A Minecraft modpack that aims to turn MC into an ARPG similar to Path of Exile and Diablo II. Focused progression and exploration is the main goal of the modpack.
For the mod Minecolonies I need to craft a normal chest but at the moment I cannot find a way to do this without cheating one in I feel like something should be added to allow the use of the quark chest for this mod or a way to convert or choose what chest is made
Describe the bug
Whenever the player changes the pack version with the Twitch Launcher, any changes to the settings of Xaero's Minimap are reset to an initial configuration. While this is a minor issue, it forces the user to manually reconfigure these settings whenever they change the pack's version. I have not been able to test this using MultiMC.
To Reproduce
Steps to reproduce the behavior:
Launch the pack instance via the Twitch Launcher
Create a new world
Open "Minimap Settings" [Default key: "y"]
Edit any setting
Quit the game
Change the version of the pack
Relaunch the pack after installation completes
Connect to the created world
Open "Minimap Settings" (Your config changes will be reset back to default)
Expected behavior
The settings should be preserved when updating the pack version.
Additional Information (screen shots, etc.)
No additional information at this time...
Why you think it might be beneficial to Craft to Exile
Useful Hats: Adds more diversity to the types of collectables you can acquire in the pack. Each hat provides powerful, non-damage based buffs, so no need to worry about M&S damage conflicts. These buffs are not ideal for combat but very useful for homestead activities.
Magic Feather: Provides a more satisfactory reason to actually acquire and place a beacon at base. With the addition of M&S’s new damage system, default beacon buffs like strength and resistance are pretty much useless. This mod enables creative-like flight within the radius of the beacon in a pretty well balanced manner as the flight only persists while at base. Like the above hat mod, this is also very useful for homestead activities, especially structure building and traversal.
HungerRings: Unlike the mods mentioned above, this one is actually useful in battle. Eating can be very difficult when in long sustained sessions of combat as one second without a sword in hand can cost you your life. This mod introduces a new hunger mechanic that enables you to make the necessary preparations before-hand so that, when the time comes where you need to eat in battle, your hunger will passively be fulfilled.
Nether Water Shrine Mod: Survival in the nether can be quite difficult as nearly EVERYTHING in there burns you and there’s no water anywhere in sight. This mod enables you to locally generate water after some extensive preparation, allowing for better local survivability for those who choose to create or reside in temporary nether base camps.
I am hosting a lan server for the modpack, and when my friends open the questbook, my screen will pop out the questbook screen as well. It will be annoying if i am killing or building and the questbook suddenly pops out.
Describe the bug
When using deployer to use bonemeal or to deploy tree saplings, it does nothing. You can hear the deployer trying to plant the tree via planting sound but nothing happens. Tried and tested in Singleplayer and works fine.
To Reproduce
Steps to reproduce the behavior:
little hard to explain but can rebuild it for a demo
Expected behavior
deployer suppose to deploy and plant tree sapling on said dirtblock, then another deployer is suppose to bonemeal the tree sapling.
Additional Information (screen shots, etc.)
Add any other context about the problem here.
Why you think it might be beneficial to Craft to Exile
JEI Professions: The new villager profession system would be a lot easier to work with if there was some kind of in-game documentation on it. This mod adds villager profession guides to JEI.
Fire Walker: The vanilla Frost Walker enchantment is cool and all, but it’s not very helpful as you can easily get across water without it by swimming or using a boat. It would useful if it worked on lava because that’s something you can’t swim or sail across, however, it doesn’t. This mod adds a new enchantment called Fire Walker, that acts as a lava counterpart to Frost Walker.
AutoTorch: Torch placement may be the most common form of mob spawn prevention, but it is very difficult to optimize. To place torches efficiently, you need to place them only in light levels where mobs can spawn, otherwise you’d be placing them where you don’t need them and waste torches. That may sound straightforward, however, that’s actually a lot more tedious of a task than it sounds when you’re on the move. This mod adds an item that does it all for you.
Ender Mail: I still believe the ability to transfer items between players across large distances is something that needs to be integrated. This mod allows you to send packages of items to any location of your choosing by shipment via Endermen. It can totally be used to pull off inter-player item transfer, however, can also be used for personal item shipment.
Create world
Open to LAN
Create Team
Join Team on both characters
Host machine opens questbook opens just for the host
Client opens questbook opens on both machines.
Technical Specs (please complete the following information):
Craft to Exile Version [2.2.7]
World Type [multiplayer]
Describe the bug
mmorpg maps (adventure maps) cannot open/interact with normal interactables. meaning any dungeon that generates a door prevents you from progressing down that route. chests are also technically un-interactable but I can see those just being decorations.
To Reproduce
Steps to reproduce the behavior:
don't have op (not sure if related)
spam open dungeons until one of them has doors in it that would require right clicking to open, interacting with a button, lever... etc
see that you can't actually interact/change states
cry
Expected behavior
you should be able to progress down dungeons that have doors (or doors could be removed if that route is easier idc)
Why you think it might be beneficial to Craft to Exile
More fun places and events to fight mobs. Since fighting mobs is pivotal, this is like adding a new dungeon type.
Additional context
The towers can be hard! But you can choose not to go there :D
Why you think it might be beneficial to Craft to Exile
De-Extinction Mod: The Lycanite’s purge caused the Overworld to lose a lot of the mob diversity it once had. Maybe this mod could supplement. It allows you to bring to life a lot of cool animals that once existed in the real world but are now extinct.
Spectrobes Mod: Same reason as above. Brings cool colourful creatures called Spectrobes into the world.
Extra Golems: With the addition of so many better defence mechanisms in CtE, I feel like the vanilla Golem system has been heavily over-shadowed. Even village Golems are quite de-valued now with the number of Aegis’s hanging around. Iron Golems could easily be removed entirely and nothing would change. This mod introduces a variety of new Golems that could hopefully revive the creation of Golems in CtE and overall make creating one more interesting.
Hujo: With the heavy RPG-like theme CtE gives off, there’s always room for another boss to fight. This mod introduces a cool new mini-boss called Hujo that drops material for new weapon and armor to be crafted.
Why you think it might be beneficial to Craft to Exile
The Lord of the Rings Mod: Adds a new dimension with a lot of content to explore. This fits the theme of CtE far more than any dimension I’ve seen.
The Darksteel Mod: Adds cool dark-themed content to explore. Would be a nice addition to the amount of adventures in CtE.
The War of the Worlds Mod: Adds invasions. CtE lacks a real invasion mod. MineColonies invasions only occur if you set yourself up for one by building a colony with a lot of huts, which is a stage many players don’t even bother to achieve.
World of elements: Adds new dungeons to explore. CtE doesn’t really have any Overworld dungeons like these that add new treasures to discover. The only treasures so far have been, more or less, typical loot table stuff that you can find anywhere.
Why you think it might be beneficial to Craft to Exile
Leaves Decay on other Leaves: The default leaf decay mechanic is so annoying. I go to a forest for some saplings and break down an entire tree, but the leaves stay behind just because they’re touching the leaves of another tree. This mod fixes that by allowing leaves to decay as soon as their source tree is completely broken. Just thought this mod would fit well since CtE has Fast Leaf Decay.
Vine Collector: Vanilla vine collection makes absolutely no sense. I saw a jungle tree with massive strings of vines and decided to climb to the top to snip the vines from the source, that way I could collect everything underneath right? Nope! All it gave me was one vine. All the vines hanging underneath it just magically disappeared. This mod fixes that and makes vine collection work the way it should. Very useful for MineColonies, considering certain structures need a lot of vines.
Double Slabs: Slabs in vanilla can be placed on top of each other. This is called a double slab. However, this only works if the slabs are of the same type. Basically, you can’t place a wood slab on top of a cobble slab. Why not? I don’t know. This mod fixes that by allowing slabs of any type to be placed directly on top of each other. It would be useful for building purposes and overall make the game much more user friendly. This mod also allows sideways slab placement (shift right-click) and KleeSlab-like behaviour (by configuration).
KleeSlabs: Only consider this if Double Slabs doesn’t make it in. In vanilla, if you place a slab on top of another slab of the same type, breaking that slab you just placed causes both slabs to break. A mechanic like that is such a pain for building. This mod fixes that. The Double Slabs mod already contains this functionality as long as you enable it in the configs, so it wouldn’t make much sense to add this mod if Double Slabs makes it in.
Technical Specs (please complete the following information):
Craft to Exile Version [2.4.2c]
World Type [LAN/multiplayer]
RAM Allocation [6GB]
Describe the bug
When trying to join any server, internet or LAN I get the "Incompatible FML modded server/ Server mod list is not compatible"
Iam using 2.4.2C and can't join the official server
Why you think it might be beneficial to Craft to Exile
[O21] Man Catcher: The ocarina in this pack is great and all, however, the way it works mechanically is not sustainable over long periods of time. I’ve heard many cases of players being permanently unable to recall pets/mounts due to chunk unloading as well as a difficulty transferring such pets/mounts through dimensions. This mod allows mobs to be captured and stored in your inventory by means of medieval brutality (rather than a wretched Pokéball).
Bound Totems: Pets/mounts are quite vulnerable creatures with only one life. It becomes quite the hassle to use them when you constantly have to look after their well-being with their lives constantly at stake. This mod enables Totems of Undying to be bound to living entities so that they have a second chance at life if they so happen to die in combat.
Rope Bridge: TerraForged brings such beautiful terrain generation with high mountains, valleys, and crevices. The problem is, it’s such a shame whenever I need to get across those crevices and pollute the land, often resulting in ugly dirt ledges and pillars. This mod allows the creation of quick rope bridges that are easy to remove but still look nice and match the landscape for those who don’t remove them.
XP Storage System Mod: CtE is heavy on loot collection and, as one would expect, it is quite common to get trash loot that no one wants. So what do you do with it? It would be such a waste to just throw it away after everything you did to obtain it. When it comes to gear, that’s easy, you can just salvage it for some useful ores. But you can’t do with anything else. So what am I supposed to do with all this rotten flesh and poisonous potatoes? I’m not going to eat them and screw myself over. This mod allows you to salvage garbage items for enchanting XP.
Why you think it might be beneficial to Craft to Exile
Metal Barrels: Thematically fits with the other mods. I do not think dank fully works as a storage solution so this could help with everything you don't want in a dank null.
Big Buckets: QOL item. Easier pocket liquids. Single item stack buckets are annoying, this slightly improves on that.
Portable Crafter: QOL item. Makes crafting on the go less troublesome. Even around the base its a nice item to have.
Large Fluid Tank: More options for liquid storage. Progression system for liquid storage. Another resource sink while being useful around the base.
Additional context
Add any other context or screenshots about the feature request here.
Why you think it might be beneficial to Craft to Exile
it would help with the storage problems and make it go well with immersive engineering with the power requirement to use it and it would make storage able to be searchable, and is one of the most recognizable mods that won't over complicate things
Antique Atlas: While the minimap and its markers are useful, it can get very cluttered and sometimes markers would disappear after certain blocks or downright gone. The vanilla maps in Minecraft are extremely limited to its chunks. Since this modpack encourages exploration, the Antique Atlas would be a cartographer's heaven, allowing players to explore, mark, and record certain biomes and dungeons during their adventures. The UI of the mod is very simple, offering a fantasy-like map recording.
Music Maker: I love the soundtrack that this modpack offers via its resource pack, but sometimes, the music often gets repetitive and there would be intense music where it should not be like exploring an plains biome or be at spawn, trading or building. So, this Music Maker mod would attempt to fix those certain areas. It allows players to create their own fantasy music and have certain instruments playing in the villages or on them, like a traveling bard.
Back Tools: Displays the weapon of the players on the back. This is mainly an immersive mod, specifically in Multiplayer to help with class identifications.
Cursed: Weapons and Armor Loot from Dungeons should not just only have positive benefits, there should be some consequences when picking up random loot in a dungeon. This mod would greatly expand on those consequences. These curse debuffs are only found in loot and cannot be enchanted from the enchantment table. Additional context
I tried to find mods that are immersive and fits the theme of this modpack, while offering quality of life improvements to the modpack
Why you think it might be beneficial to Craft to Exile
as m&s revamps the whole entire stat system,protections,sharpness and other purely stat-changing enchantments have become more of a nuisance as they no longer contribute to your stats in any meaningful way (except for mb very early game)
Additional context
requires mixin(already in the pack) and this mod : Extra Tags
can only be configured through datapacks;instructions in mod page comments;heres my failed attempt to do it myself enchantmentcontrolconfigpack.zip
Why you think it might be beneficial to Craft to Exile
TorchBowMod: A lot of times, there are places that need to be lit up, but they are not within reach. Normally, the only way to go about lighting it would be to either build up, dig down, run a fair amount of distance, etc. just to place a torch in a location that was already in plain sight. It’s annoying. This mod adds a bow that can shoot torches so you don’t have to physically go to where you want the torch to be placed.
AutoLoot Bow Enchantment: It sucks to be an archer in a loot-based pack like this when, every time you score a long-ranged kill, you have to run to the mob’s location anyway to get the loot. The farther the kill, the more accuracy required, yet, the more running you gotta do after you hit. Not worth it at all. This mod adds a bow enchantment that puts the dropped loot and experience directly in your inventory whenever a kill is made.
Snowballs Freeze Mobs: Right now, the snowball throwing mechanic in CtE is outright useless. With how the damage system works, there’s no practical use for it. Like, what are you gonna do? Have a snowball fight with your friends? There’s even no point in doing that since any weapon can be used now after forming a party and disabling friendly fire. This mod makes snowball throwing actually useful by giving it a configurable freeze time effect on mobs.
Aim assistance: This mod introduces lock-on targeting to the game. Idk, PoE had lock-on and this is a PoE-themed pack after all.
Why you think it might be beneficial to Craft to Exile
Nimble: This mod is completely aesthetic. It makes the transition between 1st and 3rd person a lot smoother. It also makes the camera work a lot more interesting when using the elytra. Adding it should fit well with CtE as it’s extremely lightweight and should only affect the client-side.
Speed Illusion: In vanilla, visual feedback is provided when moving at high speed. This is done by amping the FOV to simulate an illusion that emphasizes speed. However, the illusion is only provided as per your own increase in speed, not anyone else’s. This mod fixes that by producing an illusion of visual feedback when other players are moving at high speed as well.
The Magic Mirror: With so many different armor sets and combinations in CtE, armor swapping happens a lot more often than in vanilla. It would be nice if there were a faster and more convenient way to do so. This mod does exactly that. It introduces a magic mirror that allows you to instantly swap armor sets.
InvMove: With all these new slots and gear types introduced by CtE, it’s a pain to have to stay still every time I need to rearrange my inventory, especially in heavy boss fights where I need to be constantly on the move. This mod fixes that by allowing you to move even when you’re in your inventory screen.
Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
I'm always frustrated when modpacks are repetitive and boring. This solves it!
Describe the solution you'd like
A clear and concise description of what you want to happen.
Delete all other modpacks available on twitch.
Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.
No alternatives possible. The fix is the only option.
Additional context
Add any other context or screenshots about the feature request here.
Can I get an autograph from the creator pelase?
I have just started playing the modpack, and the questbook told me that I completed a quest, which I cannot find in the GUI. There are some quests outside the right end of my screen (I can see the connection lines) but I cannot scroll right to check or claim them. How should I fix this?
Why you think it might be beneficial to Craft to Exile
Shadow Legacy: This mod introduces research-based magic progression. It would make a really cool quest line in CtE, as the only real puzzle solving element I’ve seen so far is Riddle Chests, which is quite underwhelming.
Ars Nouveau: This mod introduces constructible magic. It would be quite an interesting addition to CtE as it’ll diversify magic and allow it to move beyond the predetermined selection of abilities.
Chance Globe: This mod introduces a new gambling system that gives you the opportunity to acquire any random item at a high price. It would be fun to discover players in CtE spending all their riches in hopes to obtain precious gear.
Dark Tribute: This mod rewards players for committing the act of Dark Tribute. The reward system is achieved by configurable commands, which is perfect, seeing that the prevalent form of reward in CtE is by using commands to give xp.
Using MultiMC. I played the pack for a while a few updates ago and it worked fine. I updated it and have had the same problem ever since. I delete it and reinstall with every update, but I still get the same error. It crashes after the Mojang Logo comes up and the bar is almost done loading, so right before the Menu and Splash screen load up. This is the error... same after each fresh install. I have highlighted with Bold the section that causes the crash. Do you know what it means?
[m�[32m[16:19:43] [modloading-worker-1/INFO] [structurize/]: Optifine not found. Disabling compat.
�[m�[32m[16:19:43] [modloading-worker-2/INFO] [dk.zl.it.Itlt/]: We are yelling at people
�[m�[33m[16:19:43] [modloading-worker-1/WARN] [ne.mi.co.ForgeConfigSpec/CORE]: Configuration file /Applications/MultiMC.app/Contents/MacOS/instances/CrafttoExile-Dissonance-2.2.7/minecraft/config/soundfilters-client.toml is not correct. Correcting
�[m�[33m[16:19:43] [modloading-worker-1/WARN] [ne.mi.co.ForgeConfigSpec/CORE]: Incorrect key reverb.blockSpecificReverb was corrected from [] to [] 2020-09-05 16:19:44.030 java[19270:855802] Apple AWT Internal Exception: NSWindow drag regions should only be invalidated on the Main Thread!
2020-09-05 16:19:44.030 java[19270:855802] *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'NSWindow drag regions should only be invalidated on the Main Thread!'
*** First throw call stack:
(
0 CoreFoundation 0x00007fff39b10b57 __exceptionPreprocess + 250
1 libobjc.A.dylib 0x00007fff727be5bf objc_exception_throw + 48
2 CoreFoundation 0x00007fff39b3934c -[NSException raise] + 9
3 AppKit 0x00007fff36d335ec -[NSWindow(NSWindow_Theme) _postWindowNeedsToResetDragMarginsUnlessPostingDisabled] + 310
4 AppKit 0x00007fff36d428be -[NSThemeFrame _tileTitlebarAndRedisplay:] + 98
5 AppKit 0x00007fff36d56012 -[NSTitledFrame _titleDidChange] + 207
6 AppKit 0x00007fff36d55bb4 -[NSTitledFrame setTitle:] + 703
7 AppKit 0x00007fff36d55846 -[NSThemeFrame setTitle:] + 50
8 AppKit 0x00007fff36d55642 -[NSWindow _dosetTitle:andDefeatWrap:] + 210
9 libglfw.dylib 0x00000001134112c2 libglfw.dylib + 70338
10 ??? 0x000000011ae8e6c7 0x0 + 4746438343
)
libc++abi.dylib: terminating with uncaught exception of type NSException
When placing down a vertical slab all kinds of glitchy things happen. When trying to break the vertical slab, the game world freezes, and the slab does not drop. Placing another block over the area the slab was and then breaking it can make the slab appear again and then breaks and drops normally. Game sometimes does not unfreeze. Sometimes space where vertical slab was is replaced by pink and black "no texture found" block which is unbreakable and persists until world is reloaded most of the time.
Steps to reproduce the behavior:
Place any slap vertically
Try placing another block after or breaking the vertical slab
Expected behavior:
Slab drops when broken and other blocks can be placed normally, game doesn't freeze.
Why you think it might be beneficial to Craft to Exile
Since we explore and kill a lot, we are quickly in need of leather, and we spend more time in dungeon killing zombie than killing cows.
This mod allow to craft One leather with 5 Flesh + Smoker allowing us to craft things earlier.
I think it's not unbalanced but if you think it's to easy, you can add String to the craft.
Why you think it might be beneficial to Craft to Exile
Lava Clear View: There tends to be a lot of precious ores that generate around or underneath lava. I believe that if someone acquires sufficient enough resistance to be able to swim in lava, they deserve to see all the hidden ores they’ve gained access too. This mod gives players the ability to see under lava.
Campfire Torches: Torches are just sticks lit on fire, they shouldn’t have to be made out of coal. This mod allows torches to be created using sticks at a campfire. That way you only need enough coal to start the fire itself, not to craft the torches.
Surface Tension!: I don’t know what kind of logic’s been passed around all these years, but falling from an infinite height into water doesn’t save you! This mod introduces surface tension to better reflect how water works.
Softer Hay Bales: If water slightly damages you now when you fall into it, some people may want a new high drop solution to incorporate into their homes. This mod allows hay bales to negate fall damage, which is overall more realistic than water and is a lot more visually appealing than the typical 2-block-deep pool technique.
Why you think it might be beneficial to Craft to Exile
Login Protection: Was previously hesitant on this one the first time I saw it because it could potentially lead to players abusing it whenever they are about to die to mobs. However, since then, I’ve been killed countless times due to circumstances I can’t control such as joining back after getting kicked or crashed by memory leaks, latency issues, etc.
Reload Audio Driver (RAD) [Forge]: By default, the audio drivers are a pain in the butt on some computers. Accidentally start your game without your headphones plugged in? —> Gotta reload your entire game or you can’t hear sound. This fixes that. It may not be much of a big deal on vanilla, but CtE takes quite some time to reload.
Villager Death Messages: Sometimes our villagers disappear and none of us know how or when it happened. All of us are accusing each other of killing them when it could easily have just been some mob. This would be helpful to determine how villagers are killed and what can be done to avoid it. It can also determine whether these villagers even die at all or just outright despawn.
ChatUtil: Copy and pasting text from the chat log can be incredibly useful as a lot of important information is broadcasted there that should be copied down (such as Waystone Tower names now that Waystones2Waypoints is broken).
Why you think it might be beneficial to Craft to Exile
Time Stages: I do know Game Stages was never properly implemented into the pack due to a lack of addons to go with it for 1.15, so I found one. However, I do not know what you would do with it because I have no idea what Game Stages is capable of. Maybe you could gate higher forms of tech such as AE2 behind a certain amount of play time to better ease it into the pack thematically, making it seem like, as time moved on, the world kept advancing and arrived at the age of the future, idk lol.
Ready Player Fun: I personally don’t believe time should pass while no players are on the server. Nothing else progresses (since chunk loaders were taken out), so why should time? Just seems to break the immersion for me. This mod fixes that by stopping time when nobody is logged in. It, however, does not affect Serene Seasons because that mod already provides its own config for disabling offline season progression.
Worldgeneration Profiler: There have been many cases of players running into crashes or extreme lag, not knowing the cause and issuing reports that take many shots in the dark to diagnose. This mod can improve diagnosis by notifying in the console exactly which mod fell behind during chunk generation.
Occlusion Culling Temp Fix: Vanilla Minecraft has a bug that causes certain chunks not to render for literally no reason. Something like that definitely should not stand in an adventure pack like this, considering, just from one chunk, many crucial artifacts could be missed during exploration or in the middle of combat. This mod serves as a temporary fix for the issue until it’s properly fixed in vanilla.
Technical Specs (please complete the following information):
Craft to Exile Version: 2.2.6
World Type: Multiplayer
RAM Allocation: 16GB
Describe the bug
Telepasses don’t work. Every time you pick one up, it becomes your own Telepass rather than the Telepass of the person who crafted it. You cannot teleport to yourself so they are completely useless now.
To Reproduce
Steps to reproduce the behavior:
Craft Telepass
Read name on Telepass
Give Telepass to someone else
Name on Telepass changes to the person who picked it up
Expected behavior
The name on Telepass should be of the player who crafted it and stay that name no matter who picks it up after being crafted.
Technical Specs (please complete the following information):
Craft to Exile Version 2.2.7
World Type singleplayer
RAM Allocation ~7GB
Describe the bug
massive worldgen lag spike where certain chunks take minutes to generate due to some form of incompatibilty between quark's crystals and some other mod i cannot pin down
To Reproduce
Steps to reproduce the behavior:
recreate the provided world testcrystal.zip with quark crystals enabled
set gamemode to spectator
/tp 13359 13 12879
wait ~20 minutes for the place to load or lose patience and realise its not normal
Expected behavior
the place generates under a minute (mb 2 sometimes its kinda laggy normally ngl but not this laggy) even if some generation lag is present
Additional Information (screen shots, etc.)
increasing the value "Min Y Level" = 0 in the [world.cave_crystal_underground_biome.biome_settings] section of the quark-common.toml config to ~32 (they have to be divisible by 16 i think) relocated the crystal up and fixed the issue so i suggest doing that in a modpack update instead of disabling them entirely so the overall amount of crystals in the world stays the same as they are used in rune crafting. P.S.: god this issue haunted me for 5 days it feels so good to finally figure out what it even was
Why you think it might be beneficial to Craft to Exile
Being able to claim your base so people won't (accident) grief on a multiplayer server... It could be troublesome if people claimed dungeons thi
Additional context
Add any other context or screenshots about the feature request here.
Craft-to-Exile version: 2.3.0
Using MultiMC launcher.
Particularly the Assessing Stress quest in the technology tree. I've completed it, the quest book shows it as ready to claim, but the claim button isn't clickable.
The Vanilla stonecutter seems broken in 2.2.4b
when i put cobblestone in it for example it only shows (and allows me) to craft cobblestone walls while in other versions i was able to craft all the things you would expect the stonecutter to craft
This is what i can now see when trying to craft cobblestone stairs using the stone cutter
This is what JEI is still telling me, making me think it should be possible to do
Why you think it might be beneficial to Craft to Exile
Castle Dungeons: Now that Lycanite’s dungeons are out of the cut, venturing the overworld can be quite stale, as there’s only really the same old dungeons and battle towers to explore. The rest of the structures are just passive, abandoned buildings with treasures that aren’t even that good (like honestly, common and uncommon ores, I don’t even pick them up anymore). It’s actually quite a shame, considering the new TerraForged terrain is so beautiful, yet there isn’t much reason to go out there, leaving plenty of unexplored terrain. This mod will add more variety to the types of dungeons that can found in the overworld.
Passer's Battle Towers: Same reason as above, but adds a new battle tower instead of a dungeon.
Tumbleweed: This mod brings more ambient diversity to the overworld while serving a functional purpose. It spawns tumbleweeds near dead bushes that can be harvested for customizable loot.
Snow Accumulation: This mod improves the realism and immersion of snow by allowing it to accumulate during snowstorms. Would match well with Terraforged’s terrain realism and give more interest to winter biomes as snow should pack higher there (more interesting because non-winter biomes get snow too in this pack, making winter biomes not too special atm).
There is a bug in minecolonies-0.13.86-Alpha that causes you to crash when you right click with the builder tool. The author has addressed the issue and we've tested it with minecolonies-0.13.88-Beta and it is resolved. You can see the details in ldtteam/minecolonies#5492
more aesthetically compatible than ae2 while having more functionality
optional configurable energy use
the addition of dank didnt change the modpack that much and i dont think that many ppl use it
Additional context
i do admit i had slight tick lag with large networks in the past so some testing in how that would affect a server may be required but the mod did get updated a whole lot lot since then
Why you think it might be beneficial to Craft to Exile
Easy Elytra Takeoff: Default Elytra firework takeoff mechanics are annoying and can be glitchy sometimes. You gotta get yourself a high ledge, just to fall down, just to fly back up again, redundantly. Sometimes it even fails and you just jump off a ledge and hit the ground taking fall damage, leaving you to climb back up again (if you haven’t died from the fall damage). This mod just lets you take off immediately from the ground if you have firework propulsion.
Curious Elytra (Forge): In its current state, using the Elytra is both inconvenient and aesthetically unpleasing. By taking up the chestplate slot, every time I want to use it, I have to go into my inventory, replace it with my chestplate, fly, then put my chestplate back on when I land. Not to mention, I look like an idiot in the air, fully covered up from head to toe, besides my torso which is completely naked. This mod fixes that by adding an extra slot to equip the Elytra.
Curious Shulker Boxes (Forge): With the addition of backpacks in CtE, Shulker Boxes are pretty much useless and a waste of time to obtain, not to mention way more difficult. This mod presents an advantage to using a Shulker Box by allowing it to be worn and accessed by keybind without taking an inventory slot. This mod is also compatible with Iron Shulker Boxes if you so choose to increase its capacity.
Inventory Totem: Totems are extremely difficult to use in CtE because there are so many things you need both hands for. With the addition of new off-hand tools such as the M&S torch, the decision between shield, torch, or totem often results in totem being on the short end of the stick. Having it as such a rare item to obtain in the first place, it would be nice if it could be a bit more usable. This mod enables its effects to work as long as it’s in inventory, even if it’s not held in-hand.
Why you think it might be beneficial to Craft to Exile
Placeable Items: Would be useful in cooperative play to be able to place singular, non-stackable, utility items that are shared among teammates, such as water buckets, as it’s rather unnecessary to have to hang them up in item frames or drawers when not in use. Would also be a great decorative touch for building purposes.
Enderthing: Would also be useful in cooperative play. The default Ender Chest’s cloud-based storage system is convenient but lacks the most powerful capability of all, the ability to transfer items between players across large distances. This could drastically improve the efficiency of resource collection and better calibrate cohesiveness among teams in the CtE community.
Locks: Those who aren’t even willing to do so much as place a MineColonies Townhall to claim their base probably couldn’t care less about it getting grieffed because, most likely, they didn’t put too much work into their base to begin with. However, the one thing that all players universally share in common is that no one wants to get their stuff stolen. This mod allows players to lock any container or block that they don’t want outsiders to access.
Miner Arcana - Astral: Personal dimensions can be extremely useful in an adventure pack such as this. If players are expected to always be on the go exploring and traversing from place to place, having a space they can take with them to store their things would be handy. What better way to achieve that than adding another adventure? This mod brings a magical adventure that enables you to access and expand the personal dimension known as the Inner Realm.
After the 2.2.1 update, when leveling up Mine and Slash gives me 2 Talent Points and 2 Skill Points (also retroactively). Resetting all the points, and setting my level using commands, results in the same behaviour. Stats aren't affected, only talents and skills.
This happens only in my current save, created before the update. If I create a new save, the level progression is correct.