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Redblockers presents Direwolf20++

CAUTION: EXTRA LARGE. This is a custom Direwolf20 with updated mods, extra mods and tweaks, for use in the redblockers.tk direwolf20 server (invitational)

File Details

Redblockers presents Direwolf20++ 0.5.1

  • R
  • Sep 23, 2015
  • 17.19 MB
  • 2.1K
  • 1.7.10

File Name

Redblockers presents Direwolf20++ 0.5.1.zip

Supported Versions

  • 1.7.10

Redblockers presents Direwolf20++ 0.5.1 Changelog

 

Ok, we went a little carried away. The bad part of a 201 mods modpack that you can't try in a realistic environment is that you don't know if it's going to work out of the box when you put it on the Curse launcher. Server started, modpack started, development non-Curse client connected correctly, tests where fine, and as soon as I put the modpack in Curse client the modpack just couldn't connect to the server (timeout error). Oh, well... let's prune some of the less used mods and see if it works better, shall we?

PRIORITY WARNING: MYSTCRAFT GOES EXTINCT NEXT RELEASE

Go get anything valuable you have in any of those dimentions BEFORE updating to 0.5.2 or following. On your marks, get set, GO!

DETAILED CHANGELOG FOLLOWS:

Removed Mods:

 

  • Town Builder: the hard true is no one needs a town plot mod in the modpack. The most defendible base is a Tardis with the door locked. You can even push it further with Thaumcraft/Witchery/RFTools, or leaving it drifting in the time vortex while you are offline... so what's the point?

Updated Mods:

Another One Bites The Dust

Aroma1997Core
BdLib
Bibliocraft
Botania
Carpenter's Blocks
Chisel 2
DarkCore
EnderTech
Forestry
Garden Stuff
Gendustry
Immersive Integration
Magic Bees
Matter Overdrive
Minetweaker 3
Pneumaticraft
Project Red
RFTools
Tardis Mod

Mostly bugfixes, but some mods like Bibliocraft and Botania have cool new toys, too. Go check the changelogs in each mod for extra details.
DO NOT MANUALLY UPDATE NOT ENOUGH KEYS OR CUSTOM MAIN MENU: an strange bug that keeps opening the inventory screen appears.


Added Mods:

  • Ancient Warfare 2: Your own kingdom, army included. Yes, yes, I know it can be OP with rf generators... let's call it "a righteous reward for industrial revolutionarians", shall we?
  • Aura Cascade: another cool "industrialized magic" mod, it's a nice combo with Botania for automated stuff and I was really missing it from my other modpacks.
  • Et Futurum: the future is now! Lots of 1.8 and 1.9 features bought back to 1.7.10 for all of us to enjoy.
  • Extra Cells 2: since we already integrated AE with Thaumcraft, the next logic step is including integration options for liquids... here comes the right tool for that.
  • Galacticraft: spaaaaaaaace! Space race, space mining, space stations... rockets! What else do you need!?
  • ModTweaker (plugin for Minetweaker 3): check "Mod Integration Tweaks" further down for details on what's used for.
  • Modular Powersuits: yeah, I stand corrected after comments from players. It may still not have anything to do against Draconic Evolution's gear, but still is a great power armor and some people really love the customization options. 
  • Open Modular Turrets: just in case Quiver's bow arms assistants and portal's turrets aren't enough for your security needs, this mod includes a variety of base defense weaponry.

 Mods on Hold (to be added in future release):

  • InvWorks: modular machines you can carry arround; really interesting, I have to try it as soon as a crash is fixed.
  • Open Computers: a better, more interesting alternative to Computercraft, in my opinion. There's a bug in Course with the libraries instalation that breaks the mod; can be manually fixed, but I don't want to make the install so complex. Next time, maybe.
  • SciApi: library for InvWorks.

Mod Integration Tweaks:

  • Matter Overdrive's Tritanium blocks can be crafted back into 9 Tritanium ingots. Comodity tweak asked by players.
  • Botania flowers and gear got Thaumcraft aspects. Now where did I put my Thaumometer?
  • You can use Ex Nihilo's crucible to melt Packed Ice into water and  Marble, Granite, Andesite and Diorite into lava.
  • You can use Botania gear to create Applied Energistics' skystone and presses. This makes AE factible in Garden of Glass maps (and easier in normal maps). Check the Botania book for details.
  • You can give heat to an Ex Nihilo's crucible with:
    • Chisel's lavastones (1x lava speed). They are a lava bucket rounded by stone, after all.
    • Garden of Glass's blaze rod lamps (1.5x lava speed). Looks nice and burns quite well.
    • Big Reactor's Yellowium block (2x lava speed). Radioactive Termics for everyone. If only I could make the block hurt you a little...
    • Big Reactor's Blutonium block (4x lava speed). Radioactive Termics on steroids. This is actually faster than pyrotheum by a little!