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    Mod Feedback [By Request] RotaryCraft Suggestions

    It will need to have a thorough mention in the book, even if it's adding some vein-style ores while just down-scaling the current ore distribution.
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    Tech Mods: Missing the Point

    I'd like some in-world machine construction and experiments (as a research system): multipart structure + additional materials at hand x using a tool on it => machine/new material/prototype
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    [1.0.0] Modular Armour - Now configurable!

    Can it change texture?
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    [1.0.0] Modular Armour - Now configurable!

    It's a deliberate joke. balance-wise, it's just making the jetpack cost spread across the armor, nothing really.
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    [1.0.0] Modular Armour - Now configurable!

    What about reactive armor module- cost exponential charge to block damage completely (1 heart=x, 2 hearts=4x, 3 hearts=9x, 4 hearts=16x). ...Flashback to last time i suggested something like that... What about fluid based module support? Removable type of modules that can be charged separately...
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    The Update to 1.8

    Did someone do a survey on how many are actually getting an improvement\decrease in performance?
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    The Update to 1.8

    It's great for vanilla minecraft. Vanilla minecraft is fun too. It should be great for maps.
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    A New Direction [BC API/RF API]

    A Minecraft world has effectively infinite resources. You can always brute force your way through the game. If a mod offers any way to automate, you can always get effectively infinite of whatever is capable of automating. I still think that there is a fundamental difference between mods based...
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    What's new in modded minecraft today?

    Well, it might also have something about the mods not being as optimized yet. (for a given value of optimized)
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    What's new in modded minecraft today?

    What is the major difference between them?
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    Recent Events Discussion (RED) Thread

    RF-based forestry is kind of pointless- the whole idea of the old buildcraft power is getting constant low level power generation, with not much in the way of storing energy- MJ per tick was the unit of measurement for both power generation and consumption (industrial craft was fundamentally...
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    Request Suggest mods for creation here

    I'm not sure a single permanent choice is a good idea- it'll just make everyone wary of playing. Thaumcraft is a lot more "technological" in nature than AM- you rarely make yourself a magical being, being more reliant on devices, machines, and your knowledge of how to use them- magic as a...
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    Request Suggest mods for creation here

    ^ TerraFirmaCraft has a similar system Cyberbees.
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    Recent Events Discussion (RED) Thread

    There's also infernal bricks, and TC seared stone, and black dyed bricks from various mods...
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    Request Suggest mods for creation here

    It will require really tall and laggy chunks, or a whole new chunk system. It will require some very deep changes to minecraft
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    Request Suggest mods for creation here

    3 points about that: A. straight up lighting is not "the most important feature"- The important feature is having glowstone embedded in materials, not lighting out of thin air in my house- the idea is having the lighting integrated in the environment, indoors and outdoors, in a subtle but clear...
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    Request Suggest mods for creation here

    Not quit- they don't have added texture. Didn't know about these before, though.
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    Request Suggest mods for creation here

    One more lighting idea (slightly inspired by Vazkii's mod): Glowstone infused blocks: a block crafted with glowstone, which emits light and has the same block's texture apart from small yellow bits (perhaps with some types: dots, square, circle, outline, creepy smile... wait that's in vanilla's...
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    Request Suggest mods for creation here

    Speaking about maps, what about a "pseudo-satellite" item that fills in a map for you (at the cost of an expandable, one use item)? It shouldn't be too difficult: just an expensive recipe and a cheap special effects.