Install Endymion

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 (Endymion) or paste the following url into the search box.

Step 3

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

Endymion Version 4.5

created by Dakren on Minecraft 1.7.10
This modpack is hidden and will not show up in the modpack index.

Changelogs

Version 4.5

Posted

InventoryTweaks and TabbyChat! Get back in the box! >.> Also, player list changed to L from delete, it's more of a multiplayer update - additionally, if there's interest in a server-side download for this modpack, post it in the comments and I'll upload it! (Lousy home internet)

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Version 4.4

Posted

Inclusion of AOBD and Tinker's Mechworks... again x_x They keep sneaking out!

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Version 4.3.2

Posted

Final update, because after this, I am going to bed. >.>
For some reason, Tinker's Mechworks and WAILA decided it would be a super fantastic idea to sneak out of the last update and go make out without telling anyone. So this update is dedicated to making our little lovebirds get BACK IN THE BOX and cooperating with all the other mods, or so help me, I'm getting the cattle prod!

Also, a wild AOBD has appeared! Welcome Another One Bites the Dust to the mod lineup for more effective ore processing - I was against it early on for balance issues, but processing uranium ore is such a huge hassle that AOBD is the only reason to even mine it and not stick to yellorite, which Mekanism can at least 2x process. So, final update! Enjoy!

Edit: Final update for NOW. I'll continue to update this modpack as issues arise/balance needs tweaking/mods need cattleprodding!

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Version 4.3.1

Posted

Hopefully this will be the last update for today! Whew! Okay, so, in summary-

- Mekanism Upgraded
- Blood Magic Upgraded
- Fossils and Archaeology Upgraded
- Extra Utilities Upgraded
- Optifine Upgraded
- Railcraft Upgraded
- Control schemes Fixed

-----

- Extra Utilities was then Downgraded, but not to where it was at the start. Tried to go up two versions, kicked it back down one.
- Fixed Dimension ID issues with Fossils and Archaeology, which came at me out of left field. I didn't know it had extra dimensions! x_x Seriously, this update takes us up to 24ish dimensions now, crazy craziness.
- Forge Multipart was updated
- Weekend spare time was downgraded, lol - have spent the last eight hours uploading, hopefully this is the last one for another month or two! Whew!

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Version 4.3

Posted

A version update update! This one fixes the control scheme going out of whack in the previous update and updates six mods:
* Fossils and Archeology
* Mekanism
* Extra Utilities
* Railcraft
* Blood Magic
* Optifine

- This should fix the Extra Utilities dimensions, fix the railcraft oven, and stops Mekanism from nagging about updates, at least until the next patch. It's been a fun month of playing with this mod, there's only a few serious issues worth noting that we've discovered through gameplay.

- Galacticraft and the Shadow World don't like each other at all. Be sure to explore the Shadow World before you set off into space, or your shadow world will be filled with certain interstellar annoyances...
- Big Reactors will occasionally steal all your yellorium if you disconnect/under certain other circumstances? We've had this happen a few times, don't hook it up to redstone ports, and don't overfill it with yellorium.
- Looking for certain songs for your ocarina? Find the ZSS manual for more details, but try snagging some name tags and renaming villagers to appropriate things. Still have yet to see a song pillar generate, however...
- In the Shadow World, Dark Lights are the devil. Don't live there unless you don't have any attachment to your light sources, because not even magnum torches will stop them from spawning inside your structures the moment you turn your back.
- The Angel Dimension can sometimes be at odds with Optifine. If you visit and experience unplayable levels of FPS, try moving Optifine out of your mods folder (User/AppData/Roaming/.technic/modpacks/endymion/mods by default, type %appdata% into your run prompt on the start menu to get to Roaming easier)
- Certain Mekanism machinery doesn't like Ender IO conduits. Additionally, I've been experiencing crashes using the configurator on ultimate pipes to set push/pull and crashes on portable tank lookups on NEI, but hopefully, this build will fix both.

Have fun, and bring a way home from your adventures! The bright, sunny overworld may just become a distant memory if you live out your days in Endymion stuck in a darker place, after all...

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Version 4.1

Posted

Mostly a quick bugfix and update for a few mods. Minechem's going in at long last, but it shouldn't affect existing worldgen. This should correct errors with...
- Tinker's Construct smelteries crashing regularly
- Mekanism's electrolytic separator not working, thus making 3x difficult and 4-5x ore processing impossible
- Hopefully a lot of "died in the wall" problems with DeeperCaves, it did on my initial testing.

Now that those bugs are cleared, we need new ones! Now if only I knew of some... oh, wait!
- DeeperCaves has made it impossible to return from the bedrock plains dimension. Be sure to pack a creative mode! Or dimensional doors! At least, until it's patched...

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Version 4.0

Posted

This is the last world-breaker update for a while, if all goes well. There are no plans to alter the modlist from this point forward, so that should be good. With any luck, this one'll be stable and playable and bug-free for at least several months worth of multi-dimensional hilarity! Apologies for the (very) short-lived Endymion 3, but hey, we aim to please. (Lo-Fidelity Allstars ref here, thank you, not 50 Shades)

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Version 3.0

Posted

Sorry for the quick update, lol - this one breaks worlds again, and skyrockets the mod count - the previous version was supposed to be a "light version" of sorts, so if you're having issues with the heavier pack, stick with 2.2, otherwise -
* Adventure Backpack
* Thermal Expansion
* Thermal Foundation
* Minechem
* Tinker's Mechworks
* Project: RED (Base/Lighting/World)
* Open Modular Turrets
* Minefactory Reloaded
* Loot++
Have been added, and -
* Artifice
* Equivalent Exchange
* Custom Chest Loot
* Antique Atlas
- Have been removed. I think we're starting to zero on in on what the final modlist will be like, so hopefully the only upcoming changes will be bugfixes and reconfigurations, unless Artifice is just too awesome and we miss it, which is kinda likely. Still, ExtraUtilities can dye stone bricks in various colors, so that helps some, and Project: Red will put marble and basalt back in for us.

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Version 2.2

Posted

Okay, sorry for all the spastic updating today, this one should be the last, hands-down, without a doubt, 100% for sure, honest, batteries not included, see store for details.
- Rolled back Xaero's Minimap to fix lag issues and make cave maps work
- Included a config file for Xaero's Minimap to position it on the right
- Reconfigured the controls so L isn't the chat key >< Seriously, what was I thinking on that one? it's back to standard T now.

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Version 2.1

Posted

Well, unfortunately, here's that bugfix update that I mentioned in the previous update. Apparently, I am a dumb and forgot the fiddly little unimportant step of giving the installation zip a Forge install. Whoops. That's only one file though! That's practically zero files!

...so yeah, should be up and functional in a few minutes!
(*crossing various appendages that the word 'functional' is true!*)

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Version 2.0

Posted

Okay, this one's kinda a big update, owing to a serious problem we had with Battle Towers, as well as a desire to streamline and shrink the pack overall. So, first up, the bad news!
* Removed Adventure Backpack
* Removed Battle Towers
* Removed Loot++
* Removed MineFactoryReloaded
* Removed NetherOres
* Removed OpenModularTurrets
* Removed Railcraft
* Removed Ruins
* Removed Thermal Expansion
* Removed Thermal Foundation
* Removed Zombie Awareness
* Wanted to add Minechem and couldn't ><
* Removed MapWriter on the client side

Now, onto the good news!
* Added Antique Atlas! It's much more fun than a normal map...
* Added CustomChestLoot to replace Loot++! Hopefully it does a good job, seems to so far...
* Added Equivalent Exchange 3! It was recommended by a friend, and while I don't know much about it yet, I have been assured that it is, in fact, awesome.
* Added Xaero's minimap! It's small, undetailed, and does a great job of showing you your surroundings without giving everything away!
* Various configurational changes took place, you might especially notice certain chests have been altered to make up for Battle Towers going missing. As well as a few biome tweaks to make the world a little less sunshine-and-flowers!

I feel like removing the Thermal Foundation/Expansion tech tree should be good in terms of simplifying things, Ender IO and Mekanism still offer a wide variety of awesome stuff to do, including Mekanism now having its own form of mining lasers. Adventure Backpacks got pulled because Natura offers that awesome portable crafting table and Golden Bags of Holding functionally just replace them in terms of space. That's not to say I won't miss the sheer awesome variety though... still kinda on the fence on this one.

Also excited for the combination of Antique Atlas and Xaero's minimap! It lets you go cave-roaming without the VoxelMaps thing of being able to see every monster sneaking up on you...

Here's hoping it's a version update that is awesome, thoroughly enjoyed, and not in need of a bugfix in 30 minutes. >.>

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Latest Update

Endymion was updated to version 4.5