Jump to content

Grim_Ascensions

Members
  • Posts

    47
  • Joined

  • Last visited

Everything posted by Grim_Ascensions

  1. Missed this in previous post: ​You're correct in your assumption about the names. The group that plays with me on my private server are constantly cursing about the hazards they encounter when tunneling and spelunking. Makes me smile every time.
  2. I apologize for not replying sooner. I've been distracted by another game and haven't been around Technic much lately. Without culling out some of the larger mods, I can't reduce the resource demand. Sorry. ​Nope. Dangerous Depths won't be receiving anymore overhauls or big updates. I may release a few more minor patches for mod updates and minor fixes, but nothing else will be added to or taken out of the pack. I plan on starting work on another pack in a few months once MineColony reaches public release. But it'll have a different feel to it than Dangerous Depths. ​My preferred style is your opposite then. In my opinion Dangerous Depths actually has to much overpowered stuff in it and not enough survival. I reach endgame to quickly. But we each have our preferences.
  3. When I updated Dangerous Depths the other day, it took the Launcher nearly an hour to register the update for clients. I've noticed that there is usually a lag time between a version update and the Launcher flagging it to clients, but I've never seen it lull that badly.
  4. Update 2.2.0 has launched! This update includes another list of physics, heat, and sanity tweaks as well as changing the recipe for Solar Flux mirrors to use aluminum instead of iron. This is designed to provide an aluminum sink. Along with fixes and tweaks, update 2.2.0 also introduces a few new mods to the pack. These include the highly demanded Ender IO, as well as Sync, Hat Stand, and Inventory Pets. If you have issues or requests please bring them to my attention so I can address them if possible. Thanks for playing!
  5. Apologies for not dropping updates here over the last month. Dangerous Depths is still alive and maintaining its weekly update schedule with yesterday's 2.1.1 patch update. This update removed the recently added HoloInventory mod due to it causing severe rendering lag for players with older PC (me included). Its a nice mod, but its to demanding with all the other rendering based aspects the pack offers. Otherwise, the update encompassed several small tweaks to heat, sanity, and physics across a variety of mods. A few previously disabled items have also been readded; so if you were wondering why something wasn't available, check it again. As always, if you have issues bring them to my attention. I can't address problems I'm not aware of. My inner circle of players are good at spotting things, but there are always more holes to find and plug.
  6. I hate updating Forge for a modpack. It never seems to go smoothly.

  7. Dangerous Depths 2.0 has launched! The modpack has gained several new mods; including high profile ones like Thaumcraft, Railcraft, Forestry, and Blood Magic. These alone add tons of new content to the pack. But they aren't the only additions. Early game has also be slowed yet again to hinder those who have gotten use to the how the pack runs. The full Change Log can be found here. A huge list of the mods the pack contains have been updated to newer versions. Unfortunately a few mods were purged from the modpack to reduce redundancy and remove a few problems. This includes Archimedes Ships which has a known problem with causing a RAM leak on servers. I already miss Growthcraft's fishtraps, but balance must be maintained for the greater good. A large list of bugs and oversights were addressed with this overhaul. Including regenerating and rewriting configs for the entire pack to correct several issues related to outdating. If you were having some odd behavior before, chances are this should have fixed them. If not, let me know whats going on so I can address it. Somehow the questbook got ignored in the overhaul, but I will be addressing those issues and adding new content in the next few weeks.
  8. Update 1.4.0 has launched! This update contains a few minor fixes and mod updates. It also adds four new mods to the pack. -FastCraft (performance optimizer) -Jabba - Just Another Better Barrels Attempt (low tech/high volume storage) -Logistics Pipes (addon to expand buildcraft pipes) -Draconic Evolution (expanded End dimension and late game tech including the packs ONLY spawner)
  9. Your Launcher log link is broken. For what I can see (unless I'm reading it wrong), your FML-Client log shows an error when trying to load the Random Things mod. You may want to re-download the newest version of the mod, making sure to pull it from the dev's site. I've seen similar start-up crashes occur when mods are pulled from re-hosted sites. Then again, I could be entirely wrong. I'm sure someone else will chip in and correct me if that's the case.
  10. Dig it Minecraft Style!

  11. Dangerous Depths update 1.3.4 has launched! It corrects the recently broken pulverizer recipes and adds additional cross-mod recipe support between Artifice, Thermal Expansion, and Ex Nihilo. Several other minor fixes were addressed as well including the removal of Moarsigns due it causing repetitive server crashes. The ChangeLog can be find here. The Dangerous Depths serverpack has been tested and seems to be running solid. I suggest running it with a minimum of 3gb RAM for a small server. 6gb minimum is suggested if you looking to run 20+ players with chunk loaders. I've also begun working on the custom resource pack addon that's intended to supplement the suggested DTI (Default Textures Improved) resource pack. The textures will be x32 and should blend nicely with the original DTI set. With 120 mods to work through, don't expect a release in the near future.
  12. Legit was short of "legitimate", not "legal." The DMCA prevents distribution, thus it can only be obtained by illegitimate/backdoor means. Hence the reason links are no longer allowed on this forum or any other. I think we all agree with this.
  13. He didn't mean rate of update releases. He was referring to rapid increases in download and runs statistics in a short span.
  14. That makes sense. My rates stay steady so it explains why it never shows up. *shrugs*
  15. I've wondered this myself. I've never been able to find Dangerous Depths on the list, no matter how many pages I go. I doubt I'll ever see it on the 1st page, but still... 480+ Dls and 1.3k Runs should at least register somewhere.
  16. Update 1.3.3 has launched! The serverpack has also been added and is available through the modpack's info page. The update brings with it several mod updates, tweaks, exploit & quest fixes, and new quest reward bags. The mods Luppii's Ladders, Trade Booth, and Spatial IO Compat have also been added. If anyone has problem with the serverpack, please PM here or on MC Forums with the issue and changelog.
  17. Here is a thread from a server op about setting up and tweaking a Tekkit Classic server. '?do=embed' frameborder='0' data-embedContent>>
  18. The only "legit" option is to use the Forge-server. Install it directly into your serverpack folder.
  19. I've been playing with the Archimedes' Ships mod while not working on the next update and serverpack, and have decided to show off my current design. This ship was built with all aspects of Dangerous Depths operating, including the improved physics. It took some experimenting to keep it from coming apart in the air. (click to enlarge) The bulk of the airship is built of marble and gray air balloons. It has a functioning redstone circuit that controls the bay doors using pistons and activates lamps underneath the ship when they are open. It also features the retractable rope ladder (from Luppii's Ladders mod) that will be added into the modpack in the next update. As I gear up for the release of the serverpack, the modpack will also be gaining the Trade Booths mod to allow a bit of economics for players interested in such. The serverpack will also release with the Morpheus mod, which aid players on a server with skipping the night cycle by setting up a voting system that ignores players underground. Exciting times coming! Spruce up on those survival skills!
  20. Dangerous Depths Update 1.3.1 has launched! Try to survive!

  21. +1 for Tekkit main. What can I say, I prefer the whole package. Or if you're interested, +1 for Dangerous Depths. Yes, its a shameless plug. lol
  22. Update 1.3.0 Launches! Or at least it will once the its done compiling and uploading... First off, 1.3.0 addresses many of the issues and errors existing in previous versions of Dangerous Depths; including jerky not being craftable, dehydrated foods not having proper hunger values, problems with physics and temps on a few blocks, ect... A large list of new mods have been added to the modpack bringing many new features, blocks, and items for you to play around with. The new mods include: -BuildCraft (I finally caved) -BuildCraftCompact (compatibility addon) -Random Things mod (beware the bloodmoon) -Chisel mod -Back Tools mod (visual) -Mob Dismemberment mod (visual) -Hats mod (visual/per request) -TiC Tooltips mod (tooltip addon for TConstruct) -Thermal Smeltery mod -Moarsigns mod -Artifice mod The questbook has been updated with new quests and many of the older ones have been fixed. A big fix was getting the TConstruct tables now detect properly. Ya! I didn't get as much added into it as I would have liked, but other things needed addressed. You can expect to see future updates adding more questbook content. The current state of the questbook is shown below: As stated before, the 1.3.0 update release will mark the beginning of the development for the Serverpack. If there are any questions or issues with the modpack, PLEASE let me know by sending me a PM or via this thread. Thanks!
  23. I might setup a small invite only server in the future, but I have no intentions of setting up a dedicated large scale public server. I personally lack the knowledge or patience to operate and maintain a server that size. If I find a reputable server operator that's interested in setting up and maintaining one, I'll rethink the issue.
  24. The initial test server will be private, but once I'm satisfied that its stable I'm releasing the Serverpack public so anyone can pick it up. I'm good, but thanks for the offer. I reconfigure most of the content as I add it to reduce the workload since Enviromine requires me to build custom configs for nearly everything I add. At this point I have most of Update 1.3.0 finished and I'm just addressing Questbook issues and additions. Using Minetweaker isn't much different than programming with Basic so I'm not really having any issues there. I have noticed that COFH seems to have put safeguards in place to prevent Minetweaker for being able to edit Thermal Expansion's machine recipes; which I don't have an issue with anyhow. Just an observation. I've been sick for the last few days, but I'm still aiming to launch the update by Tuesday at the latest.
  25. Thanks for replying. I've noticed the modders section here isn't very busy, but thought I'd give it a shot.
×
×
  • Create New...