1.5.1 Beta Pack: Are U Looking Forward To It?

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whythisname

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Jul 29, 2019
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On the topic of a 1.5.1 beta pack: YES, GIMME, GIMME, GIMMEEEEEEEEEE! Is it official a 1.5 beta pack is on the way though? Because I haven't seen any official announcements about that yet.

As for SC tree farms, I have never been a huge fan of them but with nerfs to Biomass and these nerfs I'm starting to wonder how viable they will be at the lower upgrades. MFR won't care about the Biomass nerfs though, all you need is more fertilizer and/or a bigger farm.

As for nerfing MFR, no thanks. Knowing GT though it'll be configurable anyway and seeing how TE is in regular mode in Ultimate I would be surprised if the FTB crew enables MFR nerfs. Still though, even if they get nerfed they would still be easier to place and use than most other farms, so I'd probably still use them.
 

DoctorOr

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In other news, the bushes from Natura are crazy. They spread like Kudzu in any loaded chunk.

They seriously will take over the world.
 

KriiEiter

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Jul 29, 2019
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What happened to ASPs is people whined and still use them. Because what people claim is a boring grind and what human nature actually works best with are basically the same thing. It's why gambling works. It's what most games are designed around.[DOUBLEPOST=1366752366][/DOUBLEPOST]

Funny, as a mod MFR predates most other mods.

It doesn't predate Forestry, Buildcraft, or Railcraft. (Especially not MFR which is Mine Factory RELOADED, which is much newer than the original Mine Factory.) Which were some of the first mods used to automate things.

I just don't think it adds anything to the modpack. I just hope it's either not in the Gregtech Hardmode pack at all, or is nerfed by Greg.

I have nothing against people wanting to use the cheapest, most efficient route, but that makes for stale gameplay on a server with Gregtech hardmode enabled.
 

DoctorOr

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It doesn't predate Forestry, Buildcraft, or Railcraft. (Especially not MFR which is Mine Factory RELOADED, which is much newer than the original Mine Factory.) Which were some of the first mods used to automate things.

MFR is written by Powercrystals and dates to Beta 1.6 You're awful hung up on a name. Conveyors were the first automation, predating pipes.
 
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southernfriedbb

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Jul 29, 2019
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It doesn't predate Forestry, Buildcraft, or Railcraft. (Especially not MFR which is Mine Factory RELOADED, which is much newer than the original Mine Factory.) Which were some of the first mods used to automate things.

I just don't think it adds anything to the modpack. I just hope it's either not in the Gregtech Hardmode pack at all, or is nerfed by Greg.

I have nothing against people wanting to use the cheapest, most efficient route, but that makes for stale gameplay on a server with Gregtech hardmode enabled.
Ummm... Conveyers, Auto-spawners, Auto-Enchaters, and tons more stuff both decorative and useful. Really based on what you are saying I can tell you have never done anything with the mod, you just looked at it and said "meh, it looks easy" and followed with a call for the nerf bat. I'm pretty sure you have no clue what you are talking about.
 
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DoctorOr

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Since it appears FTB 1.5.1 will have Tinker's Construct, I'll post this here.

2013-04-23_14.57.24.png



These are oreberry bushes. Copper on the left, silver on the right. There is also gold, copper, and aluminum (Spelled wrong Diyo!) They spawn undergound in air blocks. They make berries that are equivalent to a nugget of the appropriate metal, and as of the most recent release the bush can be moved. They respawn berries, if they're in the dark.
 

KriiEiter

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Jul 29, 2019
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Ummm... Conveyers, Auto-spawners, Auto-Enchaters, and tons more stuff both decorative and useful. Really based on what you are saying I can tell you have never done anything with the mod, you just looked at it and said "meh, it looks easy" and followed with a call for the nerf bat. I'm pretty sure you have no clue what you are talking about.

I've looked at basically everything the mod adds.

Auto enchanting, the paved roads (which have a sliding effect for some reason), some more place-able liquids, and the auto-fishing machine are the only things that weren't already in FTB.

Auto-spawners make soul shards incredibly easy to get and/or useless. No need to make exp farms anymore with auto-enchanting. I'm just not for all the duplicate systems it adds.
 

Grydian2

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It doesn't predate Forestry, Buildcraft, or Railcraft. (Especially not MFR which is Mine Factory RELOADED, which is much newer than the original Mine Factory.) Which were some of the first mods used to automate things.

I just don't think it adds anything to the modpack. I just hope it's either not in the Gregtech Hardmode pack at all, or is nerfed by Greg.

I have nothing against people wanting to use the cheapest, most efficient route, but that makes for stale gameplay on a server with Gregtech hardmode enabled.


Dude get your facts straight. You have no idea what you are talking about. His mods require plastic which is just like rubber. The fisher is unique, and MFR handle more saplings then any other farm. Powercrystals got a bad rap for powerconverts in 1.2.5 Since then he has seriously play balanced everything. The new bioreactor makes biofuel at the same rate as forestry. On a side note if gregtech changes more mods without looking into it I will stop using gregtech. Its people like you that have no clue spreading bad information.
 

KriiEiter

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Dude get your facts straight. You have no idea what you are talking about. His mods require plastic which is just like rubber. The fisher is unique, and MFR handle more saplings then any other farm. Powercrystals got a bad rap for powerconverts in 1.2.5 Since then he has seriously play balanced everything. The new bioreactor makes biofuel at the same rate as forestry. On a side note if gregtech changes more mods without looking into it I will stop using gregtech. Its people like you that have no clue spreading bad information.

I have my facts straight, I remember when it came out and was just a bunch of conveyor belts.

I've never liked Power Converters.

Balanced my ass, the bioreactor produces something near 6x the speed of a still and goes straight from seeds/saplings directly to biofuel. Oh and it requires no power. Yeah....balanced....
 

DoctorOr

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I've looked at basically everything the mod adds.

Auto enchanting, the paved roads (which have a sliding effect for some reason), some more place-able liquids, and the auto-fishing machine are the only things that weren't already in FTB.

"more placeable liquids"? What? In 1.4.7, which MFR is in, who has any placeable liquids?

Auto-spawners make soul shards incredibly easy to get and/or useless.

More like auto spawners aren't worth the effort with soul shards.

1.5.1 of course, doesn't have soul shards.

No need to make exp farms anymore with auto-enchanting.

You're just major derping it today. "Auto enchanting" requires xp. It's just called mob essence. Same thing, really.[DOUBLEPOST=1366754875][/DOUBLEPOST]
I have my facts straight, I remember when it came out and was just a bunch of conveyor belts.

If you actually remembered, you'd know it predates all the other mods you claimed otherwise.

Balanced my ass, the bioreactor produces something near 6x the speed of a still and goes straight from seeds/saplings directly to biofuel. Oh and it requires no power. Yeah....balanced....

It's balanced in 1.4.7. It's not balanced against the nerfed output of 1.5.1 Forestry, so outproduces there.
 
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KriiEiter

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Jul 29, 2019
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"more placeable liquids"? What? In 1.4.7, which MFR is in, who has any placeable liquids?



More like auto spawners aren't worth the effort with soul shards.

1.5.1 of course, doesn't have soul shards.



You're just major derping it today. "Auto enchanting" requires xp. It's just called mob essence. Same thing, really.[DOUBLEPOST=1366754875][/DOUBLEPOST]

If you actually remembered, you'd know it predates all the other mods you claimed otherwise.



It's balanced in 1.4.7. It's not balanced against the nerfed output of 1.5.1 Forestry, so outproduces there.

You can place milk, sludge, etc in 1.5.1 which is what this thread is about.

Yeah, soul shards isn't updated.

And you have to have 0 input in an essence farm. An exp farm requires you to set up other things and have manual input for the most part (unless you use attack turtles, and I don't want to get started on how much I don't like turtles).
 

Malkara

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Jul 29, 2019
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Your dislike of turtles has nothing to do with this conversation, hence an exp farm in context requires no manual input hence MFR is the exact same.
 

southernfriedbb

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Jul 29, 2019
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I've looked at basically everything the mod adds.
Here's you first problem. You've *looked* at it. Have you tried them? Have you tried to create a balanced maintenance free system with them? No. Try it some time, it ain't a GT fusion reactor, but it's not as easy as you seem to think. A SC tree farm is a hell of a lot easier to fire and forget then MFR.

Auto-spawners make soul shards incredibly easy to get and/or useless. No need to make exp farms anymore with auto-enchanting. I'm just not for all the duplicate systems it adds.
Soul Shards are hard to get? Really? Maybe a ghast shard or firebat shard. The rest of them not so much. Anything with a spawner is a cakewalk. And once you have access to the end so are endermen.
And to be honest the auto-enchanting won't replace exp farms, its not that efficient. Both of those blocks require mob essence (a liquid added by MFR) to function as well as quite a bit of power and infrastructure to use correctly.

Really what it comes down to is use the mod before you pass judgement. Until you have you don't know what your talking about.
 

KirinDave

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Jul 29, 2019
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It doesn't predate Forestry, Buildcraft, or Railcraft. (Especially not MFR which is Mine Factory RELOADED, which is much newer than the original Mine Factory.) Which were some of the first mods used to automate things.

Not sure why you keep backing off from blatantly incorrect statements to other such statements. It doesn't matter. Multiple ways to do things are good. And seriously, MFR is still new in most FTB packs and quite uncommon. Do you really see people non-stop leaning on the item conveyors? Or the chronotypers? MFR does a lot, its (energy intensive) farms are just one tiny aspect of a really big mod.

I just don't think it adds anything to the modpack.

It adds treefarms that are not stupid. The modpack had those, but they're going away because Forestry has decided to use these new multiblock treefarms that no one wants to use because they're absurdly power hungry, require you to strip-mine the topsoil, require an awkwardly renewable fertilizer, and for all that effort are still not very good. So yes, they fill an important gap as another farming option. Not everyone should be required to use Steve's carts and Thaumcraft doesn't do everything MFR does.

I just hope it's either not in the Gregtech Hardmode pack at all, or is nerfed by Greg.

This is just bizarre. What does it do to make Gregtech mode easier? Most of the stuff it automates is not even approachable via IC2+GT anyways.

I have nothing against people wanting to use the cheapest, most efficient route,

Until the nerf hits, Steve's Carts 2 is what you should be mad about for farming. I think your problem is you don't actually know the pack very well and so you don't realize what's actually available to you. Which is fine; FTB Ultimate is a big pack. But you should be willing to accept information when it is offered to you, repeatedly, and then revise your opinion based on that information. Because right now you're repeating yourself over and over in spite of your every justification being addressed, debunked, and politely returned to you.

If you want to impress your friends, build some SC2 farms in 1.4.7 before they get nerfed in 1.5.1. You will have worry-free and nearly infinite energy forever. My original DW20 fork server? I logged in the other day. I'm still producing upwards of 216mj/t and I haven't been on that server in months. I spent less than a day setting it up and maybe a day tuning it for balance and void-pipe shunts for my excess.
 

KriiEiter

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Jul 29, 2019
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Of course, but MFR's inclusion in FTB predates 1.5.1





That was fixed in 2.3.0, which is for 1.4.7. Get with the times.

I was merely listing the features it adds, including ones it will add when FTB updates.

And no I wasn't referring to the no essence requirement, I was referring to an essence farm.

Oh, and I agree that Steve's carts is OP (until nerf hits).

I don't use it to power boilers or anything of the like. I usually just go around with my Adv Chainsaw and chop down forests, or have a forestry farm collecting wood until I run out of apatite.

I know I have the option to simply "not use" MFR, but seriously it doesn't add much that wasn't already in FTB.

"An alternative tree farm" Yeah we dont' have enough of those.

Buildcraft can do it, Redpower can do it, steve's carts can do it, forestry, turtles can do it. How many options do we need?
 

KirinDave

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Jul 29, 2019
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And you have to have 0 input in an essence farm. An exp farm requires you to set up other things and have manual input for the most part (unless you use attack turtles, and I don't want to get started on how much I don't like turtles).

More examples of you not knowing the pack.