Okay. So after about 4-5 forays into the city I finally got the makings of a smeltery, so I think I'll go back to base building before I venture back.
Guys? I think you did a good job for what it's worth, giving us what we need to get that up and running. Adding in some seared bricks in addition to the raw parts itself was definately what was needed. Gives the person some way to do it their own way and not just using what is given you (and for other recipes). I think you should put more tho. Too bad we can deconstruct things to get those seared bricks somehow. That would be one way to make things a bit more natural.....
I think I understand my frustration tho. It's not that any of this aren't awesome ideas in and of themselves. they definately are. the buildings are supremely tortuous and I love it. I think the imminent threat is what makes this so different than agskies. I get so bored in agskies, I usually go "woops, allowed some creatures in to spawn, guess I'll have to go kill them now" kind of thing. opposite here... you paint that picture hehe...
Anyways, I've been playing this pack since early on and I really feel it's changed so significantly that people have had to manage what works from one version to the next over and over again and rethink the wheel with each twist of the knife. I think that is what frustrates me. It's not 1.03. But, that's exactly the problem. it isn't. I need to continue to see this as an evolving thing, each beast different than the last. I guess my only issue is when things that were sacred once, become not so sacred later. The grout recipe is one of those things. I guess I will have to get used to it. Making PC the focus, to me was bad. It was inherently hard to master and unforgiving and somewhat buggy. It was also quite different than alot of people are used to (we are spoiled with TE and it's simplicity). I don't look forward to running out of servos and trekking across the desert looking for another city for seared bricks. Considering that for flight (real flight), it's the jetpack, and you have to remove the camel pack to use it, that leaves alot of time for boring boring walks across the desert ala kung fu ending from each episode. Haven't gotten there but guess I'll see.
As far as total newbs to the pack, I think someone should really put up a faq and post in op so they can get questions answered all at once. Have another spoilerific faq that counts up methods to manage water, food, etc... At least starting points to allow them to survive. I think if I played this pack now vs back when I started, I'd be dying endlessly clueless what to do.
Lastly, I don't think people would be so adamant one way or another about how this pack is shaping up and it's changes unless they truly cared about it. I still think CL is probably _the_ most original and coolest (pun intended) pack on the launcher.[DOUBLEPOST=1407962286][/DOUBLEPOST]
I don't mean to be spammy or anything, but could someone please help me?
http://forum.feed-the-beast.com/thr...-1-1-x-beta-stable.46277/page-144#post-732119
This world means a lot to me, and I would hate to loose it.
If the world is there in it's save directory, then you might have multiple entries for it (duplicates) upon starting a new world/choosing one. If it doesn't show up, if there's no directory, then there's no way of telling where it went. Future reference. use aromabackup (google it) and make backup of your ftb sub dir for the pack before you upgrade or do anything, especially for things you don't want to lose. You also might want to look into multimc. You can copy/create new instance of any ftb packs right there and run them w/o ftb launcher.