Welcome to Overgrown, a custom city-scape apocalyptic modpack.
This modpack is no longer under development, and will remain as is, unfinished.
It's playable, but still has some bugs and unfinished quests. ~80% done.
We are working on new modpacks now because 1.10.2 bugs are only being fixed in 1.12.2
Click these for more info on Singleplayer and/or multiplayer Overgrown:
Important Beta Information:
"/bq_admin default load" will load the updated quest list into older world files. This is only necessary for pre-existing worlds that get played again with a newer version of the modpack, so don't forget it when you update!
If you have cheats turned off and can't run said command, open your world to LAN in the options menu with cheats on. Run the command "/bq_admin default load", and then save & exit to turn cheats back off again.
Optifine Dynamic Lights are highly recommended for this modpack, but if you don't like optifine or can't use it, we have included our own dynamic lighting mod (disabled by default) with the pack.
"Only a few years have passed since humanity became endangered, and we are no closer to finding out what happened all those years ago. Some people thought it was simply nature striking back, maybe the zombies that once stayed in the shadows became bold enough to wipe us out, a new bio weapon fueled by political turmoil, or even just some gods idea of a sick joke. No matter what wiped us out in the end, one thing holds true. We are not the top of the food chain anymore.
A few of us survived by hiding in bunkers to wait out the chaos, but the world we returned too days later was already like this. The smoke had not even cleared yet and plants had already claimed the world. We travel alone or in small groups to cover more ground, search for clues and resources, and only regroup when necessary. Too many people in one place will quickly draw out the undead.
So go, before we are noticed. There is an uncharted section of the city a few miles from here, try to set up something a bit more permanent there and keep looking for answers."
Overgrown is a long term exploration modpack that takes place in an infinitely large proceduraly generated ruined city that has been reclaimed by nature. Plants and animals now live intertwined with the ancient skyscrapers, creating a unique jungle of vines and concrete full of wild animals and the ruins of long forgotten human society. Mo'Creatures, Biomes O'Plenty, and The Lost Cities populate the world with diverse Flora and Fauna, While Tinkers Construct, TIAGA, and Mekanism fill the caves below with rich and varying ores to mine.
Mod list as of 0.9:
- BiblioCraft (by JDSinclair)
- CompatLayer (by McJty)
- Up And Down And All Around (by Mysteryem)
- The One Probe (by McJty)
- MS Utilities (by MSandro)
- Minefactory Reloaded (by skyboy026)
- Blocklings (by WillR273989372)
- Mantle (by mDiyo)
- TAIGA (Tinkers alloying addon) (by Zkaface)
- JourneyMap (by techbrew)
- JurassiCraft2 (by Codyrex78000)
- Quark (by Vazkii)
- The Lost Cities (by McJty)
- Zombie Awareness (by Corosus)
- Mekanism (by aidancbrady)
- Moar Tinkers (by Bartz24)
- Better Questing - Standard Expansion (by Funwayguy)
- Better Questing (by Funwayguy)
- Applied Energistics 2 (by AlgorithmX2)
- LLibrary (by iLexiconn)
- Biomes O' Plenty (by Glitchfiend)
- Tinkers' Addons (by oitsjustjose)
- Gendustry (by bdew)
- Forestry Questing (by taotsetung)
- Cooking for Blockheads (by BlayTheNinth)
- AutoRegLib (by Vazkii)
- Mystical Agriculture (by BlakeBr0)
- More Bees (by Tencao)
- Morpheus (by Quetzi)
- CodeChicken Lib 1.8.+ (by covers1624)
- Railcraft (by CovertJaguar)
- Forestry (by SirSengir)
- Just Enough Items (JEI) (by mezz)
- CoFH Core (by TeamCoFH)
- Hardcore Darkness (by lumien231)
- Java Version Checker (by chylex)
- Natura (by mDiyo)
- Rockhounding Mod: Core (by GlobbyPotato)
- Iron Chests (by progwml6)
- Tinkers Construct (by mDiyo)
- Ender Storage 1.8.+ (by covers1624)
- [ANGRY PIXEL] The Betweenlands Mod (by MrCompost)
- CodeChicken Core 1.8.+ (by covers1624)
- Mekanism Generators (by aidancbrady)
- Mo' Creatures (by DrZhark)
- Just Enough Resources (JER) (by Way2muchnoise)
- Mekanism Tools (by aidancbrady)
- InfinityLib (by InfinityRaider)
- Rockhounding Mod: Chemistry (by GlobbyPotato)
- GoG Skybox (by Vazkii)
- Chisels & Bits (by AlgorithmX2)
- Better Questing Triggerer (by MrAmericanMike)
- Iron Backpacks (by gr8pefish)
- Pam's HarvestCraft (by MatrexsVigil)
- Just Enough Forestry Bees (JEFB) (by apengu_)
- Global GameRules (by Gory_Moon)
- Chunk-Pregenerator (by Speiger)
- AgriCraft (by InfinityRaider)
- Custom Mob Spawner (by DrZhark)
- Refined Relocation 2 (by BlayTheNinth)
- Chicken Chunks 1.8.+ (by covers1624)
- Mystical Agriculture - MFR Compatibility (by BlakeBr0)
- Mouse Tweaks (by YaLTeR97)
- BdLib (by bdew)
- MCMultiPart (by amadornes)
- CoroUtil (by Corosus)
- Dynamic Lighting (by The1Silent)
- BetterFps (by Guichaguri)
- Mystical Agradditions (by BlakeBr0)
- WMATM Vehicles (by Soggy_Mustache)
- InstantUnify (by MrRiegel)
- More Overlays (by feldim2425)
- FTBLib (by FTB)
- FTB Utilities (by FTB)
- TexFix (by Speiger)
- Worldgeneration Profiler (by HyCraftHD)
Scavenge the derelict ruins and long abandoned subway systems for resources and start building up from the rubble of your predecessors. Mystical Agriculture, Pam's harvest Craft, and Agricraft will give you plenty to farm with. Then start process your food and raw materials with Mekanism, Forestry, and Minefactory Reloaded. The mod count is intentionally low because each one is feature rich, and will be used to the fullest as you go through the long questing trees. I built this with the intention of being considerably more lightweight so as many people as possible can play. Currently we have been able to get Overgrown to run on as little as 2gb of RAM on minimalist settings and Optifine, though 4gb will allow for much better graphics. (first time world gen is always going to be slow)
This modpack has also intentionally excluded all mass storage mods from the early game, instead relying on Refined Relocation, Iron Chests, and various pipes / conveyor belts for a hands on storage approach. While this is far from a gritty hardcore modpack, it's still a survival experience. Pipe based and intelligent chest based systems have a certain charm that tech storage mods have done away with, and I think everyone will get some more enjoyment and appreciation out of their bases this way. Ender storage is also available for any inter-dimensional storage movement you may require, but we highly recommend utilizing the subway system for Overworld transportation.
The farthest reaches of late game content, along with the custom questing experience, are under a bit of flux right now. The development team and I keep finding numerous bugs leading back to the bigger tech mods (most of which refuse to address their own bugs) and so we have had to remove more mods than originally intended. As such, any singleplayer worlds moving from one version to another will almost certainly remove items you had previously collected. Once these issues are ironed out and quests are completed we will release Overgrown 1.0, but until then please be patient with our beta tinkering.
Youtube Showcases:
Twitch Streamers: HeyLookItsAlex, TrueDeviL
(You would think that since this is twitch I would be able to link twitch streams more professionaly, but no. This is why we can't have nice things.)
We recommend the Unity texture pack by CyanideX, it converts both vanilla and modded textures to look more unified with the Mekanism look: https://minecraft.curseforge.com/projects/unity
If you already have issues running Overgrown this will not help, it's just a little something extra for people with good PC's who prefer the modern vanilla look (1.13 ish)
IMPORTANT:
- Latest Java - Update your Java version for best performance.
- Singlepayer - Use world type "Lost Cities" or "Lost Cities (BoP)" on world creation, Keep Inventory is already on but you can still turn on cheats as well if you want (your game your rules).
- Multiplayer - Use world type "lostcities" in your server.proporties file. Copy and paste the Config and Mods folder from the version you want to host into the server, we test to make sure each version doubles as server files.
- Please use Optifine with Dynamic Lighting enabled. Hardcore darkness while holding a dynamic light source is possibly the coolest thing ever.
- Beta - This is still a beta pack, so expect some bumpy game play until we iron it all out for full release. It's playable, just keep in mind bugs do happen.
If your game crashes, please make sure you have the latest version of Java installed before you report it. Updating Java fixes most bugs. If you have a crash even with undated java, please post the crashlog on Pastebin and link it in your comment bellow.
If you have any recommendations, feedback, comments, anything really, please let us know down below and we can discuss it :)
Feedback is very important to us as this is still in development as a Beta pack.
Does anybody know if there is there a pack like this but in 1.12.2 or even 1.16.5?
guys i need help i am fighting in betweenlands but if i trying to spawn the fortress boss modpack always crushed so what can i do now
and this is my crash report
WARNING: coremods are present: llibrary (llibrary-1.7.7-1.10.2.jar) CoFH Loading Plugin (CoFHCore-1.10.2-4.1.12.17-universal.jar) CCLCorePlugin (CodeChickenLib-1.10.2-2.5.9.283-universal.jar) LoadingPlugin (HardcoreDarkness-MC1.10.2-1.9.jar) mysttmtgravitymod (UpAndDownAndAllAround-1.10.2-2.7.3.jar) TheBetweenlandsLoadingPlugin (TheBetweenlands-2.0.4-alpha-universal.jar) LoadingPlugin (Quark-r1.1-70.jar) AppEngLoadingPlugin (appliedenergistics2-rv4-stable-1.jar) Worldgeneration Profiler Plugin (worldgenerationprofiler-v1.1.1.jar)Contact their authors BEFORE contacting forge
// I let you down. Sorry :(
Dude, update this pack, the idea is super fun
In reply to Velooocity:
Unfortunately this particular version will not be updated any further. There does remain a chance for alternative packs to be launched.
Please, help me. Single player is working, while when I starting a server, I have an error "The state engine was in incorrect state SERVER_STARTING and forced into state SERVER_STOPPED. Errors may have been discarded." how to fix it? Help me please!
How do i spawn in a city? the modpack is downloaded and in the mod list folder, but i couldnt find the "Lost Cities" worldtype. The only new world type was Biomes O Plenty, so i tried that and im flying around in creative trying to see if theres a city there. are there any seeds that are near a city?
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I want to thank you for your work on this mod pack. I have had the server up for a while now and thoroughly enjoyed it. I look forward to seeing what you do next. Thank you for all the fun you gave up.
In reply to Consumerx54:
I'm glad you enjoyed the pack, unfortunately a lot of stuff has been happening in my personal life and 1.10.2 mod support dropping was kind of the straw that broke the camels back so to speak. I am still working on modpack development just not Overgrown anymore. Even changing quests is beginning to mess with other peoples progression and spamming server console on occasion.
We are currently working on a much more open ended pack called "Prosperity", which uses a lot of really cool looking world gen (Biome Bundle from OTG, Recurrent complex, Tech Guns, and Galacticraft). So while Overgrown felt like a tropical apocalypse zoo, this next pack is intended to be a bit more picturesque industrial sci-fi. World gen is surprisingly smooth considering how good it looks, and it has tons of structures to loot, resources to gather and automate, over 30 planets/moons to travel too plus space stations. It's a big modpack but we are focusing on performance a bit more this time around since that was a big issue in Overgrown.
And while the guys are tweaking that pack, I am working on an adventure pack which will take a while to build. This pack will see a return to apocalyptic building looting but in a very different way. Adventure mode in most areas so no breaking/placing blocks, with a system to claim small areas for building bases. (We still like the idea of base building, but ripping through walls with your bare hands or standing on two blocks of dirt kind of breaks a zombie survival game). In depth first aid and location damage, infection from the zombies, hydration, temperature, hunger, and respawning looting systems. All an hand built chisels and bits landscape (The performance on chisels and bits at this scale is surprisingly low, as fps and cpu look fine in most areas) with proper looking guns, a way to go prone and crawl through air vents, and even NPC settlements with quests and factions. Like I said this one will take a while to make though, but we already have a map layed out and building templates on the way to world edit things together.
Major progression issue: Railcraft's circuit boards need specifically green woold, which requires green dye, only obtainable from cactus. These don't grow naturally so you either have to do the insane prosperity shard grind (need 9 stacks of anything to sell, no way to sell just a single stack worth of items, what the heck!) An obvious alternative would have been Agriculture's crossbreeding, but that has major issues in this version, namely incompatibility with vanilla sugarcane and beetroot.
In reply to Forge_User_65787023:
"check the json files for the plants. Specifically: config/agricraft/json/defaults/plants/weed_plant.json
Change the value for enabled to false."
Hello,
I just wanted to touch base and see if you will have any more updates to the pack.
Thanks!
In reply to suryamon:
As much as this pack still has more work until I consider it complete (only a few bugs left but lots of quests still not implemented) I have stopped working on Overgrown for the time being.
My original reason for slowing down development was because I moved from my parents house to my own place, went to college, and got a job all in a two month span. Then I saw 1.10.2 modding support was dropping rapidly and most of the bugs Overgrown had were only being fixed by mod makers in the 1.12.2 versions of their mods.Then I was in a car crash, no one hurt but I lost my car so I have to bike to work now.
Not that you needed to know my whole personal life story, I just figured I would give the full reason why I stopped working on the pack.
So going forward I am only working on new modpacks, and only for 1.12.2
1.13 will change how air blocks and water physics work so I predict 1.12 will remain the go-to modded minecraft version for a while, as modders learn the new fluid system and command line changes. The next pack I actually release will be a lot more casual than Overgrowns narrow minded quest line, because the pack after that will probably be map based. My friends and I have been toying with the idea of an "adventure pack" for a month or so now and it might just work. I have not seen a lot of adventure map mod packs outside of Tolkeincraft or MineZ, So our goal of only making unique packs fits that mold well.
Anyway, If I ever come back to Overgrown it will be for 1.12.2.
The 1.10.2 version will remain as-is and unfinished.
In reply to Rildmore:
is there any hope the modpack is ready to play this year bro its my fav modpack i can stream it but now it crashed everything when i on the server cause between land boss crashed the game idk why :D
In reply to Ockman:
In reply to Ockman:
this modpack is maxing my CPU usage anyone have a fix
CPU: i5-4690
GPU: GeForce GTX 1050 Ti
RAM: 16 GBytes DDR3
In reply to ahkine57391:
Hello!
I was playing and it was fine until I noticed all the oceans/frozen oceans and similar ocean type biomes from BoP are covered by cities, can I ask for a configuration that doesn't involve city generation on ocean-type biomes?
If not I would be grateful if you point me to the specific file that I need to configure/edit in order to avoid city generation in those biomes.
Right now I can only see 3 customization options in the world creation using LostCities option. (atlantis, default and realistic) And I really don't like the other 2 compared to the one in the modpack.
The pack is very nice to play but I want to build a base near a beach (like in the movie Inception) but that is hard right now :S.
PD: Have you thought about using chisel blocks in your default config?
Edit: I was actually trying to do the farming quests, and I hate the weed is the most time consuming thing of all.
Hello, I'm not certain what happened, but last night I was playing fine, and now it keeps freezing and crashing on world load...
Actually, it was fine like three hours ago, made a new world, paused the game, and then my computer either crashed or force updated - thank you microsoft - and when I came back it was off. Booted it back up and now I can't bring up my world.
Here's the crash log: https://pastebin.com/u9FU44Nr
I tried disabling harvest craft, since it seemed to be the issue for a lot, but that didn't help. It was fine through the loading screen, said 'missing block blah blah blah' and then froze again....
Help?