This modpack is hidden and will not show up in the modpack index.
Stardust Memories updated to version 1.2
OpenComputers, Mekanism, Immersive Engineering and Airships (again), this update provides much in the way of technology mods initially missing from the pack.
Alongside these, however, is an update to the adventuring factor of the game; although not as potent a factor of mine as it is other packs more dedicated to it, now included are Twilight Forest and two Dungeon mods - both of which are returning for the first time since before the modpack was on Technic.
Accompanying this change, however, is a core gameplay mechanic I've experimentally altered: Natural Regeneration has been permanently disabled modpack-wide, forcing the slow-acting means of magical healing and the fast-acting means of single-use material healing (such as golden apples or potions) to be so much more valuable. That said, I have added alongside this a sort of "regenerating shield" of extra health through use of the NaturalAbsorption mod, counteracting this somewhat. Were you to have taken an amount of damage that would have been lethal back in earlier versions of the pack (which is to say, twenty points of damage), any futher damage you take will be much more difficult to regenerate. Again, this feature is experimental and subject to future change.
Naturally, there's a boatload of Project E custom EMC value changes, since I have made something of a habit of manually calculating every single value for the recipes the mod does not natively recognize. Industrialcraft 2 should now be completely calculated as a result.
Thank you for paying attention and/or enjoying the pack!
Alongside these, however, is an update to the adventuring factor of the game; although not as potent a factor of mine as it is other packs more dedicated to it, now included are Twilight Forest and two Dungeon mods - both of which are returning for the first time since before the modpack was on Technic.
Accompanying this change, however, is a core gameplay mechanic I've experimentally altered: Natural Regeneration has been permanently disabled modpack-wide, forcing the slow-acting means of magical healing and the fast-acting means of single-use material healing (such as golden apples or potions) to be so much more valuable. That said, I have added alongside this a sort of "regenerating shield" of extra health through use of the NaturalAbsorption mod, counteracting this somewhat. Were you to have taken an amount of damage that would have been lethal back in earlier versions of the pack (which is to say, twenty points of damage), any futher damage you take will be much more difficult to regenerate. Again, this feature is experimental and subject to future change.
Naturally, there's a boatload of Project E custom EMC value changes, since I have made something of a habit of manually calculating every single value for the recipes the mod does not natively recognize. Industrialcraft 2 should now be completely calculated as a result.
Thank you for paying attention and/or enjoying the pack!
Comments