Install DivineJourney

Step 1

Installing a modpack using the Technic Launcher is easy. If you don't already have the launcher downloaded, visit our download page to get the latest version.

Step 2

Type in the modpack name (DivineJourney) or paste the following url into the search box.

Step 3

Finally, click Install at the bottom right of the launcher after you select DivineJourney from the list on the left. The launcher will handle everything else!

DivineJourney Version 1.5.7-hotfix

created by Atricos on Minecraft 1.7.10
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I've been having some trouble getting Blizz to spawn. When and where do they exactly spawn? I've read that they spawn in cold biomes, but I've hardly found any, as my base is in a plains biome. Any way to find them quickly or get them to spawn more often?
Vhisarion 6 years ago
You don't necessarily need Blizzes to complete the pack. Blitzz Powder is craftable in a Fluid Transposer with a piece of Snowball and 200mB of fluid Redstone. This is the same with every other Powder. However, if you really want to find Blizzes, try searching in cold biomes, like Taiga, Ice Plains, or in the Iceika Dimension.
Posted by Atricos 6 years ago | Modpack Creator
Oh damn, I guess I assumed i had to get it from Blizzes and didn't check it. Thanks!
Posted by Vhisarion 6 years ago
seems as though there are duplicate mods in the modpack on technic and now i cant launch the pack
tonntownfan101 6 years ago
version 1.5 BTW
Posted by tonntownfan101 6 years ago
Fixed in the newest 1.5.0-hotfix version. Sorry about that.
Posted by Atricos 6 years ago | Modpack Creator
Please excuse my ignorance on the subject, but how do I load a backup? I have looked around, and I haven't found anything that worked. I believe it might be different than it would be for normal minecraft. Thank you.
PikachuPlayer7 6 years ago
1. Go to C:\Users\*yourname*\AppData\Roaming\.technic\modpacks\divinejourney\backups (Your can get to the Roaming folder by typing %appdata% into Windows search.) 2. Select the most recent folder and open the zip file inside. 3. Copy this file to C:\Users\*yourname*\AppData\Roaming\.technic\modpacks\divinejourney\saves (You might have to replace a file, or give it a new name.)
Posted by Atricos 6 years ago | Modpack Creator
If I happened to die in Eden, and my memory is pretty good, my best bet would be option 1, right?
PikachuPlayer7 6 years ago
I have already answered your previous comment, scroll down.
Posted by Atricos 6 years ago | Modpack Creator
Another bug to report: Ghostwood saplings are required for crafting the Rune of Autumn, but Natura generation in the nether is being disabled (the "Override Nether" config option is set to false). Therefore without the correct biome/tainted soil/some other reason, Ghostwood Trees cannot spawn. The saplings are also uncraftable. However, when I changed the above config option and reloaded my world, my game instantly crashed. This leads me to believe that two options are available: Every player has to regenerate the nether from scratch, leading to loss in progress, OR ghostwood saplings have to be made craftable in some way. My personal idea regarding this is to use Botania's Alchemicy Catalyst and add a custom recipe to cycle through the different Nether Natura saplings. For example, the order would go something like this: Bloodwood Sapling -> Fusewood Sapling -> Darkwood Sapling-> Ghostwood Sapling -> Bloodwood Sapling. Since the other Natura trees ARE able to spawn, this would remove having to cheat in a single sapling to grow Ghostwood Trees. I might be mistaken about all of this but I've explored a large amount of the nether and not seen a single tree. What are your thoughts?
Cobalt_Cat 6 years ago
Also, after I cheated in a sapling, it was unable to grow in the Nether for some reason on either Tainted Soil or Netherrack. I have no clue what caused that bug, likely Natura's problem or lack of lighting in the area. I used a whole stack of bonemeal and that did absolutely nothing...
Posted by Cobalt_Cat 6 years ago
I will look into this, but as far as I know Ghostwood is able to spawn in the Nether, the rarity is just set lower than other Natura trees. Also, it should grow too. But I will go ahead and test this tomorrow. If it doesn't work, the Alchemy Catalyst is actually a pretty good idea to make a recipe for the Sapling.
Posted by Atricos 6 years ago | Modpack Creator
Awesome thanks! Let me know what you find :)
Posted by Cobalt_Cat 6 years ago
So yes, something does prevent Ghostwood from spawning in the Nether, my guess is that because of it being unable to grow on Netherrack, it cannot even spawn on it. So I did what you have suggested, and made Alchemy Catalyst recipes to convert the 4 Natura Nether Saplings into one another. I will update the modpack soon, but first I have another issue to figure out with Graves not spawning in DivineRPG dimensions when playing in Multiplayer. I want to fix both of these issues in the same update. Hope you understand.
Posted by Atricos 6 years ago | Modpack Creator
Sounds great. Take your time updating this modpack; I want it to be at its best because I really enjoy it and so do many others! Good luck fixing the other issue!
Posted by Cobalt_Cat 6 years ago
I went to the Eden world, I lagged badly, my minecraft crashed, and ever since it has continued to lag. Is there anything I can do to help this? Any way to remove 5 min of playing?
PikachuPlayer7 6 years ago
Yes, there are multiple things you can do: Your world/ the Server should have a backups folder (in Singleplayer C:\Users\*yourname*\AppData\Roaming\.technic\modpacks\divinejourney\backups, you can get to the Roaming folder by searching for %appdata% in Windows Start menu), with files that automatically get created every couple of hours. You can roll back to the latest one. But the problem with that might be that it rolls back too far: So you can also try to delete the world/Eden folder (in Singleplayer C:\Users\*yourname*\AppData\Roaming\.technic\modpacks\divinejourney\saves\*worldname*\Eden) to reset the dimension. But this won't be a long term fix. You might need to give the client/the server more RAM to keep up with the dimensions. In Singleplayer, you can do this on the top right of the Technic Launcher -> Launcher options -> Java Settings -> Memory (3-4 GB RAM is recommended). On a Server, you can make a run.bat file, and here is a great tutorial on how to do that (4th comment): http://www.minecraftforum.net/forums/support/server-support/server-administration/1926069-help-how-do-i-give-my-server-more-ram
Posted by Atricos 6 years ago | Modpack Creator
One other note: Redwood Trees from Natura are currently not spawning according to this config: B:"Generate Redwood Trees"=false However, their saplings are required for crafting the rune of spring. Thanks for all these bug fixes, and sorry to drop so many on you like this. :)
Cobalt_Cat 6 years ago
That'll be fixed too then. I really appreciate your comments, you don't need to say sorry, in fact if you find more bugs, tell me.
Posted by Atricos 6 years ago | Modpack Creator
Sounds great :)
Posted by Cobalt_Cat 6 years ago
I just noticed a bug that needs to be resolved. The crafting recipe for the Rune of Earth requires Mushroom Stew id:282. However, Natura replaces that recipe with its own Mushroom Stew id:5282. Therefore, it is currently uncraftable. In the meantime, I'm going to use NEI to give me the correct item, but any recipes requiring mushroom stew are currently unusable.
Cobalt_Cat 6 years ago
Thank you for letting me know. I will make an update to fix that tomorrow.
Posted by Atricos 6 years ago | Modpack Creator
Would you consider adding Steve's Factory Manager in a future update? I think the programming aspect makes it difficult enough to be hard to grasp, while the components to craft it can be made expensive enough. I don't know if any quests would be necessary but I think this would elevate the pack a lot.
Cobalt_Cat 6 years ago
In my personal opinion there's enough automation tools already, and adding mods that add multiple items and blocks might mess up the item ID's of currently included items and mods, which might cause an issue (block and items could get replaced in existing worlds). However, if you want you can add Steve's Factory Manager yourself if it's for the compatible Forge version (which it most likely is, because I'm using the latest 1.7.10 Forge version). This way, you can play with it in Singleplayer, but you won't be able to connect to servers, since your version of the pack was modified.
Posted by Atricos 6 years ago | Modpack Creator
i did everything you said to do to update from 1.3.5 to 1.4.0 with my server...server is not working: it is saying "mod rejection" & lists tons of errors when trying to join the server. when launching the pack through technic launcher, it only loads 3 mods: minecraft coder pack, forge mod loader, & minecraft forge. please fix
braceyourself09 6 years ago
Sorry about that. Apparently the 1.4.0 version, that I uploaded on Dropbox just got deleted because I had no more space, so I'm uploading it again. Sorry for the inconvenience: It should be fixed in at most half an hour from now. Also, about your server: which mod is it rejecting? Can I get a list of the error messages? What and when exactly did go wrong? (This chat isn't really great, because you can't format it or press enter, so send me your reply on Curse or MinecraftForum, and make a comment here telling me where I can find your reply.)
Posted by Atricos 6 years ago | Modpack Creator
does not work
francydig04 6 years ago
What doesn't work?
Posted by Atricos 6 years ago | Modpack Creator
does not work
francydig04 6 years ago
Very well said. Thank you for the modpack.
PikachuPlayer7 6 years ago
Here are reasons why not: 1. You are going to find a TON more recipes that shouldn't require a certain item, but it makes the crafting more challenging - because that's the point of an Expert pack. I've first created this modpack for only my own enjoyment, but kept adding more and more things to it, then decided to release it for the public. And I like it to be challenging, since I've already completed multiple non-challenging modpacks. 2. I don't want to modify the quest book, because each modification I make will cause all the quests to reset, no matter how small of a modification it is - Hardcore Questing Mod is just badly coded. 3. If I would make the Blood Altar require an item you can only get once, you wouldn't be able to craft multiple Blood Altars, which is not only required in the completion of the modpack, but highly speeds up your progression in the lategame. (The Convocation of the Damned - a.k.a. the Demon Summoning Ritual requires a Blood Altar; all basic spells require a Blood Altar; the Runic Altar from Botania requires a Blood Altar in this pack; and it's good to have multiple Blood Altars later on, when you want to craft with one and recharge your Blood Orb with the other.) Here are ways you can fix this problem: a) Wait until I release Easy mode, it will make most of the recipes way easier to craft. b) Modify some recipes by yourself in the ".technic\modpacks\divinejourney\scripts" folder, if you know how MineTweaker works. (This would obviously only work in Singleplayer) This way, you can change the pack to your own liking. c) Cheat in some resources. I don't blame you, if you feel like you could make them yourself, but just don't have the time or you wouldn't enjoy the mining/creation of certain resoruces, I don't discourage you to cheat them in. Minecraft is a game that can be played however you want, and the most important thing is to have fun - you don't have to strictly play by the "rules" if you don't enjoy it. d) If none of the above work, and you don't want to wait for Easy mode, then unfortunately I can only recommend finding another modpack that you enjoy more. Sorry that I couldn't fulfil your expectations with my modpack.
Atricos 6 years ago
I have an idea. I'm sure that we can all agree that the blood altar has no need for RF, so make the quest for achieving a vibrant bank give a customthings item that can be used to craft the altar. That ensures that you aren't wasting the bank, and that you need to complete most of the industrial business to move on. Please tell me if there are any flaws in this. Thanks.
PikachuPlayer7 6 years ago
Sorry for not replying to any of you yet - I've been looking at posts on Minecraft Forums, Curse & CurseForge, and haven't checked here in a while. I myself have made the pack for my own liking, and since I've played a lot of other modpacks, the easy way became the boring way after a while. That's why I made this modpack extra hard. I recommend that you make a Builder Block and a Shape Card (Quarry), before starting the Blood Magic Rituals, in order to quarry out enough Iron, Coal & Obsidian for your Dark Steel needs. I will still update the pack though, currently working on an 'Easy mode', which will be available besides the current mode (which I'll be naming 'Hard mode'). This will come in the next update, and drastically reduce the price of almost all items. You'll be able to switch to this mode using "/ftb_mode set easy" or back with "/ftb_mode set hard". But I will still need to modify a lot of recipes before I can release that, so I'm not giving an exact date yet. Cheers, Atricos
Atricos 6 years ago
The nether provides nether coal ore, which is used for coal dust. It also provides nether iron ore, which makes 4 iron ingots in the smeltery.
PikachuPlayer7 6 years ago
That makes sense. Thanks!
Posted by Cobalt_Cat 6 years ago
Thank you for the great work on this pack. As I have been progressing, I have felt that most recipes have been difficult yet reasonable. I draw the line at the ritual stones for blood magic. Let's say that you want to upgrade your blood altar with the Well of Suffering ritual to automate killing mobs for essence. That would require 18 times the recipe of the ritual stone + 4 extra ritual stones for the master ritual stone. That requires almost 700 dark steel ingots, which is a massive number to craft and to process. I realize that this ritual takes a lot of the strain out of blood magic, but inhibiting the ability to use all rituals without massive crafting operations makes it seem like I'm wasting so much time. I think that the recipe for the ritual stones should either be simplified (dark steel balls or something?) or the amount of ritual stones created should be drastically increased to at least 4 per crafting operation. Either way, thank you for this pack and the updates you have done on it.
Cobalt_Cat 6 years ago
I found that the nether has the solution to my dark steel problem, but I have encountered something else. Why do you need a 25M RF STORAGE UNIT for something THAT CONTAINS BLOOD!? The blood altar requires a great liquid storage unit, which is fine, but where does RF play into it???
PikachuPlayer7 6 years ago
How was the Nether the solution to your dark steel problems? I'm not the creator of the pack by any stretch, but I think that the blood altar should be crafted with something else instead of the capacitor unit. The reasoning behind it is that you have to have conquered the tech mods to reach blood magic, and the capacitor bank is one of the hardest EnderIO recipes.
Posted by Cobalt_Cat 6 years ago
First, thank you for the new update. I like 1.3.5 because of how it reduces the need for dark steel. I also have a question. How, please, HOW do you get enough dark steel??!??!??!?!
PikachuPlayer7 6 years ago

Latest Update

DivineJourney was updated to version 1.5.7-hotfix