Would this Mod Pack interest you?

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Would you download and use this mod pack if it were created?


  • Total voters
    60

wolfsilver00

New Member
Jul 29, 2019
752
0
0
Texture Packs are separate and different from mod packs. You can do both! I'm making a Mod Pack, not a Texture Pack. However, I will say that JSTR Texture Pack would work marvelously with this mod pack...

I mean, a whole retexture of the mods in the mod pack, so it looks more steampunk :D (Making a modpack and a texturepack related to it, like a good team :p)
 

ex13

New Member
Jul 29, 2019
75
0
0
Ok, heres some more input for you. First of all, I won't use your mod pack. However, the reason is not that I am not interested in it, but I created a quite similar one a week ago. In particular, I also removed Computercraft, Factorization, Industrialcraft and its extensions, Redpower, and Portal/Gravity gun and Equivalent Exchange. However, I did include Forestry (thats a must have mod for me) and also some magic mods like twilight forest, mystcraft, ars magica and thaumcraft. Mystcraft mainly because I don't want to destroy my main world with mining, otherwise I could definitely live without it. Twilight forest for exploration, although I haven't really done much there, again I could live without it. Same for ars magica: Its spells looks awesome, but I didn't use it so far. Thaumcraft is another one of my must-have mods, that I would never want to miss, but I think it has a quite restrictive license.

I also included Bibliocraft for aesthetics, all the details it adds are quite nice. BetterStorage is added as well, for two reasons: For use until AE and because it looks nice (which I can't say about iron chests - that looks pretty boring, even if its arguably more usefull). Finally, I have Natura (incredibly awesome for very early gameplay and super nice worldgen - I guessed it slipped on my "must have" list of mods), and tinkers construct (again, nice to have until I get MPS - I might even remove MPS since it feels a bit to overpowered for me - not sure yet).

Note here that also early gameplay is very important to me, as I usually try to progress slowly - right now I play the R2R Challenge, where this is taken to the extreme. Anyway, I think some of the early stage mods can add greatly to the game, even if their functionality gets superseded by other mods later in the game.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
I mean, a whole retexture of the mods in the mod pack, so it looks more steampunk :D (Making a modpack and a texturepack related to it, like a good team :p)
If I had a good team, that might be an idea. However, I am doing this by myself. Besides, why should I have to re-invent the wheel when I can simply suggest people nip over to the JSTR thread and use their texture pack, which just so happens to work just fine with this mod?
Ok, heres some more input for you. First of all, I won't use your mod pack. However, the reason is not that I am not interested in it, but I created a quite similar one a week ago. In particular, I also removed Computercraft, Factorization, Industrialcraft and its extensions, Redpower, and Portal/Gravity gun and Equivalent Exchange. However, I did include Forestry (thats a must have mod for me) and also some magic mods like twilight forest, mystcraft, ars magica and thaumcraft. Mystcraft mainly because I don't want to destroy my main world with mining, otherwise I could definitely live without it. Twilight forest for exploration, although I haven't really done much there, again I could live without it. Same for ars magica: Its spells looks awesome, but I didn't use it so far. Thaumcraft is another one of my must-have mods, that I would never want to miss, but I think it has a quite restrictive license.
I don't see Thaumcraft as a must-have mod. It doesn't really do anything useful. Warded stone/glass might be useful, I guess, if you are on a PvP server. Or if you have someone like RichardG on your server. But otherwise, there's not really a whole lot it can do that you aren't already doing.

I also included Bibliocraft for aesthetics, all the details it adds are quite nice. BetterStorage is added as well, for two reasons: For use until AE and because it looks nice (which I can't say about iron chests - that looks pretty boring, even if its arguably more usefull). Finally, I have Natura (incredibly awesome for very early gameplay and super nice worldgen - I guessed it slipped on my "must have" list of mods), and tinkers construct (again, nice to have until I get MPS - I might even remove MPS since it feels a bit to overpowered for me - not sure yet).
There's an exploit between AE and Better Storage, so I won't have both of them. Bibliocraft retains all permissions, and is reluctant to give them out, so the odds of being able to include it is nil.

I might consider Tinker's Constructs and Natura, though.

Note here that also early gameplay is very important to me, as I usually try to progress slowly - right now I play the R2R Challenge, where this is taken to the extreme. Anyway, I think some of the early stage mods can add greatly to the game, even if their functionality gets superseded by other mods later in the game.
Hmmm... you do have something of a point here. I shall look into Tinker's Constructs and Natura and see what their viewpoint on mod packs is.
 

ex13

New Member
Jul 29, 2019
75
0
0
I don't see Thaumcraft as a must-have mod. It doesn't really do anything useful. Warded stone/glass might be useful, I guess, if you are on a PvP server. Or if you have someone like RichardG on your server. But otherwise, there's not really a whole lot it can do that you aren't already doing.

Then there's also golems, which I find incredibly useful. Edit: Oh, and all the items (axe of the stream, travellers boots, ... awesome). Of course, golems are just another approach to automation, so they don't really add anything new. But my main point is, that the whole mod is just incredibly well done. Best example is the thaumonomicon, using this TC is one of the few mods that you don't necessarily need a wiki (or forum, or lets play - any external information source) to play with. Also, TC just looks awesome. On the other hand, I don't know how well it fits to your steampunk theme, its definitely not a lightweight mod with all its world gen, aura nodes and the aspects it add to each item, and finally the permission problem.

There's an exploit between AE and Better Storage, so I won't have both of them. Bibliocraft retains all permissions, and is reluctant to give them out, so the odds of being able to include it is nil.

I don't know about this exploit, and to be honest, I don't care. If I find something overpowered (or outright an exploit), I don't use it. That's one of the advantages a private modpack for just oneself has. But I agree that a public modpack should try to avoid exploits.

Anyway, I wish you good luck with your modpack. I think its a better starting point than most other FTB modpacks, which simply confuse new players by adding hundreds of items that all do the same thing.
 

Jyzarc

New Member
Jul 29, 2019
565
0
0
This pack looks cool, but wouldnt play it without CC[DOUBLEPOST=1367625388][/DOUBLEPOST]hmmm... My friend actually got permission to redistribute bibliocraft..
 

wolfsilver00

New Member
Jul 29, 2019
752
0
0
I don't see Thaumcraft as a must-have mod. It doesn't really do anything useful. Warded stone/glass might be useful, I guess, if you are on a PvP server. Or if you have someone like RichardG on your server. But otherwise, there's not really a whole lot it can do that you aren't already doing.

Umm.. Off topic. Could you explain that about richardG? I saw him in the forgecrat2 direwolf20 series, and i would like to know what does he does to deserve that reputation xD
 

BeerHunter

New Member
Jul 29, 2019
10
0
0
Umm.. Off topic. Could you explain that about richardG? I saw him in the forgecrat2 direwolf20 series, and i would like to know what does he does to deserve that reputation xD
Apart from being a mod developer (and a quite good one it seems) RichardG is also a prankster. He likes to play pranks on others, especially people with channels. Direwolf20 returns the favor by building contraptions to spawn monsters or lava inside RichardG's house.
 

wolfsilver00

New Member
Jul 29, 2019
752
0
0
Apart from being a mod developer (and a quite good one it seems) RichardG is also a prankster. He likes to play pranks on others, especially people with channels. Direwolf20 returns the favor by building contraptions to spawn monsters or lava inside RichardG's house.


Lol thanks 4 the info ;p
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
ADDED:

Tinker's Tools + Natura, by request.
Immibis Microblocks, also by request.

After much internal debate, I've decided that it won't hurt much to include these, and it will make things more... interesting. Also, Microblocks for the creative side of Steve.

I'm considering Extra Biomes, but those redwood forests are hell on the lighting engine, and it makes finding any particular biome a PITA.

Also, is the only way to get rubber out of an MFR Rubber Tree by chopping it down?

I'm having trouble finding a way to nerf the biofuel reactor in MFR down to a more reasonable level, so I may have to just disable the thing and call it a day. You still have a natural progression of Coal -> Lava -> Steam, but 16 MJ/t out of one block that runs on biofuel is just too much.

I'm doing some playtesting with the pack as listed, and I should be able to get the pack submitted by Wednesday, or failing that, by the following wednesday. After that, it is up to the FTB team to approve or deny, and how long it will take me to sit in the queue.
 
  • Like
Reactions: Greyed

Wekmor

New Member
Jul 29, 2019
939
0
1
This pack looks definitely interesting. No redpower makes me meh a bit, since I just it all day long, but I guess I could live without it :'D
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
Might have to do some tweaking with the ore generation numbers in TE.

* Disable spawning in Copper/Iron/Tin ores from Tinker's Constructs.
* Increase overall spawn values for silver (since I disabled vanilla recipes for MPS, wire now requires 6x copper and 3x silver per 8x wire)

Also,

* Look into the cross-compatibility of Natura's Oreberry bushes with MPS. Does MPS setups right-click the bushes, or does it just break them? Similar question regarding cotton
* Determine approximate output of oreberry bushes to see if it can be efficiently set up as passive ore generation, or if it is simply going to be supplementary. Possible nerf, depending on results. Since berries smelt into nuggets, it shouldn't be -too- bad, depending on frequency of generation.
 

southernfriedbb

New Member
Jul 29, 2019
444
0
0
I'm considering Extra Biomes, but those redwood forests are hell on the lighting engine, and it makes finding any particular biome a PITA.

You could try Biomes o Plenty. It seems a little less laggy(at least to me), and has a wide variety of biomes, and integrates with both TE and MFR (at least 1.5.1 and later).

Also, is the only way to get rubber out of an MFR Rubber Tree by chopping it down?
Yes, no extractor needed :).

I'm having trouble finding a way to nerf the biofuel reactor in MFR down to a more reasonable level, so I may have to just disable the thing and call it a day.
May I ask why, A functioning, hands-off, bio-fuel generation system, takes quite a bit of effort to achieve, not nearly as easy as pumping the nether dry with a buildcraft pump, some tesseracts, and a crapton of magmatic engines. An alternative might be to check the Thermal Expansion Recipes for MFR. They might make it more expensive.

I'm doing some playtesting with the pack as listed, and I should be able to get the pack submitted by Wednesday, or failing that, by the following wednesday. After that, it is up to the FTB team to approve or deny, and how long it will take me to sit in the queue.

Good to hear. Good luck!

* Look into the cross-compatibility of Natura's Oreberry bushes with MPS. Does MPS setups right-click the bushes, or does it just break them? Similar question regarding cotton
If you are meaning MFR, then yes it does provide a compatibility mod. If not then ??

EDIT: the font was derpy
 

Saice

New Member
Jul 29, 2019
4,020
0
1
Before you disable the Bio Recator. Relize it only gets super effecent when it has 9 diffrent sorts of bio mats. And with you not having forestry that becomes a bit more work to pull off unless you run a farm of every food type, reeds, and multlplie tree farms.

It ends up being more resonable becuae the amount of work to get 9 sorts of bio mats in a level you can feed into it is harder and with out RP you run into some issues automating it to keep exscatly 9 diffrent things in it at one time.

which to me balnces out its output.
 
  • Like
Reactions: southernfriedbb

Greyed

New Member
Jul 29, 2019
445
0
0
Immibis Microblocks, also by request.

Supposedly there's a config option on Immibis' to disable working on TE. Might want to enable that until they sort out (if possible) the issues with crashing the world do to recent TE changes.

I'm considering Extra Biomes, but those redwood forests are hell on the lighting engine, and it makes finding any particular biome a PITA.

Honestly, I'm quickly becoming disillusioned with EBXL. I loved it at first thanks to having some decent alpha hills to climb, but now I am finding that it interferes way too much with other stuff which depends on vanilla biomes for balancing. I dropped Ars Magica in my current world and am still on the first 3 spells because I cannot find any of the Ars world gen. 2-3k in every direction from my base, nothing. :/

Also, is the only way to get rubber out of an MFR Rubber Tree by chopping it down?

Correct. However the rubber wood MFR trees drop only give 3 wood when crafted normally, 4 in a TE sawmill. So you still want some other form of wood laying around.

I'm having trouble finding a way to nerf the biofuel reactor in MFR down to a more reasonable level, so I may have to just disable the thing and call it a day. You still have a natural progression of Coal -> Lava -> Steam, but 16 MJ/t out of one block that runs on biofuel is just too much.

I think the balance point here is the reactor. To generate fuel you have to dump something growable into the reactor. The more variety, the more efficient it is. With a single input it generates 60mb worth of fuel. That means to get 1 bucket, you need to drop in 17 saplings, or potatoes, or carrots, etc. Two items gets you 180 total. Three gets 300. Well, I think, going off memory here from my tests last night. Anyway, the max is 9 inputs yields 1440mb total or 160mb per input. Now, I don't have my generator yet (no blaze rods, grrr) but I'm not sure how much fuel it burns at max speed to generate that power. But I can say the reactor chews through inputs like crazy.

This is akin to what I said (somewhere) about RP2's engine. Sure, it can generate 32Mj/t but to generate that power you have to figure out how to generate 32MW of power. I think I came up with needing 132 solar panels, and that only gives power during the day. The same is coming true with MFR, it isn't like pre-MBS Forestry where a single tree farm is going to produce enough to keep a couple of fermentors and a refiner or two happy. It's going to take a large commitment of land to keep the reactor happy, and without it, the generator is just a block that does very little. :)
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
Before you disable the Bio Recator. Relize it only gets super effecent when it has 9 diffrent sorts of bio mats. And with you not having forestry that becomes a bit more work to pull off unless you run a farm of every food type, reeds, and multlplie tree farms.

It ends up being more resonable becuae the amount of work to get 9 sorts of bio mats in a level you can feed into it is harder and with out RP you run into some issues automating it to keep exscatly 9 diffrent things in it at one time.

which to me balnces out its output.
Unfortunately, with Natura, it becomes exceedingly easy to do so again. Also, it becomes exceedingly easy to automate with Applied Energistics.
Supposedly there's a config option on Immibis' to disable working on TE. Might want to enable that until they sort out (if possible) the issues with crashing the world do to recent TE changes.
Good idea. Thanks.

Honestly, I'm quickly becoming disillusioned with EBXL. I loved it at first thanks to having some decent alpha hills to climb, but now I am finding that it interferes way too much with other stuff which depends on vanilla biomes for balancing. I dropped Ars Magica in my current world and am still on the first 3 spells because I cannot find any of the Ars world gen. 2-3k in every direction from my base, nothing. :/
I think this is somewhat less of a problem when you are less bound by vanilla biome restrictions, however you have a valid point.

I think the balance point here is the reactor. To generate fuel you have to dump something growable into the reactor. The more variety, the more efficient it is. With a single input it generates 60mb worth of fuel. That means to get 1 bucket, you need to drop in 17 saplings, or potatoes, or carrots, etc. Two items gets you 180 total. Three gets 300. Well, I think, going off memory here from my tests last night. Anyway, the max is 9 inputs yields 1440mb total or 160mb per input. Now, I don't have my generator yet (no blaze rods, grrr) but I'm not sure how much fuel it burns at max speed to generate that power. But I can say the reactor chews through inputs like crazy.
The problem here is that when you compare it to a Liquid Fueled 36 HP Boiler, it kinda curb-stomps steam power completely.

This is akin to what I said (somewhere) about RP2's engine. Sure, it can generate 32Mj/t but to generate that power you have to figure out how to generate 32MW of power. I think I came up with needing 132 solar panels, and that only gives power during the day. The same is coming true with MFR, it isn't like pre-MBS Forestry where a single tree farm is going to produce enough to keep a couple of fermentors and a refiner or two happy. It's going to take a large commitment of land to keep the reactor happy, and without it, the generator is just a block that does very little. :)
Again, the problem here is Steam Power, generating with Biofuel (one of the very few renewable resources now that I've trimmed much of the fat) is completely curb-stomped by this single block.

I'm envisioning Steam power as your end-game power generation, but the generator kinda short-stops it completely.
 

Iskandar

Popular Member
Feb 17, 2013
1,285
685
128
ADDED:

Tinker's Tools + Natura, by request.
Immibis Microblocks, also by request.

After much internal debate, I've decided that it won't hurt much to include these, and it will make things more... interesting. Also, Microblocks for the creative side of Steve.

Just so you know, you can control the spawning of TConstructs' mods in the config file, if you want. I also, for my use, also turned off above ground gravel ore spawns, because it just seemed silly.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
CHANGES:

Disabled:

* Blue Slimes and Nitro Creepers. The former is just annoying, and the latter is just... no.. Nope. Denied at buggeroff dot com.
* Surface gravel ore generation
* Tinker's Constructs spawning of Iron, Tin, Copper,
* Keep Hunger On Death
* MFR sludge lake spawning

Immibis cfg files reads like java code, but I think I've got TE compatibility disabled for Microblocks until they get that bug fixed.

Enabled Colorblind GUI for TE as default.
 

KirinDave

New Member
Jul 29, 2019
3,086
0
0
CHANGES:

Disabled:

* Blue Slimes and Nitro Creepers. The former is just annoying, and the latter is just... no.. Nope. Denied at buggeroff dot com.
* Surface gravel ore generation

Why would you remove some of the more innovative features of this mod? And also, blue slimes are not bad for specific tools. But the gravel thing is just interesting and new and unique and very friendly to people who are slow to start a base, the way many novices will be?

And Nitro Creepers are just such a wonderful add to the nether... Why do they bother anyone now that they're not overworld spawns?