggest 3 and a cleric currently. 

TekTopia villagers only eat vanilla foods!!!

-It is very difficult to keep a world generated village alive if you come across it at the beginning of the game (they starve).

-Any item gathered by a villager becomes a village item (tagged in green print) for example I was growing flax. The villager harvested it and then bot the seeds and string had the green print, these villager items don't stack with items you harvest.

-Scare crows seem to be better than guards against the hordes of zombies.

Thank you to all the mod creators.

The amazing mods: 

Interested in making your own mod pack? This is the video series I used to get started.

GUI folder contains the configs of files changed in .9f.

  • Defaultconfigs folder contains all configs from version .9e restoring these will bring back the look of prior versions.
  • StandardGUIScaleNormal—was made on a pc with resolution of 1280x1024 with GUIScale set to normal, and fullscreen enabled
  • widescreenGUI_ScaleAuto—was made on a pc with 1920x1080 resolution with GUI scale set to auto and windowed mode enabled
  • widescreenGUI_ScaleLarge—was made on a pc with 1920x1080 resolution with GUI scale set to large and windowed mode enabled

Help with GUI

Unless you choose to change everything back using the defaultconfigs folder the other three folders only contain a config for Angel of Vengeance and the placement of its bars.

  • To see your monitor's resolution, right-click the desktop, choose display settings about halfway down the page it will say resolution and state the resolution underneath.
  • To check GUI scale (best to do it in game) hit Esc, choose options, choose video settings, GUI Scale is on the left-hand side.

  • To change the config settings back or try a different file, navigate to the My Modpacks tab right-click the mod pack left click open folder, double-click the config folder.  Copy the GUI folder and paste it on your desktop or another location, and open the folder. Choose the config you want to replace, drag it into the config file when asked to replace say yes.

Beta 1.0

Beta 1.b Druid love

Added Roots mods armor, wood, stone, and bone grade weapons and armor to Angel of Vengeance Druids use list.

A few other tweaks

removed the active resource pack, sorry if you thought your game was broken.

added some new mods, spartan add-ons

And all mods up to date YAY!!

Beta 1.a

Updated Ice and Fire, no issues after an hour of play

disabled aegis (hope to bring them back)

Quest Book changes

a few other tweaks

Beta 1.0

Beta 0.9+

updated mods

remembered to save quest changes….

Beta 0.9

Beta 0.9

beta 0.8+

missed a villager quest change

added sheep spawn egg

fixed pig spawn egg

Beta 0.8

Beta 0.8

-updated mods

-tweaked dmg for spartan weapons

-removed pollution output for seared furnace

-updated quest book, be sure to run /bq_admin default load

-added improved backpacks

-will remove V0id's Smart Backpacks in next update, be sure to empty and disassemble it (I was just tired of having to het the sort buttons to see what was in the bag)

Beta 0.7

Beta 0.7

  • Must run (on server) /bq_admin default load to update quest book! this will need done with every update

  • added a few mods

  • fixed the magic seed recipe

  • added coins to builders backpack pick up (forestry back pack)

  • updated some mods

Beta 0.5 & 0.6

Beta 0.6

unselected resource packs as default, game kept crashing

Beta 0.5

  • Must run (on server) /bq_admin default load to update quest book! this will need done with every update

  • Updated forge to: forge-14.23.5.2838

  • Due to key conflicts I will be loading mine, most notably:

    • sneak and run switched: tired of falling of sky ships

    • shift + Q to drop/throw: I got tired of throwing my weapon on the ground (or in lava after enchanting it up)

    • set chat to enter: like other games

    • spell bar set to Q

    • cart to horse shift + F

  • Added quests

  • A weasel got into the chicken coop and killed off most of the chickens. But on the bright side it increased the price the merchant pays for those goods. (if you have them they are still in game until you place, kill or restart)

  • a few other changes, I cant think of atm

Did not update: (to newest version)

Ice and Fire: server tick stopping after a while (I think it is AI issues between ice and fire and TekTopia, but unsure)

Removed:

extra spells to update Electroblob, will put it back in, when it is compatible again

Beta 0.4

Beta 0.4

World restart required! (Hopefully for the last time.)

Added mods:

TekTopia

Millenaire+all extensions

Plus way more then I took out

Did not update: (to newest version)

Electroblob: game crashed at startup

Ice and Fire: server tick stopping after a while (I think it is AI issues between ice and fire and TekTopia, but unsure)

I am not planning on adding or removing any more mods just updating to the highest version as conflicts allow from this point forward.

Remove recipes:

Emerald chicken: Emeralds are the currency in TekTopia

Added recipes:

Aiegs -Defenders of vanilla villagers and made them not attack the player on chest openings.

Vanilla villager spawn egg

Rabbit hide to rabbits feet

Plus a few others

Added many quests.

They are currently accessed by the ` key next to the one by default, and the quest book you are given at the start.

I am not focusing the pack on quest lines. Instead I'm using the quests to bring different mods/ ways of doing things to the players attention.

I do plan on adding more as the need arises.

Added various repeatable quests that I put in "store"tabs

TekTopia Notes & Tips:

It is very difficult to keep a world generated village alive if you come across it at the beginning of the game (they starve).

Any item gathered by a villager becomes a village item (tagged in green print) for example I was growing flax. The villager harvested it and then bot the seeds and string had the green print, these villager items don't stack with items you harvest.

The rancher and it's AI seem to work well enough with the modded animals from chickens mod, and Animania animals but limited testing.

World GEN Gardens from Pam's harvest craft mess up the villagers pathing, I fixed this by removing the garden and adding a dirt block or removing one. Limited testing

Guards use vanilla and Spartan weapons I really liked giving them great-swords!

Guards seem to only use vanilla armor. Only tested a few sets.

TekTopia villagers only eat vanilla foods!!!

 

Alpha 0.3

ALPHA build 0.3

A lot of changes have happened.

I "streamlined" except I added more mods than I removed.

90% certain installed mods will not be removed unless there are conflicts. 

I don't expect to do any major updates until late fall, except I will add TekTopia villagers mod as soon as I can.

My plan for quest is tutorial/ bring attention to mods or items in the pack.

 version 1.3c mods

 .9 patch notes:

.9

Config changes: 

  • Extended days---It does cause issues with a few mods. Try disabling the Extended Days' sky renderer in the config (client/sky/Override Sky Rendering).
  • Camping- Set to false to hide the Camping Inventory (can be triggered using the `C' key) [default: true]
  • Davincis vessels- set speed limit to 18 – airship balloon ratio from .4 to .7
  • Chickens and morechickens some set to false check JEI
  • Openblocks – grave set to false

.9a

  • Removed old configs from prior testing
  • Removed Mods—Bottled Milk, Clay Bucket, Mechanical Soldiers, Redstone Arsenal, the Middle Torch, Pressure Pipes, Bushcraft Multitool, Buildcraft, RFTools Control, RFTools Dimensions, Translocators 1.8+, Xnet and their dependencies
  • I am now happy with the mods and hope to just change configs from now on
  • Added Mods-- Angel of Vengeance, Lycanites mobs, Horse Tweaks, Embers, Hunting Dimension, Minecraft Minions, MmmMmmMmmMmm, TamModized

Config changes

  • Angel of Vengeance-Vanilla Experience gain set to true, Recharge Delay set to 6000 (5min ish) from -1, Max Level set to 18
  • Overlord- turned off friendly fire

.9b

 removed Rough Mobs 2 (by Lellson) https://minecraft.curseforge.com/projects/rough-mobs-2 though I do recommend it.

.9c

  • Add mod: Level Up HP

 Config changes

  • Playerrevive- changed health after revived from 2 to 10 hp, changed bleed out time from 1200 ticks (60sec) to 6000 ticks (5min)
  • Level Up HP- XP gain from livestock 5, XP gain from monsters 20, Max HP lvl 20 (30 HP total), Base HP-XP needed to advance to next HP level set to 250 from 500, Scaling HP-XP needed to advance to next HP level set to 100 from 50 (base + scale*level)
  • Chickens mod: set to false-Blaze, Ghast, Netherwart, Magma, obsidian, changed ender chicken to require diamond and emerald chickens from diamond and netherwart parents

.9d

  • Removed: Dwarven candles mod (unfortunately explosion caused server crash and instability)

Config

  • Davincis vessels- set speed limit to 3 from 18 (easy access to flight with no fuel required, so I made it slow, you can add engines for speed)

.9e

Note had server issues with:

  • Building gadgets: after building the gadget server cash, removed and server works, hoping a patch will fix.
  • Minecraft minions: after extensive mining, woodcutting, many died and were re-summoned, server crashed. Removed from server and it works. Hoping a patch fixes it.

Updated mods:

  • Advanced Chimneys
  • Blood magic
  • Botania
  • Chisel & Bits
  • Construct’s Armory
  • Dummy Core Unofficial
  • Forge Endertech
  • FTB Utilities
  • FTB Lib
  • Immersive Engineering
  • Minecolonies
  • Ore Excavation
  • Pewter
  • Quantum Storage
  • Signals
  • Spartan Weaponry

.9f

UI clean up:

  • Extended days: disabled clock
  • Torohealth moved health bar to bottom left
  • Multihotbars stack hot bars
  • Angel of Vengence: set Spellbar to render above HP line, set target to the left and Astro UI to right (when you choose astro class)
  • Added folder GUI to config folder—directions will be posted at the end of description before patch notes.
  • Default GUI was set up on a Widescreen monitor with GUI scaling set to large, windowed mode active

Updated mods:

  • Alternating flux
  • Botania
  • Chisel
  • CreativeCore
  • DummyCore unofficial
  • Extra Utilities
  • FTBLib
  • KleeSlabs
  • MCMultiPart
  • NeterPortalFix
  • Overlord
  • Pewter
  • Refined storage
  • Refined storage add-ons

.9g

to get more chickens in the nether, hope to eliminate the need to rush around on 1st port in for chickens, before everything eats them, or they are cooked

Config changes:

  • Chickens: Nether chicken spawn chance multiplier 3.4 times from 1.0 (if you have turned off Lycanites mobs, I recommend going back to default settings)
  • Removed Magma monsters mod (unfortunately, they ignited the entire nether)

Add mod:

  • Ice and Fire: Dragons in a whole new light! --- has world gen

With config changes:

  • Cyclops max Health from 150 to 300
  • Death worm target search range from 64 to 32
  • Dragon grieving set to 1 from 0 (break weak blocks from all blocks)
  • Dragon Health from 500 to 600
  • Dragon target search from 64 to 40
  • Dragon wander from 40 to 32
  • Gorgon Health set to 175 from 100
  • Siren max health set to 100 from 50

.9h

Might want to check a test world before updating removed a lot of items and recipes (starter armor and tools), because of duplicate or balance such as: thermal foundations armor, tiny progressions tools, Gliders and some others.

Added missing GUI config

 Updated mods

Added recipes:

  • Animania: brown egg to Minecraft egg 1 to 1
  • Canola, rice and flax seeds to wheat seeds 1 to 1
  • 1 Canola, rice and flax seeds to 3 hamster food
  • 3 rice seeds to 3 rice

Added Squeezer recipes:

  • Flax, rice and canola seeds to plantoil

Added Fermenter recipe:

  • Wheat to ethanol

 1.# patch note

1.0

Rejoice, the Metal press has been made much more efficient.

Config changes:

Ice and Fire:

  • Dragon gold search (den protection) range changed to 40 from 17 (didn’t seem to change anything, but they were generated when I was creative)
  • Stymphalian Bird Target search changed from 64 to 40

Removed duplicate tools, affecting Thermal foundation lead sword, and Embers and Mekanism mods

Rebalance Weaponry

  • Thrown weapons damage doubled (except boomerangs)
  • Lance Damage raised by 2
  • Rebalanced IE Cartridges= all but phial cartridge yields multiple rounds per recipe

Doubled length for Immersive Engineering and Immersive cables (HV wires seem to “fade” out at 64 block length at some angles, seems to just be visual)

Changed better building wands recipes due to conflict

Added mod: Drawbridges

And Updated mods

1a

No change from ver 1, just turned off JEI integration, tooltips, on shift.... I missed it 

1.2

Updated Forge to 14.23.4.2766

Updated 44 mods

Had to remove Oreberries due to item ID limit

1.2a

Added NotEnoughIDs

Re added Oreberries

really sorry about not thinking to check for an ID mod 1st

 Thank you to farside.jake for letting me bounce ideas off his head.

1.3

1.3

Make sure to make a back up. still testing these updates

forge updated: forge-14.23.5.2820

mods updated except: the betweenlands and alternating flux, simply because the game wouldn't load on other versions. I do not know the conflict.

1.3a

*added recipe: 9 slime using 3 rice and 6 buckets of creosote oil, Not currently displaying correctly shows 6 empty buckets 

updated forge-14.23.5.2837

mods updated except: the betweenlands and alternating flux, simply because the game wouldn't load on other versions. I do not know the conflict.

added mods:

only testing I did so far was to just make sure it loads, plays.

Put your spoiler here

1.3b

Recipe tweaks

of note

added a few Ink Black chicken egg recipes

increased golden lasso cost due to no durability, both animal net, and soul bottle have durability.

Liquid recipes currently don't work in assembler

Added Obsidian

Added Slime

 added mods:

1.3c

Added easier crafting recipe for uncrafting table for up coming mod removal. I hope to have a beta of the set mods that will be in when I start with better questing within 2 weeks, no Idea of a time frame for adding quests ect. after that. My hope is by doing this it will eliminate the need for a world restart. I will try to keep this version and the new one separate on here.  I never expected so many people to play this, and it makes me want to do a better job by adding the quests and streamline mods. thank you.