Install HAC a Builder Haven modpack

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 (HAC a Builder Haven modpack) or paste the following url into the search box.

Step 3

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

HAC a Builder Haven modpack Version 8.4.0-2611

created by HACAdmin on Minecraft 1.12.2

Changelogs

Version 8.4.0-2611

Posted

Please read the changelog at https://builderhaven.com/t/modpack-changelog/101/16

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Version 8.3.0-2611

Posted

Refer to change log posted on the Builder Haven forum.
https://builderhaven.com/t/modpack-changelog/101/15

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Version 8.2.0-2611

Posted

Please view the changelog on our forum
https://builderhaven.com/t/modpack-changelog/101/14

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Version 8.1.0-2611

Posted

See forum post
https://builderhaven.com/t/modpack-changelog/101/13

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Version 8.0.0-2611

Posted

https://builderhaven.com/t/modpack-changelog/101/12

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Version 7.4.0-2555

Posted

See changelog posted in forum
https://builderhaven.com/t/modpack-changelog/101/11

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Version 7.3.0-2555

Posted

See changelog posted at
https://builderhaven.com/t/modpack-changelog/101/10

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Version 7.2.0-2555

Posted

See changelog posted on our forum
https://builderhaven.com/t/modpack-changelog/101/9

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Version 7.1.0-2555

Posted

Please visit our site to view the changelog.
https://builderhaven.com/t/modpack-changelog/101/7

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Version 7.0.0-2555

Posted

https://builderhaven.com/t/modpack-changelog/101/5
https://builderhaven.com/t/modpack-changelog/101/6

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Version 6.0.0-2555

Posted

Changelog available at
https://builderhaven.com/t/modpack-changelog/101/4

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Version 5.0.0-2531

Posted

See change log on the forum.
[HAC Modpack Changelog](https://builderhaven.com/t/modpack-changelog/101/2?u=ible)

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Version 4.0.0-2515

Posted

Refer to post at https://builderhaven.com/t/modpack-changelog-4-0-0-2515/101

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Version 3.1.0-2512

Posted

#HAC v3.1.0-2512 Changelog

Reverted FTBLib and FTBUtilities to version 4.1.3

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Version 3.0.0-2512

Posted

#HAC v3.0.0-2512 Changelog

This is mostly an update from Minecraft Forge 1.12.1 to 1.12.2

##Mods Removed
*AppleCore
*AppleSkin
##Mods Added
_None_
##Mods Updated
*Applied Energistics 2 rv5-alpha-8
*BetterFPS 1.4.8
*Bookshelf 1.12.2-2.2.462
*Forestry 1.12.2-5.6.0.200
*FTBLib 4.1.6
*FTBUtilities 4.1.6
*Gravestone 1.10.0
*JEI 1.12.2-4.8.0.106
*Journey Map 1.12.2-5.5.0rc1
*Just Enough Resources 1.12.2-0.8.5.26
*RebornCore 1.12.2-3.4.6.131
*Reliquary 1.12.2-1.3.4.719
*Tech Reborn 1.12.2-2.7.7.283

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Version 2.0.0-2485

Posted

Changelog 2.0.0-2485
Mods Removed
Hwyla
WailaHarvestability
Wawla
Mods Added
Botania r1.10-349
Enderpay-1.12-0.0.5.1
Foamfix-0.9.1-1.12-anarchy
Foamflower-1.12-0.0.1.0
TheOneProbe-1.12-1.4.18
Vending-1.12-2.0.0.0-beta2
Mods Updated
ActuallyAdditions 1.12.1 r121
AppliedEnergistics2-rv5-alpha-7
Bookshelf-1.12.1-2.1.441
Chiselandbits-14.8
CodeCheckenLib-1.12-3.1.3.313
CraftTweaker2-1.12-4.0.8
CTM-MC1.12-0.2.3.9
Extrautils2-1.12-1.6.3
Forestry-1.12.2-5.5.6.198
ImmersiveEngineering-0.12-74
InventoryTweaks-1.63
JEI-1.12.2-4.7.11.102
Journeymap-1.12.1-5.5.0
JustEnoughResources-1.12.1-0.8.4.24
Modtweaker-4.0.3
OpenComputers-MC1.12.1-1.7.0.13
Pam's HarvestCraft-1.12.2a
Psi-r1.1-54
Quark-r1.3-111
RebornCore-1.12.2-3.4.5.124
Roots-2-0.103
StorageDrawers-1.12.1-5.3.3
TechReborn-1.12.2-2.7.6.265

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Version 1.0.1_2484

Posted

1.0 Release Candidate

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Version 1.0.0_2484

Posted

1.0 Release Candidate

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Version 0.4.0_0.0.2467C

Posted

Autoreglib fixed
Aromas fixed

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Version 0.4.0_0.0.2467B

Posted

Psi Added

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Version 0.4.0_0.0.2467A

Posted

Forge Version 2467

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Version 0.4.0_0.0.2444A

Posted

Forge 1.12.1 14.12.21.1.2443

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Version 0.4.0_0.0.2456

Posted

1.12.1 Update
Forge x.x.2456

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Version 0.3.7.2397

Posted

Backdrafted to Forge x.x.2397

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Version 0.3.7m

Posted

Updated Mods

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Version 0.3.6

Posted

Plugin Updates

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Version 0.3.5

Posted

Removed PlusTiC
Removed Optifine

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Version 0.3.4

Posted

Spongeforge Updated
Plugins Added

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Version 0.3.3a

Posted

Script Fixes

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Version 0.3.3

Posted

Updated Quark
Updated Immersive Engineering

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Version 0.3.2

Posted

Quark
-Disabled autotool bar refilling
#handled by another mod and *broken

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Version 0.3.1

Posted

Changelog v0.3.1

Tinkers Construct
-Ore Doubling VIA smeltry set to :false
#Plenty of other mods touch on this, disabling to encourage use of other mods in tandem.

Waystones
-Disable Particles set to :true
#Option was set to True to reduce particle lag for low-end players

-Waystone crafting set to :false
#Option was set to False to reduce waystone world spam. Waystones will be a ticket requested, administrator placed item on large player areas.
#Encouraging people to gather together, rather than live eons away from eachother.

-Waystone Xp level per x:amt blocks traveled set to 500
#Level changed from 250 to 500 to ensure travel is not cheap, or free. But a reasonable cost.

Refined Storage
-Crafter RF usage changed from 2x to 10x
#Nothing should be easy, free, but medium difficulty.

-Constructor RF usage changed from 1x to 10x
#Nothing should be easy, free, but medium difficulty.

-Controller base block RF usage changed from 0x to 4x
#Nothing should be easy, free, but medium difficulty.

-Crafter Per pattern changed from 1 to 2
#Nothing should be easy, free, but medium difficulty.

-Crafting Grid RF usage changed from 4x to 6x
#Nothing should be easy, free, but medium difficulty.

-Regular Grid RF usage changed from 1x to 3x
#Changed to increase Power usage balance

-Fluid Grid RF usage changed from 3x to 4x
#Changed to increase Power usage balance

-Pattern Grid RF usage changed from 3x to 5x
#Changed to increase Power usage balance

-Crafting Monitor RF usage changed from 2x to 4x
#Nothing should be easy, free, but medium difficulty.

-Destructor RF usage changed from 1x to 15x
#Destructor can be used to gain free blocks by RF usage, RF usage increased to increase RF/t:item/gained
#"The Destructor destroys blocks or fluids in front of it and puts the drops in the storage system."

-Disk Drive Energy Usage changed from 0x to 3x
#No energy usage per drives is out of the question, changed more to match AE2 power draw.

-Disk Drive Multiplier per disk inside Disk drive changed from 1x to 2x
#Changed to match AE2 power draw

-Exporter RF usage changed from 2x to 6x
#Changed to increase Power usage balance

-External Storage multiplier changed from 0x to 2x
#Changed to increase Power usage balance

-Wireless Transmitter RF usage changed from 8x to 18x
#Changed to increase Power usage balance

-Wireless Transmitter Range changed from 16x to 24x
#Balance power demands.

-Wireless range increase per upgrade changed from 8x to 6x

-Wireless Portable Grid RF usage Extract items changed from 3x to 6x

-Wireless Portable Grid RF usage Insert items changed from 3x to 6x

-Wireless Fluid Grid RF usage Insert fluid changed from 3x to 6x

-Wireless Fluid Grid RF usage Extract fluid changed from 3x to 6x

-Wireless Grid RF usage Extract changed from 3x to 6x

-Wireless Grid RF usage Insert changed from 3x to 6x

Chisel
-Iron Chisel Durability changed from 500 to 1000
#Chisel is too weak

Bibliocraft
-Armorstands Disabled
#Reduce FPS loss due to entity collision /Known issue since 1.10.2
-Chairs from Bibliocraft will produce a redstone signal whilst players sit in them.
#vanilla

CTM Chisel Addon
-Blocks set to always blend on courners instead of break
#Smoother Appearance

Gravestones
-Only owner can break their own grave
#Enabled to prevent item stealing and greifing.


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Version 0.3.0

Posted

Changelog Ver 0.1 Have a Cookie Public Release Alpha (Vermillion, Daphinium)

Summary:
Ore Gen is set to be handled primarily by IC2 and TechReborn. Due to how IC2's default oregen is handled and also has required achievements attached to several of its ores for those that care about that thing. Nickel oregen is handled by Immersive Engineering. Oil, Energized Glowstone, Destabilized Redstone and Resonant Ender ores are handled by Thermal Foundation. Apatite is handled by Forestry. Cobalt and Ardite are handled by TiC.
TE Dynamos have had their RF/t lowered to match their BC, Forestry, RC counterparts using the same fuels. In most cases, it's only a tiny adjustment and doesn't affect the amount of power you get for the fuel, just how fast it hands out that power.
IE's free power generators are ofc nerfed, but not as far as they are on RedTech (Roughly 4x a solar).
Accompanying the configs is a Scripts folder that will fix the recipe conflicts between Quark and Forestry; Prevent duping with Thermal Foundation iridium plates; replace those quantum storage recipes you wanted, and allows the Engineer's hammer to make Tin Plates which are the only ones not supported normally by Immersive Engineering since it doesn't use tin.



Forestry/common:
Disabled bronze ingot crafting (allows crafting of 3 copper + 1 tin into 4 bronze ingots by hand.)
Difficulty changed from EASY to NORMAL.
Copper and Tin ore generation set to False. (Already covered by a half-dozen other mods)

Cofh/world/01_thermalfoundation_ores:
Disabled Copper
Disabled Copper High
Disabled Copper Ocean (Note: that's a potential total of over 150 copper ore per chunk)
Disabled Tin
Disabled Nickel
Disabled Silver
Disabled Lead
well... disabled them all. Other mods handle oregen for these better. Especially TechReborn, as all TF's ores are mineable with a stone pickaxe, while TR's vary between stone to diamond level.

Cofh/world/01_thermalfoundation_oil:
Reduced oil ore clusters from size 16 to size 9 and cluster count from 4 to 2. Chance of generating remains the same (10%). That's a 20% chance per chunk for 1 vein to generate that consists of 7-9 ores interspersed with 5-7 blocks of liquid oil (That's around 45m RF per vein).
Note: TechReborn also adds oil. One mod needs their oil disabled, but I haven't tested if the TR oil is compatible with TF recipes.

Cofh/world/01_thermalfoundation_clathrates:
Reduced energized redstone cluster size from 16 to 6 (same as vanilla redstone). Reduced clusters per chunk from 2 to 1. Generation chance remains unchanged at 12%. (Redstone ore already generates in chunks. This is just an extra redstone vein with fluid redstone in it.)
Reduced energized glowstone cluster size from 20 to 16 (nether ore). Nothing else changed.
Reduced resonant ender clathrate ore size from 24 to 12 (end ore). Remains at 10 clusters per chunk. Nothing else changed. (If you have access to the end, you don't really need to look for for Ender Pearls. But 10*24 ore veins is excessive.)

Cofh/Thermalexpansion/common:
Reduced dynamo power output (does not affect total energy value, only the amount of energy put out per tick. e.g. a piece of coal will produce the same amount of RF regardless of this setting, the difference is in speed. Lower settings means people use more dynamos, which means longer play time.)
Steam Dynamo: 40RF/t lowered to 20RF/t. (With augments that can be increased to over 100RF/t) Matches with old values of RailCraft and BuildCraft.
Magmatic Dynamo: 40RF/t lowered to 30RF/t. (Matches the original power output of the magmatic dynamo when it was first introduced in 1.3.5.)
Compression Dynamo: 40RF/t unchanged. (40RF/t is the equal power output of the combustion engine from BC, using the same fuels. Balances with Forestry, BC and RC engines)
Reactant Dynamo: 40RF/t lowered to 30RF/t. (Now matches the Biogas Engine using the same fuels. With the upgrades that the BGEngine doesn't have the reactant dynamo becomes more efficient, but will always require an item input that the BGE doesn't)
Enervation Dynamo: 40RF/t lowered to 10RF/t. (Lowered to 10RF/t due to the fuel it using being Redstone dust, which produces 64k-118kRF per dust, allowing a cheap infinite power loop. Though without ExU red orchids, it's much harder.)
Numismatic Dynamo: 40RF/t unchanged.

Basic Tank capacity lowered from 20 buckets to 16 to match other tanks.
Basic Cache capacity lowered from 20000 items (312.5 stacks) to 5120 items (80 stacks) to prevent storage drawers and barrels from being rendered obsolete. (80 stacks because a single basic cache is more expensive than a single basic storage drawer that holds 64 stacks)

Cofh/Thermalfoundation/common:
Disabled all metal hammers. (Prevents overlap with TiC and locks players out of early-game 3x3 mining hammers before making a tool forge)
Note: Sickles may also need disabling if they overlap with another mod that adds sickles.

Embers:
Disabled oregen for: Aluminium, Nickel, Tin, Copper, Lead and Silver. (Handled by IC2, due to better oregen, compatibility and attached Achievements to only IC2 versions of the ores)
Reduced overworld Quartz ore to 1 vein per chunk from 4. Vein size unchanged at 8 ores per vein. (We already have quartz in the nether, both ores give nether quartz)

IC2:
Disabled nuke (the bomb, for obvious reasons)
Added cobblestone, stone and sand to Recycler blacklist. (Both are autofarmable for free. Though you could still make, grind and smelt cobble into glass and use that. But that requires a larger setup and more power)

ImmersiveEngineering:
Garden Cloche (Belljar) RF consumption increased from 8RF/t to 40RF/t. (You only need 2 cloches to make enough biodiesel to run a diesel gen constantly, even adding in the 160RF/t or so to use the fermenter, presser and refinery to make the seeds+crops into biodiesel, that's still a gain over over 3kRF/t. Forestry farms exist for a reason.)
Chance that a chunk will contain a mineral vein for the excavator reduced from 20% to 10%.
Power Consumption of the Excavator increased from 4096RF/t to 12280RF/t (3x power), since it literally gives infinite resources. (RedTech uses this value, and even with a tiny drain of 40RF/t going through a wireless transmitter to my excavator, it brings in 4+ stacks of ore a day)
Disabled IE OreGen for: Copper, Bauxite, Lead, Silver and Uranium. Nickel ore generation is handled by Immersive Engineering.
Railgun power consumption reduced from 800RF per shot to 200RF. (Allowing 8 shots from a fully charged rifle)
Railgun damage modifier increased to 2.5 from 1.0 (Increases damage from 2-3 hearts to 6-7 hearts. Railgun isn't particularly accurate, uses expensive ammo and only fires 2 shots atm.)
Dynamo output modifier reduced from 3.0 to 0.38 (A single waterwheel makes 24RF/t (74RF/t with a triple wheel), and a single windmill with max upgrades is 34RF/t (46RF/t in rain) both run 24/7 and consume no fuel, and are cheap to build. With a 0.38 modifier, they make 8-9RF/t for a triple waterwheel and 3-4RF/t. More than a solar at 4RF/t and only during the day.)
Thermoelectric output modifier reduced from 1.0 to 0.36 (Default settings gives 15RF/t from lava+water and 30RF/t from pyrotheum+cryotheum. 0.33 modifier reduces that to 5RF and 10RF/t.)

Quark:
Hoes break 5x5 plants changed to False. Overlaps with function of Sickle and Scythe.
Biotite generation in The End set to natural gen instead of generating when the dragon is killed, since the dragon can be rekilled many times. Each time it'll lag the server as it retrogens the entire explored map to add more biotite.
Quark Basalt disabled in overworld due to overlap with Chisel Basalt. Quark's basalt remains in the Nether.

tconstruct:
Fortune+Autosmelt interaction set to false. When used on metal ores, will yield 3-6 ingots per ore.
ore to ingot ratio left at 2.0. (I leave that for you to decide on whether you want the smeltery to double ores or not)
Slime Island generation rate changed from 730 to 1800, since they're everywhere and rain blue slimes all over the ground.
Cobalt and Ardite ore gen halved. (These are the best metals, it's a bit pointless when they're everywhere.)

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Latest Update

HAC a Builder Haven modpack was updated to version 8.4.0-2611