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Order of All Creation: Relic Hunters

Explore the land as a variety of unique origins in search of riches, knowledge and artifacts.

File Details

Order of All Creation Relic Hunters-0.1.6d.zip

  • B
  • Dec 14, 2021
  • 18.69 MB
  • 391
  • 1.16.5

File Name

Order of All Creation Relic Hunters-0.1.6d.zip

Supported Versions

  • 1.16.5

Warning. If you previously had a version older than 0.1.6 you probably aughtta do a new world cause of changes and stuff.

 

0.1.6d

Zhongli Zhongliburstupraded GIF - Zhongli Zhongliburstupraded GIFs

 *brandishes nerf hammer with malicious intent*

 

Installed
Max health Fix (for when you get big health and that weirdness happens.)

 

Updated
Architectury
Attribute Fix
Ars nouveau
Crockpot
grapple mod
Lootr
War Dance


Reworked World border function so that it only checks and changes the current dimensions border rather than trying to do them all at once and potentially desyncing. So if you change dimensions it may take a moment for the border read out to change and update the border size for the current dimension. The dimension size is also always maximized when in a blood magic dungeon or Compact machine and so the border changer function won't run in them. This should hopefully prevent you being hardcore'd into a 1x1 space while playing in the nether or end as any of the origins in those locations, while also stop it from desyncing in the first place again... fingers crossed

 

Added XP rewards for War Dance skill quests, and added a further Exhaustion/Wounding/Burnout explanation quest. Now will you read them? you kinda need to know this stuff to enjoy combat a bit more, and not just be confused.

 

 

[Balance, tweaks, Misc]
Fixed the unphaseable tag actually not working cause of some stuff that isn't actually blocks being in it.

 

Fixed mismatched EMC values I screwed up. (alchemy bag vs tablet)

Reduced resistance stacking on some of the mobs in undead castle to only be 1 if they even have resistance.

Did EMC for Vanilla Food Pantry that was missing with harvestcraft gone... Going as far to add EMC for each step of useage of the multi-use jars of syrups etc. that was fun.

Did EMC for all the blocks from Chisel. It was a lot of blocks...

Nerfed EMC for Quartz and Aquamarine. The stuff's just decorative anyways like 75% of the time, also the blocks get used in structures a fair bit...

Also fixed a whole lotta EMC values here for various things that were shonky or missing, or straightened out some recipes from other mods I noticed.

Nerfed Redia Tool to give a maximum of fortune 1. It also starts initially at 50% durability cause it's only made out of diamond gilded iron after all. real diamonds my foot. So theres a bit more investing required if you're gonna go the route of Redia recycling for your easy fortunes.

Also nerfed Apatite, the stuffs just used for fertilizer after all... Even if it is a gem of some sort. I think once upon a time I had silent gems or something, and it's part of the gems from that. Had some old EMC values for it in my file while I was editing them.

turned on "Doggy talents dogs inherit their parent's levels". Summons and pets, actually not a bad investment honestly. Especially when you can armor them with V-tweaks.

Scripted out the enchantment Library recipe because it's meant to be in the research section, since it wasn't being yeeting cause it was made in code. So had to call in crafttweaker finally.

Nerfed Ama'ahat the apotheosis spawned super pharaoh in a few ways. (reduced some stat multipliers a few notches. he probably needs more but will see.)

Disabled entities from dodging so to not completely disincentivize ranged attacks anymore due to enemies dodging and wasting all your ammo. Enjoy. it's technically a buff. see, it's not all bad.

Fixed Arrrow bundle loot table giving you a table that was meant for an entire chest which resulted in arrows all over your inventory instead of just a singular or handful of arrows...

 

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0.1.6c changes
Why can't I just play the video game without it breaking?

 

Updated
cloth config
Environmental
Grapplehook (although it's glitchy with the mobility mods. it still has it's use... for now...)
War Dance
Savage and Ravage
Farmers Delight
Simple RPC

 

Patched a pretty big oof in first quest's scoreboard value set up which stopped the initialization variable quest not popping properly to stop new world joiners from resetting or constantly incrementing default world values etc.

 

Patched the Mining gadget recipes not being removed. since they're meant to be gotten from the research section.

Mining gadget's costs and sizes etc downsized to more match Thermal and Immersive engineering power values. So you don't need a comparatively dumb amount of power to run it.

Tried to add more highlighting to the operational border effects quests and clarified tooltips on the Transport Sigil and Resplendent tokens.

Fixed ProjectE items in research not having EMC values.

Affix type overrides for some dungeon gear items which weren't able to get affixes transferred to them.

 

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0.1.6b Changes:

Updated Forge to 36.2.20. You should be safe against that exploit vulnerability people have been posting on discords etc.

 

Removed World Edit and World Edit CUI. I only had them to build some stuff in creative. But it makes your FTB quests menu crash when you press E if it's left in. :V

 

Updated Enchantment Descriptions.

 

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0.1.6a's changes:

Forgot to remove dimension dungeons, it's removed now, hopefully. I was just testing if it was working thanks to changes made by forgery that have also allowed compact machines to work. Since it used to crash. but we're not using it yet. sorry!

Also reexported all my datapacks in the openloader folder used to do all the edits throughout the mods, incase I missed some stuff with last minute work...

 

Updated mods

CofhCore

Thermal Expansion. (last minute ninja updates that showed in curseforge launcher.)

 

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0.1.6's changes!

[Mod changes]

 

Added:
Customizable Player Models (Time to get some models for the origins and stuff. or you can use your own. :O)
Pekhui (needed for size changes etc.)
In Control (for rebalancing of enemy stats without over doing it by accident with champions... when I get to it...)
Nether's Delight (more food for the nether as an expansion to Farmer's Delight)
MmmMmmMmmMmm (Target dummy for testing stuff on. It also staggers, which is pretty silly.)
Armor Points++/Health Stacking (Different flavor of armor HUD overhaul.)
Enchantment Limiter (Combinatory Explosion due to so many mods with strong enchantments makes game op and too easy. So, Chief made another mod, and we bonked the balance good.)
Just enough Professions (so you know what to make to make villages and the right villages.)
Forgery (MASSIVE tweak and small cool addition mod. lotta nice things and other mechanics tucked away in it to improve the game.)
Compact Machines (Hopefully we can give these a magical facelift, but these have been added in as improved pocket dimensions over Bags of yurting. They're gotten from the new research section in the quests.)

 

Backdated:

Better Hurt Timers (this was basically making it so that mobs wouldn't be affected by damage timer changes on registered damage types. and so would be immediately obliterated by things like suffocating in walls or chemical throwing deadly effects at them etc which would otherwise deal damage every tick. Apparently the mod still worked on a previous version. So I got that one.)

 

Updated:

(yes)
AI Improvements
Apotheosis
Archer's Paradox
Ars nouveau
Architectury
Atmospheric
Atum 2
Better Portals
Blame
Blood Magic
Catalogue
Chisel
CoFH Core
Corail Tombstone
Collective
Configured
Controlling
Corail Tombstones
cosmetic armor reworked
Crafttweaker
Crockpot
Customizable Elytra
Custom villager trades
Cyclic
Diet Forge
Doggy Talents
DotCoin Mod
Dungeon Crawl
Dungeon Gear
Endermail
Ensorcellation
Farmer Delight
FTB Chunks
FTB Library
FTB Teams
Geckolib
Gui Clock
Harder Natural Healing
Hats
Iceberg
Ichun Util
JEItweaker
KotlinForge
Level Hearts
Legendary Tooltips
Lootr
Magnesium
Meet Your Fight
Placebo
Polymorph
Quark
Refined storage
Simple Discord RPC
Softborder
Sophisticated Backpacks
Thermal Cultivation
Thermal Expansion
Thermal Foundation
Thermal Innovation
Villager Tools
Wither Skeleton Tweaks

 

Removed

Arsenal Core (Although the weapons were nice, we were getting a little too kitchen sinky and they're mostly covered in similar forms by other mods too. So we offed them.)
Refined Storage (While Refined was all well and good it is a bit extraneous at this point due to there being alchemy and other ways to store items, like rows on alchemical chests or
Alchemy bags. So cause we're not a super heavy tech modpack that requires infinite amounts of storage and automation we removed it to lighten the load of the pack.)
Overloaded Armor bar (it was replaced with Armor Points++)
Pam's Harvestcraft (at over 1800 foods overall in the pack it was getting a little nuts. A lot of pams foods don't even have bonus effects to them. So we tossed it to lighten the load. you've still got 800+ worth of items to eat through from various mods. Try the crockpot among other things instead!)
Ender Chest
Ender Tank
Shetiphian Core (Core is the core mode for the ender chests and tanks, but the ender chests and tanks cause a crash with relics currently... and we've been waiting a while for the fix but it's yet to come out. So, they're getting tossed. Just mail things home or pocket cyclic tanks or use more alchemy bags/backpacks or something. Or y'know, teleport home with a waystone set up.)

 

[Gameplay/Mechanics/Quests]

Talisman of repair's recipe has been disabled. It was too op currently to allow to live, and was almost always a no brainer pick up/craft and early game priority. We don't like no brainer choices. it might come back as a special reward with a further nerfed self repair time later or something.

 

Origins Related

Fixed wraith crashing on world load. if that snuck in from previous versions. it was cause of an origins bug.

Origin descriptions for races that have "Sub classes" now have a square bracket notice at the start of their description letting you know. So now you should know there are 3 extra choices for human, 2 for minotaur, and 5 for witcher. Who're the only ones who have sub classes for now.

 

Nomad Improved!
Nomad should no longer gets slowed while in cooler biomes if you have any of these 4 effects: Corail tombstones Frost Resistance, Atmospheric Persistence, Farmers Delight Comfort, Vanilla food pantry Heated Food.

 

Phasing somewhat "Balanced".
Those salty phantoms, archons and wraiths constantly just walking through your base as if it's not there? 1200+ blocks have been given unphaseable status. These are mostly machines, magical or dense metals and other magical based building blocks. Aswell as literally everything from securitycraft that is block based. If you end up faceplanting something mid phase, check it in JEI for the unphaseable origins tag.

 

Enchantment Limiter Mod
Enchantments now use a point system and have configurable point initial and leveling costs. Items that are enchantable have an enchantment point total dependent on their enchantability and other factors. Overflow your enchantment points and the last enchantments in the list that go over get purged when working with the item.

Now more than ever enchantment salvaging, singling out and manipulating are important so you can combine it just right to make a useful build! Fighting Apotheosis bosses is also further made powerful as affixes are separate, and within affixes exist enchantability bonuses which you can attempt to strip off to put on your favorite gear to bolster them above the rest.

 

Ring of a Thousand Curses and Difficulty Rebalance
Ring of a Thousand curses now no longer nerfs your armor protection and only nerfs damage dealt by 25%. It also only gives double XP instead of triple. However watch out in later versions... I might try shenanigans to have more interesting changes later. ;)

Difficulty level changes now only improve mobs by 25% damage per tier increase.

Champion multipliers have been bashes down a few tiers. x2/3/4/5 for each tier. rather than the rather steep 3/6/9/12 that it was. It was causing some rediculous scaling later on during higher tier mods where mobs would have larger pools of health to get multiplied.

 

New Quest Section: "The Fruits of Research"
Make sure you keep hold of your Research notes! They're now used as a form of Tech unlock currency in this quest section. So use them for XP, share with friends, then spend them to pick up the ability to get a "Prototype" item which can later be learnt using Alchemy and reproduced afterwards. These items used to have recipes but now have steeper needs of requiring research notes to initially unlock, along with other base items as a research cost. Once created they're yours to keep and distribute among others if you so desire.

 

As a result of this section a number of items may have EMC but be uncraftable. Check this section and see if it's now part of this system.

 

Quest Section Revamped: "Dungeoneers Armory" became "Armaments of an Old War".
Now instead of trading in your duplicates of dungeon gear equipment dungeon gear equipment is now limited to finding only the base versions throughout thematically viable chests through dungeons and vanilla locations that have been customized. While most dungeon gear equipment is nicer in certain ways than default equipment due to bonus stats and other effects they aren't at full power! Using soul shards crafted from soul pieces collected from around your relic submits and pet finds as well as some initial research material and experience costs you can upgrade the base items into your selection of their unique variants to gain their additional benefits and prestige.

 

Coins Improved
Thanos Alone GIF - Thanos Alone GIFs
Changed recipe combining and splitting to work in sets of 9 instead of 10. This allowed me to work in recipes going up and down so you can rapidly convert coins with a crafting table and JEI shiftclick and can further condense coins automatically in your bags with compactor upgrades in sophisticated backpacks. You're welcome. No more being burried under copper coin avalanches with Ama-ahat I the wandering Pharaoh or some apothic boss with a ton of health dies.

 

As an aside, coins also no longer drop from passive mobs. only stuff that is considered hostile. Not that that part matters much. This also means the coin purses are kinda extra. :V which truthfully they are without auto compacting of their own programmed in by spacecat one day... go bother him respectfully to add it for me. so I don't need these changes. ;).

 

[Balance, tweaks, Misc]
Gave ender dragon natural champion 4, wither natural champion 1 (cause of the blast radius increase gets too crazy at higher levels).

Some general buffs to a few fire and ice foes to make them more legendaryish.

bosses from Ice and Fire are now naturally champion 2, Sea Serpent, Dragons, hydra and Cyclops. Gorgon champion 1. on account of needing to fight her blind or insta-die. :V.

Level health mod now will only punish you down to a minimum of 10 hearts. losing one max health on death (compounding with not reacquired soul fragment from enigmatic legacy).

Magicbane and Rod of Lyssa recipe removed for now. They're kinda silly op. :V (among other recipes, which became the items converted to research).

Nerfed Multipliers on Champions to be less extreme, as it compounds strongly with elite and master mode effects and the high health of the things I've often added champion buffs to.

Reduced size of nether biomes and frequency of BYG nether biomes, they stretch for too long. making nether exploration for specific places arduous.

Blacklisted nether biomes in the default castle type so it hopefully won't spawn and hang the world. If that is even the cause of them.

Added EMC to Farmers Delight and Nethers Delight foods and items.

Also Added EMC to a number of bucketable fluids which you may find useful for working with tech and other things like the fluid thrower or just dumping on things for shenanigans.

Removed Vanilla Food Pantry Fire Proofing.
Removed Magma and magma cream related unpacking recipes, cause turning 128 EMC into 800 x4 is rude. While 800x4 into 128 if you don't have magma is just a... "investment". :V it's a balance nightmare otherwise. You got EMC, use it.

removed bit of heat recipes for lava, cause you get a lot back per lava, similarly with lava sand into heat. The lava sand is still good for a longer smelt time. But no splitting it into more EMC. :V