Changelogs
Version 10.22
Posted
Because Technic sometimes derps with the updating system...
Discuss this update (0)Version 10.21
Posted
By popular demand, and lack of use, Galacticraft and Tinker's Construct have been removed, and Portal Gun and Emotes have been added.
Discuss this update (0)Version 10.19
Posted
Removed ExtraTiC, so that the individual mods' tools are not totally useless, and added Funky Locomotion, so that we can have frame machines!
Discuss this update (0)Version 10.18
Posted
Removed Iguana Tinker Tweaks, because unless it is configed to be really hard, its really OP, and I can't seem to find an in-between.
Discuss this update (0)Version 10.17
Posted
Changed the Iguana Tinkers' Tweaks config to not allow auto-repair as one of the random level-up bonuses, which means that people that want the stone bound modifier on their tools, with the flux modifier can still do that every time, rather than having their amazingly OP tool ruined by one level-up.
Discuss this update (0)Version 10.16
Posted
Added Tinker's Construct, and various add ons for Tinker's Construct, [Extra TiC, Iguana Tinker Tweaks (configed to a non-annoying version), and TiC Tooltips.)
Discuss this update (0)Version 10.15
Posted
Removed Hardcore Darkness, because it isn't as useful as I thought. The config file is still present, if you would like to re-add it.
Discuss this update (0)Version 10.12
Posted
Having not updated the pack in about 3 months, there are a lot of mod updates. This update has all the mod updates I could find, and should fix any bugs present.
Discuss this update (0)Version 10.11
Posted
Removed Biomes O Plenty, and all sub-mods of it, as well as replaced Floocraft with Recall Stones, because Floocraft doesn't work cross-dimensionally.
Discuss this update (0)Version 10.9
Posted
Removed Mekansim (for better, or for worse) due to increased lag because of fancy renders. Hopefully most important functionality is copied, but I'm not making any promises. :P
Discuss this update (0)Version 10.8
Posted
Apparently vanilla biomes are boring, so, we have Biomes O' Plenty to the rescue! YAY!
Discuss this update (0)Version 10.7
Posted
No one reads these changelogs anyway, so why do I keep bothering with them?
Discuss this update (0)Version 10.2
Posted
Fixed a bug making it so that Extra Utilities portals we non-useable. They work now!
Discuss this update (0)Version 10.1
Posted
Why does the syncing of modpacks from the website to the launcher still not work? even after an update?
Discuss this update (0)Version 10.0
Posted
Alright... So I figured out what the "balance" issues with the modpack were... It was just me getting bored too fast. I have edited the pack to re-use the RF power system as the standard system, as well as taken out various small mods whose functionality was replicated in larger mods.
Discuss this update (0)Version 9.0
Posted
This update adds a beta version mod, Immersive Engineering, which is basically another tech mod, but better balanced and more interesting than most. Want more information? Check out the curse forge page at http://minecraft.curseforge.com/mc-mods/231951-immersive-engineering or use the ignore manual!
Discuss this update (0)Version 8.3
Posted
Added ATG (alternate terrain generation), and added custom UUM values for lanteacraft base materials, like Naquadah, and the crystals, as well as for AE2 base certus quartz ore.
Discuss this update (0)Version 8.2
Posted
I needed a really cool, cross dimension teleportation system. Hence LanteaCraft, which adds Stargates.
Discuss this update (0)Version 8.1
Posted
I'm beginning to think that the Technic Launcher doesn't like version numbers with a zero at the end...
Discuss this update (0)Version 8.0
Posted
Okay, so Gregtech is still an absolute pain to use, and it doesn't fit well. It was intended to make worlds last longer, but, honestly, all its doing is making it annoying to play... Iron plates to make a pickaxe, who needs that kind of stuff?!
Discuss this update (0)Version 7.2
Posted
Why does Technic not query the update stream properly every time you run it?
Discuss this update (0)Version 7.1
Posted
Replaced Bluepower with Project:Red, because it is easier to maintain, and fits better with Gregtech.
Discuss this update (0)Version 7.0
Posted
After getting tired of not having sufficient content to satisfy my want for abnormally long worlds, I decided to add gregtech 6. This is that update. Have fun...
Discuss this update (0)Version 5.4
Posted
Added UU values for thaumcraft ores, because without uu, they are non-renewable, and, thus, a thaumaturge would not be able to have a successful, GC planet base, without ever having to go the the overworld for shards, and amber.
Discuss this update (0)Version 5.3
Posted
This update includes the much wanted, ThaumcraftNEIPlugin, because who doesn't want to see recipes?
Discuss this update (0)Version 5.2
Posted
Okay, so remind me why updates don't get sent to clients properly?
Discuss this update (0)Version 5.1
Posted
Added the much wanted ThaumicEnergistics and ThaumicHorizons addons!
Discuss this update (0)Version 5.0
Posted
This is the update that I'm sure will break a world. Almost Guaranteed. It rebalances everything, and refocuses the modpack. Update only when ready.
Discuss this update (0)Version 4.2
Posted
Version 4.2 brings us the much-coveted Galacticraft. I had been avoiding putting this mod into the pack because of old stability issues, but as of its "Official" release of version 3 for MC 1.7.10, those issues seem to have all but vanished, as well as add some amazing new content!
Discuss this update (0)Version 4.1
Posted
As it would appear, Ars Magica is actually somewhat "breaking" the balance of the other mods in the pack, as well as it breaks with the slightly "tech" theme present throughout the modpack. Thus, as you can probably tell, I have removed it from the pack.
Discuss this update (0)Version 4.0
Posted
I have found that big reactors is fine by itself, however, when you have a power converter, it seriously breaks IC2 balance. On this note, due to the constant need to maintain balance in the mods, I have decided to remove big reactors from the modpack, but don't worry! Your nuclear needs are still satisfied. Not only has IC2 had a major nuclear power overhaul in its experimental versions, (MC 1.6+), Mekanism also adds a very, very, very, VERY powerful fusion reactor, which just so happens to be quite large. This, I believe, seems to create the best balance between the mods, as well as make the seemingly easy RF mods slightly more difficult.
Discuss this update (0)Version 3.5.1
Posted
Changed an annoying config option to have the Ars Magica compendium unlock as you go... It is now fully revealed upon obtaining.
Discuss this update (0)Version 3.5
Posted
Found out that Ars Magica update. This mod is one of my Favorites from 1.6.4, so naturally, its in the pack. Certain cosmetic features, like particles in Witchwood forests, have been turned off, in order to aid FPS. Feel free to turn them back on at will!
Discuss this update (0)Version 3.4
Posted
Added Forbidden Magic, and Gravitation Suite, because, well, the end-games of Thaumcraft and IC^2 was missing... something... Also cleaned-up the config folder, because, yeah.
Discuss this update (0)Version 3.3.1
Posted
I have found that the Technic Versions posted here don't exactly sync very well with the launcher. This is an unchanged version of the pack from version 3.3 that is only here to attempt to rectify a syncing issue...
Discuss this update (0)Version 3.3
Posted
Steve'sCarts2, the very useful modular minecart mod, has updated! And here it is, in all its modular, Galgadorian, glory. (Galgadorian metal is the highest tier of add ons for the carts)
Discuss this update (0)Version 3.2
Posted
Well, as I started my adventure into Thermal Expansion, I noticed a significant lack of really cool, mid-teir (compared to Draconic Evolution) tools, gadgets, and RF generators. I am proud to announce that the pack now contains Mekanism 8! (and to everyone that thinks that Mekanism is OP, especially the digital miner, I have changed the configs for it, so that instead of pulling 160RF/t w/o silk touch, it is now ~10X that.) Also, for your pre-existing worlds, within the Mekansim config is a line "B:EnableWorldRegeneration=false". Just change the "false" to "true" and load any worlds you need, then quit and change it back to "false" and you are good to go! Osmium will now have generated in previously explored chunks. Happy Mining!
Discuss this update (0)Version 3.1
Posted
Well, it looks like duplicate mod file syndrome struck again. I guess thats what i get for not checking to make sure that the pack works before uploading...
Version 3.0
Posted
It has come to my attention that ProjectE is excessively unbalanced in current versions of MC, as in, untouchable by any damage within 100 hours of playing...
Therefore, I have made an executive decision, and removed it from the pack. The config file is still present for it, so, if you would like, you can manually put it back in. from here: http://minecraft.curseforge.com/mc-mods/226410-projecte
Version 2.5
Posted
Many mods have been screaming at me when I log on that they need to be updated. Well, you will be happy to know that I have finally taken the chat messages up on that offer, and have updated ProjectE, Botania, AE2, BloodMagic, BluePower, codechickencore, NEI, and Translocator.
Discuss this update (0)Version 2.4
Posted
Added PortalGun, because, there isn't a universally available temporary teleport system.
Discuss this update (0)Version 2.3
Posted
Made it so that Nether Quartz is NOT a nether ore, because it doesn't have a Macerator recipe. (And not getting quartz is annoying...)
Version 2.2
Posted
Added Flaxbeard's Steam Power Mod. Why? Because the pipe textures are AMAZING!
Discuss this update (0)Version 2.1
Posted
Stuff broke when checking the "usage" of an item in NEI. This fixes it. Yay.
Version 2.0
Posted
EE3 is having some issues with servers, so, we are replacing it with ProjectE until it can be fixed, and, honestly, EE2 was probably more fun than EE3 is... :)
Discuss this update (0)