1.10 mod packs and what's new

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Taconite_12

Guest
Hello, so the reason for this post is to discuss a possible hybrid 1.10 modpack, nothing official of course just something I plan on running on my private server with some friends but I haven't ventured into the 1.10 era yet other than vanilla minecraft so I figured I would try and get some input here.

I'll start off by saying that my current server is a slightly modified version of ftb infinity evolved with expert mode off. So that's roughly 185 mods. As far as I can tell there are no current mod packs for 1.10 that Mach up to that and so I was planing on starting with the hermit pack and probably combining it with direwolf to start and then move from there and add mods as I find them. My two biggest hang ups for switching to 1.10 currently is 1: there is no thaumcraft and 2: there is no thermal dynamics or thermal dynamics add ons. Thaumcraft is just something I like playing with for the fun of it but in my book without thermal dynamics and it's counterparts that is a huge side of the tech mods missing, I do know that mechanism is a part of hermitpack and I look forward to learning it but can it really do all that thermal dynamics can? I would really miss my photogenic insolator and tesseract.

So based on the above this post is kind of a "im sad that there Arn't these mods available" and a "can I make due with what's available." Any feedback on what mods I should add or don't add would be awesome and if anybody knows of an eta or successor to thermal dynamics coming to 1.10 that would make my day. Also just kinda what new in 1.10? I've watched some youtubers direwolf and etho on the hermit pack but still i feel like I'm missing a lot.
 

MacAisling

Popular Member
Apr 25, 2013
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EnderIO became my go to tech mod when it took so long for Thermal Dynamics to be developed for 1.7.10, and it has the dimensional transceiver, which is like a tesseract, only better. Thaumcraft 6 is in the works, but may still be a few months out, be patient. There is a lot of functional overlap with all the various mods, so I tend to look for the smaller mods that focus on doing one thing better than the rest or that fill a specific gap in the feature sets of other mods while avoiding the bigger, try to do everything mods. My custom pack tends to be about half of what is in the DW20 pack, with just a few interesting other mods added in. If you hate early game inventory management, Iron Backpacks will change your life, if you hate mods that make the game easier or more convenient, it will be incredibly OP.
 
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Taconite_12

Guest
Yeah that's what i was thinking I would end up using, kind of annoying that I'll have to change the configure files for the dimensional transiever to make it like the tesseract but that's alright. I did also see that extra utilities added a powered furnace and their version of a pulverizer. I do feel like ended io will be my main tech mod and as for things that make life easier Arn't op as long as you have to pay a price for them, an example of something I don't agree with would be be armor and tools from draconic evolution. So inother words I will definatelg checking out iron back packs. How has draconic evolution changed in 1.10? I've seen that they have made a lot of it much harder to get and more time consuming but is it still completely invincible like in 1.7.10? Or has it been balanced more too the level of other end game utilities? Btw I'm not hating on the mod by any means but I just hate the fact that I can go through the entire twilight forest progression with out loosing a heart and one shooting every boss with the tools from that mod, it just feels like too much. For example the fact the the awakened now can have over 400 damage where the next best thing besides old tinkers is a flux bow with a bunch of enchants and that only get it up to like 40 dmg. Anyways other than my rant on de what types of large power creation is in 1.10? I saw that big reactors was ported but I tend to just use them for mid game until I get my ultimate solar panels. Generally set up about 6 of them on top of tesseracts and combine them with the sun dial from de to make it always day time and that way I'm not killing my server with a massive br with constant mining operations going to support it. Is there any huge power gen that won't kill the server in 1.10?
 
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Taconite_12

Guest
I just realized there is no build craft in 1.10......... so, what is there for quarry and filler replacements...? I am aware of the new quarry from extra utilities and I plan on using it but I used the old one with the world hole upgrade to clear areas bigger than the filler could go so Is there a filler 2.0 without a 64x64 limit avAilable in 1.10? Or available in general actually.
 

erindalc

Popular Member
Mar 3, 2015
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Steam
I just realized there is no build craft in 1.10......... so, what is there for quarry and filler replacements...? I am aware of the new quarry from extra utilities and I plan on using it but I used the old one with the world hole upgrade to clear areas bigger than the filler could go so Is there a filler 2.0 without a 64x64 limit avAilable in 1.10? Or available in general actually.
RFTools has a builder with a quarry function, it can be complicated but it's very powerful
 

Inaeo

New Member
Jul 29, 2019
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The TE suite left a hole, but it's amazing how quickly we fill those holes. EnderIO has a ton of options, and Mekanism can do many of the same functions in a different way. XU2 has turned into a more cohesive mod (rather than just a collection of useful things), and Actually Additions has some interesting machines and mechanics as well.

If you're looking for a Tesseract replacement, Mekanism has you covered with the Quantum Entangeloporter (or whatever they called it). It can move items, liquid, power, and gasses around with a single block. As mentioned, EnderIO has the Dimensional Transceiver as well.

Mekanism also boasts the Digital Miner (disabled in both Infinity Lite and HermitCraft if I'm not mistaken). RFTools Builder has a quarry option, and XU2 has a mining option similar to the MFR Mining Laser (I've not played with it personally).

If you wanted to go completely off the reservation, try MineColonies. It offers village building elements with functional villagers who can do everything from tend farms, mine, lumberjack, fish, and build new buildings. More development is in progress on this one, and it looks very promising. Best part is, it is SMP ready (using it on our private server now).

I'm just breaking into PSI, and I foresee a ton of useful and interesting spells in my future. Not necessarily super high damage output, but I like the utilities I see (if I can get it to work the way I want).

We have Cybernetics in our pack as well, and it makes it feel like the sticks and stones age after a major apocalypse when you're fighting tech hardened, Mek armor wearing, Zombies and Skeletons. I'm just getting ready to begin toying with the mod in ernest.

Although some favorite mods either haven't updated yet or have fallen into the nonupdating past, the future looks bright. Just have a browse through the Curse repository and you can already find answers for all your needs.
 
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Taconite_12

Guest
I do agree, I've been looking through the mods in curse and have found quite a few that I am interested in but the more mods I add the more time I have to spend trouble shooting server- client errors. Just in combining the hermit pack and direwolf has taken over 3 hours already and I haven't even gotten it working yet. Also I've found a mod that is really cool if anybody has access adding mods to their server. It's called custome armor reworked. Really nice to have if you want the functionality of a armor but don't really want the look. I am really looking forward to checking out mekanism and will probably re enable the digital miner since it seems like a very nice tool to have. I'm really torn between ae2 and refined storage since they are so similar but I feel like I am leaning torwards ae2 since withought extra cells it does not have fluid storage. Either way I'm pretty excited to start playing, just not so much the trouble shooting to get to that point. Btw does anyone know what the best/ most efficient starting power would be? I've used extra utilities lava generator and ender io sterling generator in the past but the main issue with the sterling generator is it will continue to burn fuel if the buffer goes down at all and often wastes power. I would think some sort of coal power would be the most efficient for starting but let me know if I'm wrong. My normal plan generally goes from mining to bc quarry to enderman spawner to ae2 to witch spawner to automated ore processing and the I get into all the other mods. Prolly shouldn't do that since it makes everything afterwards super easy but it drives me crazy not having certain recourses or easier ways to get them for other mods. For example I had a tier 6 blood altar within one day of playing and I feel like it should have taken me much longer to do that, thaumcraft is prolly the one mod that I have never been able to rush and that's why I like it so much. Anyways I'm just looking for ways to have fun and break my I need millions of everything before I do anything play style, basically just feels like creative at that point
 
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Taconite_12

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Cybernetics looks cool from what i can tell but I'm having a hard time finding documentation on it...
 

Inaeo

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Jul 29, 2019
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Cybernetics looks cool from what i can tell but I'm having a hard time finding documentation on it...

I didn't find much, but I've written that off as a lack of understanding by the character (the player too, but oh well). I don't plan on going crazy with it (yet), but I'll definitely be setting up a lab for experimentation.
 

MacAisling

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Apr 25, 2013
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You will be happy to know that the FTB team is working on the 1.10.2 replacement for Infinity Evolved and it will include the Thermal Expansion mods. I've seen some alpha testing on twitch. So be patient and all good things will come in time, or whatever.
 

Inaeo

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Jul 29, 2019
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You will be happy to know that the FTB team is working on the 1.10.2 replacement for Infinity Evolved and it will include the Thermal Expansion mods. I've seen some alpha testing on twitch. So be patient and all good things will come in time, or whatever.
Is TE for 1.10 a direct port of 1.7, or are things different now that they've updated. Last I heard it was a direct port, but that was a while ago, third hand, and from shady sources at best.
 

MacAisling

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Apr 25, 2013
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Is TE for 1.10 a direct port of 1.7, or are things different now that they've updated. Last I heard it was a direct port, but that was a while ago, third hand, and from shady sources at best.

It appears to be a direct port and is still more than a little broken, but they can make and place the machines without crashing the server, so, progress...
 

Hambeau

Over-Achiever
Jul 24, 2013
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I understand that, as has happened with other mods transitioning from 1.7 to 1.10 MC they are concentrating on direct ports before making changes, or even removing some features to get the mods updated quickly. TiCo didn't have any ranged recipes until recently, for example... The mod that had the survivalist generator (Extra Utilities? RFtools? I can't remember) originally hit 1.10 with no generators at all.

I assume that, seeing how easy it is to run older mods in 1.10 (I ran a couple of 1.9 mods in 1.10 until the new versions came out) we'll start seeing more of the "standard" mods start popping up.
 

Cntrldfusion

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Jul 29, 2019
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I think FTB has jumped the gun with pushing for 1.10 packs. I'm a server admin and so far the packs we tried were fun the first couple of days but once we really started getting into it there were lots of problems. And not just mod problems, MC 1.10 has lots of issues on it's on. Java network issues, the sleep bug, and others. We had a problem with 2 different packs where when you rez after dieing your stuck next to your bed and have to log. Both of those started with a minecraft gamerule change and did not go away when we changed the rule back. Lots of disconnects and server issues on two different servers. We eventually gave up on 1.10 when we found out that Mojang will not be patching 1.10 and had put all of the fixes in their 1.11 release. So now we run our own pack on 1.11 with none of the problems we had on 1.10. I'm hoping the FTB community will move that direction since it seems to be a more stable environment.