rom3ox edited the blog post Revolution|2, un Modpack HQM difícil y de reconstrucción in the group MineCraft: hace 2 años, 10 meses
Han pasado 500 años desde que un holocausto nuclear devastara la tierra. Mientras el planeta se recupera, mucho de lo que ha sobrevivido no son la tierra o habitantes que conocíamos. Tu y tu equipo habéis sido mantenidos a salvo en suspensión criogénica y se os ha despertado para reconstruir la civilización.
Así comienza la historia de Revolution|2, un modpack dificil y basado en HQM (Quests y misiones) cuya progresión se basa en los Mods RotatoryCraft y ChromatiCraft. Creado por Haggle1996, sus bases son 3, el diseño, la tecnología y la magia, bases en las que tendremos que avanzar mediante un árbol de tecnología que nos obliga a usar mods que no habíamos visto antes, coger caminos alternativos en los que ya conocíamos o símplemente jugarlo por diversión.
Revolution|2 nos obligará a pasar por mods como Reasonable Realism, Immersive Engineering, RotaryCraft, GalactiCraft, y RFTools para poder desbloquear el resto de mods de tecnología, al igual que pasará con los mágicos como ChromatiCraft, Botania y Thaumcraft.
Revolution|2 Incluye muchos cambios específicos del modpack y una guía de primeros pasos que os copiamos en el pié de esta entrada para que podáis acceder a ellos rápidamente. Para poder jugar a Revolution|2 necesitaréis descargar el ATLauncher y buscarlo dentro para crear una instancia. Es recomendable un buen equipo debido a la gran cantidad de mods que tiene.
Web Oficial: RevolutionPack.info
R2 First Day Guide
Getting the most out of REVOLUTION|2
This brief guide covers some important tips for to get your started with REVOLUTION|2, including a guide to your first few days, maximizing gameplay performance, and running REVOLUTION|2 on a server. Memory requirements, world pregeneration, and server tips are found at the end of the guide.
Realistic Terrain Generation (RTG) or Biomes O’ Plenty (BoP)
When starting a new world, you have a couple of world type options – either Biomes O’ Plenty or RTG-Realistic Terrain Generation. I highly recommend changing your world type to ‘Realistic’ (RTG for SMP server.properties) – it generates more realistic rolling hills and surface forms, using the BoP biomes. Vanilla world generation does not work, and you’ll be plagued with frequent crashes if you fail to select either BoP or RTG. There is no performance advantage to either generator, so the choice is between classic Minecraft-style worlds (BoP) or more realistic hills (Realistic).
I also recommend enabling cheats – just in case – but if you’re the kind that’s susceptible to temptation, you can leave it off. It can always be temporarily re-enabled by starting a LAN game and turning on cheats.
A Note About HQM Quests
REVOLUTION|2 features a set of Hardcore Questing Mode (HQM) quests. Unlike many HQM packs, REV|2 does not require you to follow the quest book. The quest book provides some general ‘direction’ to pack progression, but is completely optional. REVOLUTION|2 is a progressive ‘kitchen-sink’ pack.
Your First Day…
Welcome to the Revolution! REVOLUTION|2 is an expansive, progressive pack with gated content that could take you weeks, if not months, to get through. While REV|2 is in essence an open-ended kitchen-sink pack, the challenge goal for the pack is to build a self-sustaining colony in the Barnard’s Star solar system. Bonus points if your colony is hosted in a self-sustaining RF Tools dimension located in that system!
But, first things first, you’re going to want to find a place to setup camp. You should have enough food for a few days of travel, plus a sleeping bag (portable bed) to get you through the night. Keep your eye out for pigs as you travel – you’ll need to kill one for your first HQM quest, if you’re going to use the HQM guide. Be aware: unlike most mod packs, unsupported blocks can fall in REV|2. This means caves and old structures can collapse, unsupported walls can fall, and zombies can pick apart your cobblestone hovel. A great place to start is near poorjoe flowers (these look like tall, think single white flowers), as this will likely mean you have iron in your vicinity. Certain other flowers, in addition to poorjoe, indicate other ores are in the general vicinity (around 2 chunk radius, give or take).
Your first order of business will be securing iron ore. The in-game guide (accessed by opening your inventory, and clicking the upper book to the left of the inventory window) details how to setup a sluice. Detailed instructions for prospecting ores can be found here, but for now, just worry about finding poorjoe flowers, building a sluice, and and getting your first few dust. Another easy early-game source of iron is limonite, which spawns in river and beach areas. You’re also going to need food soon. You can survive off of food you scrounge up, however, you’ll note quickly that food rots, so it’s difficult to stockpile and very unfulfilling. Advanced foods can be crafted from various plants, but you’ll need to research seeds for those plants first using AgriCraft crop sticks and mutation mechanics. The HQM book goes into a bit more detail about the sluice and crops, if you’re unfamiliar with these mechanics.
A Bit About Ore Generation
REVOLUTION|2 features a complete revamp of ore generation. Ore generates in extremely large, but rare veins, with trace veins extending for hundreds of blocks off from the main motherlode. Generally, you can follow these trace veins back to a motherlode, though motherlodes are not 100% guaranteed. In addition, REVOLUTION|2 features Harder Ores, a mod which alters ore density, richness, and progression. Generally, when mining an ore block, you will get only 1 or 2 (more with enchantments or processing) raw ore per block hardness. This means most individual ore blocks can be mined multiple times before the ore runs out and they disappear from the world. Raw ore must be refined further in order to create ingots. Generally, you will need 8 or 9 raw ore to create one ingot, to start. However, with proper tools, machines, and/or enchantments, you can increase that ratio to about 3 ingots per raw ore, a HUGE increase in output. REVOLUTION|2 is all about building infrastructure.
Your Next Few Days…
Once you’ve got some basic ore processing up and going, you going to want to venture into Immersive Engineering and steel production (your going to need lots of steel). Immersive Engineering will also provide your first early-game RF power (through a wind or water mill). Once you’ve got some ore processing up and going, and a bit of iron stockpiled, you’re going to want to build and power a RotaryCraft grinder. Until you have silk-touch on a pick, your early game ore processing should be IE Blast Furnace -> RotaryCraft Grinder -> Furnace, which will yield you 3 ingots per 8 raw ore, a huge increase over the initial 1 ingot per 8 (or 9) raw ore. Don’t worry, there are ways to further increase your ore yields to outrageous levels!
Once you’ve got steel going, you should also pick a mod for better tools. Botania and Ender IO provide some good options, though you have other choices (Thaumcraft, CC, RoC, etc.) If you’ve not tried Botania’s toolset and miss Tinker’s Construct, I highly recommend you venture into Botania tools. You’ll never miss TiCo again!
End of the Early-Game and Starting the Mid-Game
By the end of early-game progression, you should have a hefty supply of iron, as well as stable mid-tier food production, and some basic automation using BuildCraft or Logistics Pipes. Just getting this far should take you some time, and you’re not even half-way to the end of the pack! Mid-game progression in REVOLUTION|2 is all about getting bedrock ingots, which allow you to craft many machines from late game mods such as Galacticraft and RFTools. Bedrock ingots require you to delve through the depths of RotaryCraft. Along the way, you can upgrade your ore processing via more investment in Immersive Engineering and discovering ChromatiCraft. Also, once you’ve unlocked bedrock ingots, you can build an elevator to take you to the Cave Dimension, which features much richer ore generation and is quarry-friendly (this is the mining dimension for SSP REVOLUTION|2).
The End Game
As pointed out earlier, REVOLUTION|2 is a progressive, kitchen-sink pack, and there are MANY mods to delve deep into (listed below). In general, end-game content is going to require massive amounts of power generation – something you’re going to want to build a ReactorCraft reactor for, though you could scrape by with several other methods of large-scale RF generation, such as Matter Overdrive’s gravitational anomoly. If you’re looking for a challenge goal, try building a self-sustaining colony in an RF-Tools dimension hosted on the planet Barnard’s Star C. Getting this far is a big achievement!
Here’s some other achievement-worthy goals: – Acquire the Botania relics – Delve through Thaumcraft and it’s many add-ons – Visit the chroma dimension in ChromatiCraft – Build a self-sustaining colony using nothing but RF Tools, – Visit the galaxy through GalactiCraft and GalaxySpace (try setting up a sustainable colony on a space station or asteroid!) – Build a ReactorCraft Fusion Reactor, and use it to power something like this. – Build a complete Modular Power Suit – Automate all the things WITHOUT using Applied Energistics (there are MANY to choose from) – Setup an automated crafting system using Matter Overdrive, then become an Android
Thank you for playing, and I hope you enjoy the Revolution! ~Haggle1996
SSP Single-player: 6GB of RAM is recommended. 4GB Minimum. If you experience frequent hard lag while exploring or moving, you probably do not have enough RAM allocated.
SMP Multi-player Server: 6GB of RAM during world generation. Afterward, 4GB minimum.
SMP Multi-player Clients: 4GB recommended. 3.5GB required.
REVOLUTION|2’s spectacular veins and motherlodes (via Custom Ore Generation and Harder Ores) uses a lot of RAM to calculate vein sizes. As such, memory usage is high during chunk generation. If your world is stable and you’re not generating new overworld chunks often, you can reduce your memory allocation to 4GB.
Pregenerating a World
Pregenerating your world can significantly improve your REVOLUTION|2 experience, at the cost of some patience when starting a new world. Follow the following steps to pregenerate your world. NOTE: for SMP, I recommend pregenerating your world in a single-player instance and then copying your map instead of through the server console, unless you’re comfortable with server memory tools.
Allocate as much RAM to Minecraft as your system can safely support (you can lower this after pregeneration is complete). The RAM settings are located on the Settings…Java/Minecraft tab. Ignore the warning for allocating more than 4GB of RAM.
Start Minecraft as usual and create a new map in creative mode (or open a LAN game and enable cheats). Be sure to select either Realistic or Biomes O’ Plenty for your world type. There is no performance advantage to either type.
Once the map has loaded (either SSP or SMP), do not move around and explore.
Press F3 to open the info overlay. In the top right corner, you’ll notice
Used memory:.... You’ll need to pay attention to this number as we pregenerate.
/pregenspawn 100in the chat window. This will start pregenerating a 100 chunk radius world around your spawn (3200×3200 blocks), which is suitable for most SSP play. Increasing this number, even a little bit, will dramatically increase the time it takes to pregenerate.
Pregeneration will continue, occasionally outputting
Generated 100 / 40000 chunks [ 0.25% ]as it progresses. Every 1000 chunks, it will flush it’s buffers.
Important: Watch Used Memory in the top-right corner.
When used memory consistently goes above 90%, exit Minecraft by clicking the X in the top right corner. Do not press
ESCand Save and Exit. Doing so will take forever.
Restart pregeneration by repeating the above steps, starting from Step 2. Repeat the process until pregeneration is complete (100%). NOTE: pregeneration will look like it’s starting over, but it actually skips quickly through previously-generated chunks and picks up where it left off.
Shutdown and restart Minecraft. If necessary, adjust your Minecraft memory back to a reasonable amount (between 4GB and 6GB for most players. See memory recommendations above).
Enjoy your new world!
The following tips will help you get the most from your REVOLUTION|2 server:
Run on good hardware. The pack runs great with 4-8GB of RAM supporting 10-15 simultaneous players, assuming good CPU and SSDs. During early days of the server (before too much automation is built), the pack generally performs well with 20-25 players.
Make sure you pregenerate the world using the steps above. There is no appreciable difference between RTG and BOP worlds, except aesthetics.
Pregenerate at least the Overworld, Moon, Mars, Nether, and Cave Dimension. It is a good practice to save a copy of your empty, pregenerated Cave Dimension, as this serves as the mining dimension for the pack.
Run Opis (downloaded separately) and periodically check for expensive chunks – most commonly it’s things like a player having 200 chickens, etc.
Restart the server at least once per day. Busy servers should consider 2 to 4 times per day.
Take regular backups. Note that both Forge Essentials and Aroma Backup automatically backup your world. If you’ve chosen to keep Forge Essentials, be sure to disable Aroma Backup.
Encourage players to test ReactorCraft builds in single-player creative mode BEFORE building them on the server. You may wish to add
/cofh killall radiationto a timed script since excessive radiation can bring a server to it’s knees; however, this is contrary to the author’s vision for the mod.
Cleaning up Radiation
Some players cannot resist experimenting with ReactorCraft without first trying to build the desired reactor in a single-player creative test world. You’ve been warned, but just in case, you can cleanup radiation using
/cofh killall radiationif you have cheats enabled.
REVOLUTION|2 is a significant update to the original Revolution; please refer to NEI for recipe changes and don’t expect everything to work the same as it did in the original Revolution.
Where can I find ore X?
Oregen is significantly different. Generally, ores can be found at most y-levels. Many ores spawn with giant, rare motherlodes and long, thin trace veins that lead to these motherlodes. Some ores generate in vertical pipes. Specifically:
Spawns just near the surface, and up into hills and mountains. The veins are long and thick, but sparsely filled with ore and often broken up by caves or depressions in the terrain.
Groups of long narrow veins found about one third of the way down to bedrock. Especially common in snowy or icy areas.
Groups of long narrow veins found about two thirds of the way down to bedrock. Most common in temperate hardwood forests, but still very rare.
Single vertical veins starting near the surface and extending down about halfway to bedrock. Most common in desert climates.
Short lava-filled tubes extending upward from bedrock with diamonds around the edges.
Single vertical veins starting near bedrock and extending about halfway to the surface. Most common under ocean floors.
Short sloping tubes filled sparsely with emeralds and a few … surprises. Vastly more common under open grassy hills.
Use a shovel! Generally at sea-level and a bit lower. More common in rivers and areas that spawn clay or sand.
Groups of long narrow veins found about one third of the way down to bedrock. Especially common in jungles.
Groups of long narrow veins found about halfway down to bedrock. More frequent in flat grassy plains.
Uranium & Pitchblende
Isolated veins found about two thirds of the way down to bedrock and only sparsely filled with ore. Unusually common in devastated wastelands.
Groups of long narrow veins found about one third of the way down to bedrock. Especially common in jungles.
Isolated veins found about two thirds of the way down to bedrock. Unusually common in mountains.
Groups of long narrow veins found near bedrock. Especially common in swamps.
Flat Clouds found near the surface. Only found in mesa, swamp, and jungle biomes.
Spawns in large, rare veins between y-level 56 and 184.
Spawns in layered veins between y-level 2 and 14.
Spawns in layered veins between y-level 6 and 18.
Spawns in large motherlodes between y-level 3 and 13 with large tendrils spreading out for long distances.
Spawns in large, rare veins between y-level 76 and 98.
Spawns in rare veins between y-level 42 and 58.
Spawns with charged certus quarts in vertical veins between y-level 76 and 52.
Ore generation in the Enviromine Cave dimension is richer and more vanilla-like, and is intended for use as a mining dimension. There are also secret ways of creating ore.
Significant Gameplay Changes
There is a mini-guide built into the modpack. Access your inventory, then click the guide book along the left edge of your inventory window.
Ores generally yield more from a single block; however, each raw ore is of lower quality, requiring more processing. Advanced tiers of processing equipment yield more ore from a given block – up to two and a half stacks of ingots per block with all advancements!
Ore flowers spawn on the surface, indicating nearby ores.
Torches will set fire to nearby blocks and burn out over time.
Water is finite. You will need to take this into account when building machines (such as the steam engine) that require water. There are several mechanisms in the game to create water.
Seasons change approximately every 32 Minecraft days, with a year lasting 128 Minecraft days. Seasons alter the temperature and precipitation of a biome, and affect various machines and crop growth that depend on these factors.
Animals will breed, age, and die on their own, assuming proper food (such as grass) is present in their vicinity.
Naturally-spawning Vanilla and Forestry trees will die off over time, turning into compost and eventually dirt. Dropped saplings will plant themselves.
Food rots over time. This can be overcome by building Eskys and Freezers (storage blocks from and Enviromine that integrate with Cooking for Blockheads).
Only basic seeds drop from breaking grass. You will need to create mutations in AgriCraft to discover all possible food seeds.
Unsupported cave and building rooves will collapse on you. Make sure to support your ceilings! Different materials can stretch different lengths (up to 3 blocks out). Building common engineered structures, such as l-girder shapes, can extend blocks indefinitely.
Crop growth is significantly slower and is affected by season. Be sure to plant early, often, and extensively. Crops generally grow better underground or in greenhouses, and in friendly biomes.
Power consumption and generation has been revamped throughout the pack. Generally, things are more expensive.
Power, item, and fluid transmission has been tiered: – Tier 1: Immersive Engineering – Tier 2: BuildCraft, Logistics Pipes – Tier 3: Ender IO – Tier 4: ElectriCraft (power transmission)
Early game RF power is best provided through either the Rotational Dynamo or the Immersive Engineering waterwheel/windmill.
Spawners aren’t moveable intact during the early game; you must research technology to move them or use them for powered spawners.
Many repetetive items are hidden in NEI (e.g., BiblioCraft and Storage Drawers wood variations; Gun Customization modified weapons). Use Creative Tab to access these items.
Dead bodies can be removed by hitting them with a shovel.
Resource crops are disabled
Disabled natura integration
Removed decorative blocks
Reduced stat cap to 8
Turned on hardcore mode
Increased mutation rate by 50%
Whales, Centipedes, Crickets, and Butterflies no longer spawn.
RotaryCraft shaft power is about 4x more effective than RF for powering AE systems (yes, the energy acceptor accepts shaft power)
Applied Energistics requires about 4x more power than typical.
Recipes generally require steel or steel plates instead of iron
Removed most debuffs when you’re tired.
Biomes O’ Plenty
Removed all ore generation and related tools, armor.
Mana Flux Field is disabled
Passive Flowers despawn after 24,000 ticks (mod default, but this surprises some people)
Mana Cookie is removed
Manasteel requires steel
Fuel is made in the Immersive Engineering refinery, and requires Ender IO Rocket Fuel + Oil.
Engines require metal plates.
A number of recipes from other mods are crafted on the Assembly Table
Refinery is removed – use the Immersive Engineering Refinery for Fuel and Ethanol
Turned off Water Springs
Cannot chisel torches
Wisps in Rainbow Forests can hurt you.
The Ender Dragon will respawn shortly after killing it.
Rainbow Forest biomes do not spread when planting rainbow trees.
Pylons do not automatically chunk-load; you’ll need to use your own chunk loader (server optimization).
Disabled player progress announcements as they cause a server crash.
Cooking for Blockheads
Water must be pumped in to the sink.
Hard machine recipes are turned on.
Alloy Smelter recipes generally require 10x more power (IE Arc Furnaces smelt significantly faster, but require even more power).
Conduit Binder is made with Silicon and Wool. Seriously, who makes wire insulation from gravel, sand, and clay?
Machine casings require steel
Stirling engine requires plates
Capacitors are created on the BuildCraft Assembly Table
Dark Steel requires steel ingots
Harder ores can now be smelted in the EIO Alloy Smelter with coal at a 4:1 rate
Disabled sanity, hydration, temperature, air quality, and slide physics (drop physics remain).
Elevators now require steel plates and bedrock pickaxes.
Removed recipes for items that are useless.
Most of this mod is disabled, particularly the Ender Quarry, transport nodes, generators, and watering cans.
Ender Lilies can only be found in The End
Drum requires steel plates
Farms are now square, because 45 degree angles are hard.
Forestry bees can now make RotaryCraft yeast.
Engines are disabled
Adventurer’s Bags are renamed Ammo Bags and can hold ammo (obviously)
Fuel is made in the Immersive Engineering refinery, and requires Ender IO Rocket Fuel + Oil.
ReactorCraft ores spawn plentifully on the moon.
Converting GalactiCraft power to RF is 66% less efficient.
Consuming RF power from GalactiCraft machines suffers no penalty.
Refinery is removed. Use the Immersive Engineering Refinery for making fuel.
Coal Generator has been removed
Many recipes require RotaryCraft bedrock ingots
Balanced the damage output of various weapons, generally making them about 10% more powerful (weapons are balanced around the concept of the ‘double-tap’, in that a common handgun should be able to kill a standard zombie with two shots to the head).
Regular redstone spawns in place of Hard Redstone, so that it can be silk-touched for recipes that require it.
Regular diamond spawns alongside Hard Diamond Ore
Pitchblende spawns alongside Uranium. Both can be used to power ReactorCraft reactors.
Sifter uses a wooden bucket instead of an iron one.
Sluice has alternative recipe
Water plants are grown on farmland, not water.
Seeds must be researched through crop mutations
Epic Bacon is no longer craftable
Baarbra no longer spawns (TPS heavy)
Reduced spawn probability and group size
Added Revolution Pack celebrities
Many tweaks to the difficulty, generally making it easier than default configs
Food stack size is set at 64.
Increased time it takes to heal.
Increased the minimum hunger to heal to 18.
Constant hunger loss is disabled
It takes much longer to starve to death.
You drain food faster when healing.
You respawn with 1/6th of your health.
Difficulty scales hunger rates 50% more.
Sugarcane is not affected by biome (but it is by season).
Crops grow slower and have lower yields.
There is no penalty for growing crops indoors or underground (generally, this is a boost to productivity).
LV/MV/HV Cables transfer at 256/1024/2048 RF/t respectively.
Blast Furnace can now refine Harder Ores hard ores.
Arc Furnace can refine hard diamond ore into diamonds much more efficiently
Removed the Diamond Dolly
Gravitational anomolies only spawn on other planets and moons
Tritanium and Dilithium only spawn on moon and mars; tritanium spawns in shallow common veins; dilithium spawns deep in uncommon veins.
Android only spawns on planets and moons
Energy costs are generally doubled
Removed barley and cotton crops, plus related recipes.
Natura nether trees can’t spawn as ChromatiCraft dye trees.
Removed cactus juice.
Graves are turned off, replaced with lootable bodies (which can be broken with a shovel). Server operators, the open blocks inventory restore still functions as expected.
Tanks are much more expensive.
Luggage is removed.
Open Modular Turrets
Power requirements are increased 10x
Turrets cannot attack players
Added beeswax to ore dictionary for wax
Pneumatic Dynamo operates at 5% efficiency (very poor source of RF)
Making Compressed Iron with TNT loses 100% of all ingots.
Initial Compressed Iron can be made in the Ender IO Alloy Smelter.
Blast Furnace and Coke Oven are removed. Use the equivalents from Immersive Engineering
Removed poor ores
Engines require plates based on tier
Turned off Residual Heat
Steel armor and items are removed. Use HSLA for entry level armor, and various mod armors for later game.
Village workshops do not spawn
Disabled Spirit Binder
Spectre Armor is disabled
You cannot sleep through Blood Moons
Blood Moons occur on 5% of all nights
Minimum range for spawns during blood moons is 24 blocks, up from 3.
Monsters spawn slowly during blood moons, instead of all at once.
Blood moon spawn cap is set at 300% of vanilla.
Blood moon-spawned monsters despawn in the morning.
Disabled Chemistry, Mine Crawler, Gemology
Added a customized modern bunker theme.
Bedrock picks break spawners.
Machines can be made on the standard crafting grid.
Bedrock tools can be used in the Ender IO Farming Station
Spice of Life
Food history length is 30
Food history uses hunger restored instead of food named. For example, it will remember the last 5 items that restored 4 food, or the last 10 items that restored 2 food. Generally, this makes it so higher-nutrition foods require less variety than lower nutrition.
Previously eaten items are less nutritious.
Buckets, hoppers, and cauldrons are now made with iron plates (which are made in the rolling mill or hammer)
Vanilla armor crafting is disabled…find them in dungeons and monster loot.
Void monster doesn’t spawn in The End, Spectral World, Deep Dark, and The Last Millenium
Can use wax instead of pipe green
Zombies are not attracted to scent
Extra Zombies spawn on the surface
Removed the chance for baby zombies to spawn
Zombies do not summon help (but there are zombies that spawn help).