Jon_

The 1.7.10 Pack 【SOLDER】【OVER 1M Downloads!】【v0.9.8b】

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Add ars magica

I didn't and won't add Ars Magica 2 to the pack with the same reason it's not in direworlf20's ftb pack - it's unstable, and the mod author don't update it any more.

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-snip-

You're right, he doesn't need permissions to post a modpack, but he does have them, with links to the exact words of the mod makers. I do like how you insult the work of the modpack creator, insult his character and how you finish this bundle of joy with the oh so passive-aggressive "You're welcome to refute this." Pro-tip: if you're trying to look better than someone else, avoid insulting him, it really just makes you look like the asshole.

 

Permissions shouldn't even be a thing when talking about mods, but I guess this is already so deeply rooted in the modding community that it's too late to change anything.

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You're right, he doesn't need permissions to post a modpack, but he does have them, with links to the exact words of the mod makers. I do like how you insult the work of the modpack creator, insult his character and how you finish this bundle of joy with the oh so passive-aggressive "You're welcome to refute this." Pro-tip: if you're trying to look better than someone else, avoid insulting him, it really just makes you look like the asshole.

 

Permissions shouldn't even be a thing when talking about mods, but I guess this is already so deeply rooted in the modding community that it's too late to change anything.

Thank you for your comment.

also worth to note, that if every good modpack in the Technic Platform for MC 1.7.10 without permissions were deleted, The 1.7.10 Pack will be probably the only modpack left.

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GUYS! Update v0.5.3 is OUT!

full changelog from the modpack page:

0.5.3 - Added NEI Integration - adds a bunch of cool things to NEI - google it if you wish to know more, also updated Forge and alot of other mods to their latest versions. (24 mods in total) (16/11). also changed some configs - MFR recipes are now enabled with two options: TE/EIO. the mod updates should fix a lot of stuff.
here's a full list of the mod that have been updated (tell me in the MCF if you want me to do that all the time): http://pastebin.com/9wwrAwbU
*IMPORTANT FOR SINGEL-PLAYER: nothing. this update shouldn't have a problem with worlds from version 0.5.2.

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Thank you for your comment.

also worth to note, that if every good modpack in the Technic Platform for MC 1.7.10 without permissions were deleted, The 1.7.10 Pack will be probably the only modpack left.

Wow. That comment proves you are both ignorant and arrogant.

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Wow. That comment proves you are both ignorant and arrogant.

Why would you say such a thing?

My english is not my first language so sometimes I can misunderstand things.

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Why would you say such a thing?

My english is not my first language so sometimes I can misunderstand things.

 You imply two things with that comment: you are the only one who has a "good" modpack for 1.7.10 that has adequate permissions, and that all other modpacks for 1.7.10 either are "bad" or don't have permissions.

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 You imply two things with that comment: you are the only one who has a "good" modpack for 1.7.10 that has adequate permissions, and that all other modpacks for 1.7.10 either are "bad" or don't have permissions.

Okay,

so first of all thank you that you're considerate with my english.

second of all, I see what do you mean, and I don't really think that. I said it only because Jack Aachen's comment.

this was wrong to say and I know that there're some people that care about making their modpacks both professional, and with permissions, but still I know that a lot of the popular modpacks don't have permissions in them and it's disappointing.

i'm sorry if I was offensive.

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GUYS! YES! it's that day of the week!
v0.5.7 of the modpack is OUT!
an amazing update, really is. update is REALLY recommended, so many bug fixed, and yes..no more white screen!
full changelog:

 

0.5.7 - Cleanup and bug fixing! *Fixed BC machines not working with RF* by updating the mod, changed the Java settings of the modpack, there shouldn't be any more problems with it :) also added more mod ore support for the Dense Ores mod, you'll now see Dense tin ore, dark iron and more!changed a lot of configs, and updated all the mods to this point. (19 mods) (04/12).*IMPORTANT FOR SINGEL-PLAYER: THE WHITE SCREEN BUG FIXED. it was a bug with the VoxelMenu that I reported, the issue was with the ids that can change. the problem didn't fix from the VoxelMenu yet, but I found a way around it after a lot of trying with some custom settings.I can really say now that the modpack is stable!

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v0.5.8 is OUT!

full changelog:

 

 

0.5.8 - Added the test dummies mod! (named weirdly as "MmmMmmMmmMmm") maybe you know it from the youtube ForgeCraft series. you can craft it and check on it the exact damage of each tool! very useful. also added the a java version check, that won't let you play if you don't have the currect version of java (7+). fixed the recipe of chisel, fixed the game-exit after adding stuff to your modular-power-suit, updated Forge and more mods. (18 mods in total updated) (07/12).
as no one told me that you want to know the exact mods that I update, I won't tell you! (but seriously, if you want - tell me and i'll change my cool changelogs.)

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GUYS! YES! it's that day of the week!

v0.5.7 of the modpack is OUT!

an amazing update, really is. update is REALLY recommended, so many bug fixed, and yes..no more white screen!

full changelog:

If I might ask, how did you fix the whitescreening?

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If I might ask, how did you fix the whitescreening?

I added a command to the JavaArgument that skips the event of asking to delete ids. :)

Also guys! big news! currently there's a public server in a testing stage!

we need staff, and pro modded MC players to test it.

i'm adding more information on the main comment of the thread!

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The public server is in closed beta stage and white listed.
Several people have been added to the whitelist from the request form!
The server address is: MagitechWorld.com

*If you requested to be a tester and you see that you're not in the whitelist contact me here through A P.M and we'll see from there.

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I have  one quick question: Do we have any mod in this pack, wherewe can transform EU (the energy from Industrial Craft 2) to RM (the energy from Galacticraft)? I have a bigger energy setup for IC2 already, but dont want tp start with the basic generators of GC now againand waste more energy. 

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I have  one quick question: Do we have any mod in this pack, wherewe can transform EU (the energy from Industrial Craft 2) to RM (the energy from Galacticraft)? I have a bigger energy setup for IC2 already, but dont want tp start with the basic generators of GC now againand waste more energy. 

As I remember, EU energy can work perfectly with GC machines, so you don't need to make GC power at all. :)

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Update v0.6.0 Beta is OUT!

Finally..eh?

Full changelog:

 

 

0.6.0 Beta - FINALLY an update! god! so many changes..
- Added Funky Locomotion, Steve's Addons, WailaPlugins & Squidless (A mod that fixes a rare vanilla bug with squids).
- Removed MAtmos (did some problems with memory and it's just unfinished), Pressure Pipes (Ender IO has the same option) and Modular Power Suits (overloaded servers, also unfinished and too unstable).
- Tons of configuration changes.
- General performance improvement.
- Updated Forge, and over *70* mods to this point. (24/12).
Because of all the changes in this big update I release the update as beta, so be *sure* to report me about every single problem.
Enjoy!

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Looks awsome, can you maybe add some thaumcraft expansions like Technomancy, Automagy and Apocrypha, that are awsome expansions that makes thaumcraft alot deeper

 

Technomancy (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2127441-0-8-2-technomancy-an-expanded-bridge)

Automagy (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2125369-tc4-addon-automagy-automation-and-logistics-v0-17)

Apocrypha (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1445828-tc4-addon-forbidden-magic-v0-551-prerelease)

 

Rotarycraft and Reactorcraft, 2 pretty cool mods for real enigeers :) Adds a lot of new possibilitys (https://sites.google.com/site/reikasminecraft/rotarycraft)

Blue power, for some awsome light and machine solution (Sorting machine ftw) (http://minecraft.curseforge.com/mc-mods/223099-blue-power)

 

Rogue like dungeons, a bit for the adventurer :) (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1290238-roguelike-dungeons-v1-3-5)

Ruins, also for the adventurer (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-ruins-structure-spawning-system)

 

And maybe some mods for the fighter, like Lycanite's Mobs or Infernal mobs to make the game more a challenge for the fighter fraction

http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291613-lycanites-mobs-environmental-mobs-aggressive

http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1284359-atomicstrykers-infernal-mobs-diablo-style

 

Hope you like my ideas any maybe some of this mods are going to go into the packet, that whould be awsome :)

Greetings, teufler

 

Edit1: Oh almost forgot Enhanced Portals 3, awsome custom portals are never wrong :D (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2178842-enhanced-portals-3)

 

Edit2: Maybe add ars magica or the fossil mod too ?

Edited by teufler80

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Looks awsome, can you maybe add some thaumcraft expansions like Technomancy, Automagy and Apocrypha, that are awsome expansions that makes thaumcraft alot deeper

 

Technomancy (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2127441-0-8-2-technomancy-an-expanded-bridge)

Automagy (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2125369-tc4-addon-automagy-automation-and-logistics-v0-17)

Apocrypha (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1445828-tc4-addon-forbidden-magic-v0-551-prerelease)

 

Rotarycraft and Reactorcraft, 2 pretty cool mods for real enigeers :) Adds a lot of new possibilitys (https://sites.google.com/site/reikasminecraft/rotarycraft)

Blue power, for some awsome light and machine solution (Sorting machine ftw) (http://minecraft.curseforge.com/mc-mods/223099-blue-power)

 

Rogue like dungeons, a bit for the adventurer :) (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1290238-roguelike-dungeons-v1-3-5)

Ruins, also for the adventurer (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-ruins-structure-spawning-system)

 

And maybe some mods for the fighter, like Lycanite's Mobs or Infernal mobs to make the game more a challenge for the fighter fraction

http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291613-lycanites-mobs-environmental-mobs-aggressive

http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1284359-atomicstrykers-infernal-mobs-diablo-style

 

Hope you like my ideas any maybe some of this mods are going to go into the packet, that whould be awsome :)

Greetings, teufler

 

Edit1: Oh almost forgot Enhanced Portals 3, awsome custom portals are never wrong :D (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2178842-enhanced-portals-3)

 

Edit2: Maybe add ars magica or the fossil mod too ?

Well adding mods in the current stage of the modpack is a bit too much.

Some of the mods (like Rogue & Ruins) are already in the modpack, others (like BluePower) are too unstable and also, we got ProjectRed, so, yeah. but thank you very much for giving feedback, I really appreciate it.

Edited by Jon_

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Well adding mods in the current stage of the modpack is a bit too much.

Some of the mods (like Rogue & Ruins) are already in the modpack, others (like BluePower) are too unstable and also, we got ProjectRed, so, yeah. but thank you very much for giving feedback, I really appreciate it.

Do this means that there is no chance that more mods go into the pack ? or that you currently fixing everything and then think about ? Because the thaumcraft addons and the Enhanced Portals dont add any world generation so that should not be a big deal. I think this will one of the most awsome modpacks i ever saw, and i hope some of the things find its way into the modpack.

 

Uhm and i found a bug that if i want to look up some recipes in the flans plane workbench, my minecraft is crashing

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wow...

 

well, i skipped most the convo cause it soo far off topic.

 

anyway nice mod pack. pretty much everything.

how you pull it off without crashing on impact is beyond my realm of kowlege.

 

Basiclly, i dont know which mod to mess with first ;)

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Do this means that there is no chance that more mods go into the pack ? or that you currently fixing everything and then think about ? Because the thaumcraft addons and the Enhanced Portals dont add any world generation so that should not be a big deal. I think this will one of the most awsome modpacks i ever saw, and i hope some of the things find its way into the modpack.

 

Uhm and i found a bug that if i want to look up some recipes in the flans plane workbench, my minecraft is crashing

 

This is a mod crash, it may have been fixed already. if not, I'll report it. :)

New mods - for now not, because we want to make things stable. maybe in the future.

wow...

 

well, i skipped most the convo cause it soo far off topic.

 

anyway nice mod pack. pretty much everything.

how you pull it off without crashing on impact is beyond my realm of kowlege.

 

Basiclly, i dont know which mod to mess with first ;)

Thanks!

And I say - Tech first to get good resources, with Tinkers', then magic. :)

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