The Divine Ruins

Adventure into a world of magic and technology
Thaumcraft is fine though lol (not my picture)

Thaumcraft is fine though lol (not my picture)

Description

 

The Divine Ruins is a medium mod pack with the main focus being on exploration, featuring well known mods like: nether ex, ender IO, Mekanism, Tinker’s Construct, Thaumcraft, Astral Sorcery, Divine RPG and much more. The main goal of "The Divine Ruins" is to have a modpack with something for everyone and offer diverse endgame content (in terms of what to do after major goals are completed), whether it be trying to automate a highly sophisticated crafting system with Applied Energistics 2, or challenging bosses/mobs for their loot, or even messing around with Thaumcraft or Astral Sorcery, there is a lot for anyone to do at their own pace while providing some sort of difficulty with mods like Fire and Ice: Dragons, Thaumcraft, Scaling Health and a few other mods that add monsters to the rather tame world of Minecraft. 

 

In terms of requirements to run the pack, I am would recommend having at least 5 GB of ram at the least as I have not had any issues using 7-8GB, but 6-7 is generally the safe spot. 

Discord: https://discord.gg/FAj3gbEYYR

 

 IF YOU ARE ON 1.0 or 1.1, UPDATE TO 1.2!!!!!

 

Known Issues:

 

* Modpack can crash loading back to main menu after saving, this is likely due to a spike in Ram requirement for whatever reason. It seems to be inconsistent and I have not had it happen more than a few times and hasn't occurred in version 1.2.

 

* TPS (Ticks Per Second) lag can occur when fighting Ice and Fire dragons, not sure why (especially in single player where there is no server), but I have changed it so they can only now break "Weak" blocks instead of everything in their path, hopefully this fixes it.

 

* I recommend turning off Aurora in "Dynamic Surroundings" as this can cause lots of FPS lag when looking at the sky during the night on lower end computers.

 

* Not sure if this is an error worth noting as it seemed to fix itself, but had issues with a chunk allowing me to see into the world in third person in a chunk in my base (could've been tied to lower RAM).

 

Please ONLY Report the Following Errors

Conflicts (Recipe, ID's, Dimensions), missing mods or crash reports related to to the modpacks content (as in anything that would prevent you from loading a world aside from anything that shouldn't be reported as stated below)

 

You Shouldn't report the following errors:
Something related to your PC not able to run the modpack and not really anything I can do to help as well as any errors that occur AS A RESULT of adding/removing mods (or tampering with the modpack folder) is not something that should be reported because I personally make sure that everything works before uploading it to Curseforge.

 

Missing items that are due to an update that removed a mod.

 

Any "holes" in the world from missing ores when updating modpack versions.


Update Log:

 

11/10/2021  Pack Version 1.1 Released - Changed Magical Crops out for 2 Mystical Agriculture mods (as Magical Crops only supported a few of the ores in the game due to it's version plus I couldn't find any other mod for it after a bit of searching).

 

11/11/2021  Changed the picture of the pack since it was the same picture my discord bot uses (and would prefer to just make one which I did).

 

11/12/2021  Version 1.2 released, changed around some configs and added in some more quality of life mods. Most notable being Controller, Mystcraft (with a secondary mod), and Inventory Tweaks. Good luck out there! Somehow between last night into today (11/13/2021), the version of the modpack I used to test everything has broken which is odd since it has the same mods as this modpack. 

 

Erebus was removed (as it didn't seem to fit the theme and was rather boring to me)

 

Basic summary of nerfs/buffs:

 

Scaling Health

Players now lose 5 difficulty when dying (may be subject to change),this is so that way early game is not as difficult if a passive approach is taken. Difficulty is now gained faster in return to nudge players towards making weapons and not directly killing themselves to reduce difficulty.

 

Mobs now gain more damage and players take more damage as difficulty rises (rather than 10x at max difficulty bar, its now 20x as my current playthrough is at difficulty 70 and still haven't had any issues with protection 4 unbreaking 3 diamond armor aside from one shots like Gorgon).

 

You also are now capped to have 50 health max (additional 30 from base from Scaling Health Hearts), anyone who has more than 50 will not be adjusted since there isn't anything I can do about that, this is because PvP and PvE is extremely unbalanced with the maximum health you previously could get (2048) and how fast it could be done (3 exp levels PER heart added). Also adjusted the levels required to add hearts, it now sits at 30 levels (as 15 levels seemed not much of an improvement considering how easy it is to get experience levels when setup with a specific weapon and farming twilight forest bosses/Fire and Ice dragons in that dimension or with mob grinder).

 

Ice and Fire

 

Dragons have had their health pools adjusted to be higher as a specific weapon can easily do 100-250 (not tinkers by the way) with no issues (as well as no potions) and this has lead to an easy farm for dragons for experience, this only affects their max health (specifically tiers 4-5), decreased the spawn rates of dragons (since many would show up on the surface in Twilight Forest, also increased dragon bone chances to allow for a bit easier of an early game) and upped sea serpents spawns due to how many were not showing up consistently (as its is now 1/180 I believe per chunk), Sea serpents also have a lot more health since they could be 1-2 shot easily regardless of size.

 

*Considering removing morph as it trivializes a lot of the modpack's flight items and can make dimensions like Twilight Forest and the Nether extremely easy with flying morphs.*

 

11/16/2021

 

Version 1.2.2

 

Balancing Update 1.2

 

Changes:

Due to how broken thermal foundation bows are, I can't balance the modpack properly because of the obsessive damage these can easily stack (from 100 to an upwards of nearly 300 with just Power V, Multishot IV, and Infinity. Probably even more with explosion, homing, and lightning enchants to add on a small amount more of damage or make it more consistent. Also should mention bows CAN get sneak bonuses from Level Up! Reloaded, so this can make their damage EVEN more broken). This is the exact reason I have had to make majority of the buffs to mobs in the last few patches because anyone can easily 10 shot anything in the game (yes, that includes stage 5 dragons, still haven't tested wither and ender dragon). So I am going to be disabling Multishot in this version and see how balanced the game is because balancing out everything is has been difficult in testing just because of the sheer damage players can hit with them and it limits the amount of powerful bows to the following statement: "Can it take multishot? No? Then it isn't better than diamond reinforced". Quickdraw will still be enabled to serve as a "replacement" for this enchant.

 

Mobs now get more HP and damage overall as supremium armor and any other armor that is similar has little to no damage taken from blight mobs. Mobs that have had their max hp adjusted (dragon's and serpents) now are lowered and scaling will be changed.

 

Disabled the "Reflect" enchant from Random Enchants as this negates damage to the point that you'll not need many other enchants

 

Disabled "Swiftness" enchant for bows as you can accomplish the same thing with Level Up! Reloaded arrow levels.

 

During testing, I had enabled "lose health on death" for scaling health, this was a very major balance, but personally, losing 3 health for dying seemed like it was a lot, so I will be nerfing this to 1.

 

Players now have move health when starting/joining a new world, this is to balance out ice and fire spawning dragons extremely close to each other.


Note: Due to the fact that according to curseforge there is mods present that are not on curseforge in the pack somehow (despite all the mods being from curseforge), so this modpack has been moved over to Technic Launcher in order to allow mods that aren't on curseforge to be used (and will expand the list of mods we currently have). I apologize for this but it makes it easier for us to work on the pack (as me and two members of the pack's discord work on the pack in general).

The The Divine Ruins Team

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