Not negative feedback but mentioning it. I've played a lot of mod packs with the Twilight Forest. I've never really been. I mined there once which is a shame because it's got a lot of content. I see you've mentioned removing it in upcoming changes and I don't really have strong feelings one way or the other. I like the little glowing bugs for building but that's about it. As a bit of a DnD fan I like Dungeon Mobs and I don't half mind Dark Menagerie, but SpecialMobs just feels a bit too much. Lycanite's Mobs is brilliant, but as a personal thing and slight bit of feedback, I was forced to alter the config files for a few mobs since some overworld features spawn with fire, above ground. Entire forests can very quickly become ashes and after building most of my house out of wood, I'm just not prepared for that sort of devastation. (I easily fixed this by changing Cinders to spawnin Lava, and when building with Lava I can use a method of area mob spawning prevention, such as IE's Powered Lantern.) On something I really don't enjoy, Trophy Slots. I do get why it's there and I must admit I find it cool, but it's most frustrating. Click to expand...

On your upcoming changes. I added Storage Drawers and JourneyMap myself, as much as I love the Antique Atlas, and I think they're good choices. Before you remove Jabba you may want to consider it's functionality for moving Storage Drawers around as well as the fact that it has variable output strengths on a redstone repeater, which I don't believe Storage Drawers can do. Might be worth thinking about. Click to expand...

On to my confession list. I do tweak whatever I play to my own tastes, but I didn't want to break the spirit of the mod pack, as that was the whole point of playing your pack. I added Tinkers for the sole purpose of using the drawbridges for moving bookcases and walls that I just cannot do with pistons. I added Thermal Dynamics as I like the look of transparent copper piping. Extra Utilities for Edged Stone Bricks and lastly OpenBlocks for the sprinklers, because I like how they look. These aren't suggested mods for inclusion, just my personal taste that I use for building things, without using any of the main features. Especially Tinkers, not that I hate it but it negates almost any other tool. It's nice to use the Manasteel tools, and I'm looking forward to upgrading to Void Tools from Thaumcraft. And I feel that using any of the significant features, such as the Ender Quarry, just wouldn't be right. I removed RotaryCraft strictly due to the fact that I never used it and it created a crippling NEI bug for me, probably because I was toying around so much where my nose didn't belong, and won't effect anyone else. Click to expand...

My only recommendation would be to seriously consider Railcraft and Steve's Carts. Railcraft is a good way to include that steam powered aspect (the steam dynamos make little puffs of steam and animate) and Steve's Carts is a fun way to move items across large distances without boring pipes (and the carts make little chugging smoke effects too!) Click to expand...

All in all I love the pack, for the first time I really feel challenged and every time I venture out I think I'm going to die. It's great. Although I've added a few mods for aesthetic purposes, I've not strayed from the general spirit of the mod pack in how I play. I'm actually using the enchantment table again, for starters. I made a Livingwood bow and I'm actually using it. I can wholeheartedly say I'm enjoying it and can't wait to get further into playing. Well balanced, well rounded and (barring my own personal quirks) there isn't an avenue left uncovered as it's all possible with the selected mods. Thanks and thumbs up! Click to expand...

Hey There!I am definitely still alive and working on the pack at the moment. One of the big hold ups has been a combination of real life things that have me somewhat distracted, but also because I've been wanting to make sure that with this release of the modpack I had at least 4 of the chapters of the HQM Book that I'd like to release with this modPreview here: http://imgur.com/a/wHnx3 I've still got to get permissions from the Growthcraft Community Edition Folks via a pull request I think and I'm not 100% on the exact mechanics of how to do that, I also need to I believe notify HQM that I'd be making use of their mod in the modpack. And I've got to check some other mods that will be getting added in this version to make sure all the stuff is in order so to speak.Yeah Twilight forest was one of those I've been waffling on since pretty much the beginning. Like yourself, I like it in concept and indeed when I decided to pull it I left a note for myself to do this same mod pack over but with dimension mods added as a way to give players a chance to explore it and really have some fun. But... at it's core, I feel a lot of it's progression is somewhat internalized and so you could theoretically play through every other mod and never really touch it, I don't want it to be required per say, but I worry that it feels as if you could play through the game and never actually stumble into it in any meaningful way unless you were looking for it, where as the other "Core" Mods of the Mod pack felt more a part of the world.That said I personally wouldn't be against people simply adding it, the Aether Mod, or the OUterworlds I think it is (the one in the swamp) purely for having places to go and explore. For the core modpack and my goals right now it's a bit too heavy and demanding resource wise (Extra Dimension on Servers, metric tons of textures / etc. that may never see the light of day) So It got the botLycanite's mobs is the one I've probably been paying the closest attention to on the alpha stages, that's probably why you are seeing it's mobs as the first to get the nerf hammer. When actually installing it I was incredibly worried about the prospect of it's mobs becoming overwhelming so in a lot of ways it's the mod with the most attention devoted to it. As I smooth into the beta process and finally get myself settled on the exact mods I am going to feel happy and unhappy with you'll probably see Special Mobs, Dark Menagerie, and the others getting more careful scrutiny of what they allow to spawn (for instance I think.... hungry SPiders crash things).The JABBA Dolly was actually one of the primary reasons I held on to JABBA so long, and then I found out storage drawers has packing tape stuffed away. I'm going to give it a dry run in 0.1.7 with just Storage Drawers and get some feed back from some of the Beta Players just to get kind of a comparison. At the end of the day I wanted to try to limit multiple mods that do the exact same thing and this one ended up simply being a matter of preference over Iron Chest / JABBA.Definitely understand that, I'm hoping the HQM booklet really gives folks some insight onto a lot of the blocks that even I didn't realize were laying around in some of the mods just tucked away that have this wonderful functionality but if you're not looking you'd probably never see it. So a lot of the HQM book focuses on really fleshing out the Mods that are in the pack so you know what it is they do. I'm actually kind of curious what rotarycraft broke, but that's mostly because Rotarycraft and Thaumcraft are probably 2 of the only mods that I won't touch with a 10 foot pole, mostly because their mod authors have done a TON of work to balance it within the mod itself, and any tweaks I made really wouldn't make sense in the scheme of things.I'll definitely give Railcraft a look over. I think one of my primary fears was in my head I already had 3 fairly comprehensive tech mods (Pneumaticraft / Rotarycraft / Immersive Engineering). With the removal of Pneumaticraft I may give Railcraft another once over just to make sure that it feels different enough and diverse enough to really fit the theme. My only initial worry just skimming it would be a lot of overlap with Immersive Engineering, but once I've got version 0.1.7 out there and had a few days of testing I think I may yet just add Railcraft and see what all it does!I am absolutely pleased to hear that you are enjoying it. I went ahead and updated the current planned changes with what's live on my copy here that's being prepared for released. My plan is that once I have HQM Wrapped up and my permissions sorted I'm going to go forward with actually trying to get 0.1.7 and start work on 0.1.8. I've made some changes for chickens, and a few for cinders not quite moving their spawn location but I do agree that more then one of them can be problematic.I'll try to keep you all posted as we move forward!