Ars Magica 2 is not updated to 1.7.10, and can't be until Animation API is.Is there going to be Ars Magica in Mage Quest at some point?
Ars Magica 2 is not updated to 1.7.10, and can't be until Animation API is.Is there going to be Ars Magica in Mage Quest at some point?
Man... I can't wait until this FTBLite guy does his let's play series... I don't know how or what these mods work.
Try using MFR's rednet power conduit thingies. They won't connect to ExtraUtils power sources though. For items and fluids, just use good ol' Buildcraft. ExtraUtils pipes are quite endgame, particularly the energy nodes.Thermal Expansion looks really interesting and is also highly irritating since I have no energy conduits, or itemducts, or fluiducts. Anyone know when those are supposed to come in, or are we going to be stuck with Extra Utilities pipes which need an energy transfer node to move power?
ikr same, although I think most of the mods in the Lite3 pack are mods that improve the gameplay rather than adding a whole bunch of machines and stuff like that.
I might do some research today to learn more about Extra Utilities and do some more testing.
All right, I guess if @VikeStep doesn't mind someone else jumping on his turf... (Also, I did my best to make sure I got authors' names spelled/capitalized correctly, but don't hesitate to correct me if I'm wrong. )
Lite Mod List
- Aroma1997Core v.1.0.2.8 by Aroma1997
- AromaBackup v.0.0.0.3 by Aroma1997
- AutoPackager v.1.5.1a by smbarbour
- Bagginses v.1.2 by Lordduskl
- CG Origin v.3.0.8 by Country_Gamer
- CodeChickenCore v.1.0.1.8 by ChickenBones
- CoFH Core v.3.0.0B6-32 by Team CoFH
- CoFH Lib v.1.0.0B6-26 by Team CoFH
- Owner Emitter v.2.0.0 by Country_Gamer
- D3 Core v.1.0.0.9 by DoubleDoorDevelopment, dries007, Claycorp
- Extra Utilities v.1.1.0k by RWTema
- FlatSigns v.2.0.0.17 by Myrathi
- Forge Multipart v1.1.0.300 by ChickenBones
- Green Thumb - Nature Overhaul v.1.1.0.1 by Enosphorous
- InventoryTweaks v.1.59-dev-152 by Kobata
- JABBA v.1.1.4 by ProfMobius
- MineFactory Reloaded v.2.8.0RC3-591 by SkyBoy026
- MineMenu v.1.1.7.B38 by dmillerw
- MobiusCore v.1.2.3 by ProfMobius
- NEI Addons v.1.12.2.9.jar by bdew
- NotEnoughItems v.1.0.2.15 by ChickenBones
- ObsidiPlates v.3.0.0.18 by Myrathi
- Progressive Automation v.1.4.12 by obriensh
- Redstone Arsenal v.1.1.0B4-10 by Team CoFH
- Simply Jetpacks v.1.1.1 by Tonius
- SolarFlux v.0.4b by Nauktis
- StorageDrawers v.1.1.1 by Jaquadro
- Super Crafting Frame v.1.7.10.1 by Edgar_Allen
- Thermal Expansion v.4.0.0B5-13 by Team CoFH
- Thermal Foundation v.1.0.0B3-8 by Team CoFH
- TorchTools v.1.1.0.19 by DoubleDoorDevelopment, dries007, Claycorp
- WAILA v.1.5.4a by ProfMobius
- WAILA Harvestability v.1.1.0 by Squeek502
- WTP - What's This Pack v1.0 by Robosphinx
- CodeChickenLib v.1.1.1.93 by ChickenBones
Mage Quest Mod List
- Adventurer's Amulets v.1.2.0c by GustoniaEagle
- Archmagus v.0.6.0.jar by Agadar
- Aroma1997Core v.1.0.2.8 by Aroma1997
- AromaBackup v.0.0.0.3 by Aroma1997
- Bagginses v.1.2 by Lordduskl
- BdLib v.1.4.3.14 by bdew
- Blood Magic v1.1.0 by WayofTime
- Botania v.r1.2-116 by Vazkii
- BrainCore v.0.2 by Arkandos
- Agadar's Brewing-API v.1.2.0 by Agadar
- CG Origin v.3.0.8 by Country_Gamer
- CodeChickenCore v.1.0.1.8 by ChickenBones
- CoFH Core v.3.0.0B6-32 by Team CoFH
- CoFH Lib v.1.0.0B6-26 by Team CoFH
- D3 Core v.1.0.0.9 by DoubleDoorDevelopment, dries007, Claycorp
- Dark Menagerie v.beta-1.0 by RWTema
- Forge Multipart v1.1.0.300 by ChickenBones
- FoxLib v.0.4.1.jar by KitsuneKihira
- Green Thumb - Nature Overhaul v.1.1.0.1 by Enosphorous
- Headcrumbs v.1.2.4 by ganymedes01
- I'm Looking At Blood v1.1a by Pokefenn
- InventoryTweaks v.1.59-dev-152 by Kobata
- JABBA v.1.1.4 by ProfMobius
- JourneyMap v.4.0.4_Unlimited by techbrew
- MineMenu v.1.1.7.B38 by dmillerw
- MobiusCore v.1.2.3 by ProfMobius
- Necromancy v1.7.10 by AtomicStryker
- NEI Addons v.1.12.2.9.jar by bdew
- NEI Plugins Unofficial v.1.1.0.8 by Tonius
- NotEnoughItems v.1.0.2.15 by ChickenBones
- Ruins v.1.7.10 by AtomicStryker
- StorageDrawers v.1.1.1 by Jaquadro
- Super Crafting Frame v.1.7.10.1 by Edgar_Allen
- Tails v.1.0.1 by KitsuneKihira, TTFTCUTS
- Talismans v.1.1.4 by Gigabit1011
- Thaumcraft v4.2.0.1 by Azanor
- Thaumcraft Mob Aspects v.1.7.2-2A by Parker8283
- Thaumic Tinkerer v.2.5-1.7.10-158 by nekosune, pixelpix
- TorchTools v.1.1.0.19 by DoubleDoorDevelopment, dries007, Claycorp
- Villager's Nose v.1.2 by ScowlOwl
- WAILA v.1.5.4a by ProfMobius
- WAILA Harvestability v.1.1.0 by Squeek502
- WeepingAngels v.3.0.2 by Country_Gamer
- WTP - What's This Pack v1.0 by Robosphinx
- Witchery v.0.20.5 by Emoniph
- Baubles v.1.0.1.8 by Azanor
- CodeChickenLib v.1.1.1.93 by ChickenBones
Also let me know if I need to change the formatting at all.
Thermal Expansion looks really interesting and is also highly irritating since I have no energy conduits, or itemducts, or fluiducts. Anyone know when those are supposed to come in, or are we going to be stuck with Extra Utilities pipes which need an energy transfer node to move power?
About 80% of the mods are just game improvments/minor features. Like Green Thumb makes a right click harvest and plant crops at the same time. And Torch Tools adds the ability to right click with a tool to place the items in the slot next to it, like TiCon tools do.
Thermal Expansion looks really interesting and is also highly irritating since I have no energy conduits, or itemducts, or fluiducts. Anyone know when those are supposed to come in, or are we going to be stuck with Extra Utilities pipes which need an energy transfer node to move power?
So that's the mod that does the right-click harvesting thing....wouldn't have known.
It works great in Agrarian Skies because it allows you to harvest an entire crop by just walking through while holding right-click.
I sure hope they're gonna make a re-appearance, those are some of the most useful items in Thermal Expansion :/ No wonder I couldn't find them in the Unstable modpack.
I too noticed the absence of conduits, but am ok with using Extra Utilities for energy and items, but, I cannot find a way to move fluids via pipes.Thermal Expansion looks really interesting and is also highly irritating since I have no energy conduits, or itemducts, or fluiducts. Anyone know when those are supposed to come in, or are we going to be stuck with Extra Utilities pipes which need an energy transfer node to move power?
Liquid Transfer nodesI too noticed the absence of conduits, but am ok with using Extra Utilities for energy and items, but, I cannot find a way to move fluids via pipes.
I am looking into options. Lite is tircky. I am not going to add a whole huge mod just for pipes/conduits. I will more than likely edit the ExU node recipes.
Yeah but, does it fit into the "lite" spirit?What about EnderIO? Even in 1.6.4 EnderIO was very good with an excellent conduit system (four types of conduits in a single block and a good facade system to hide them in walls). In 1.7.10 EnderIO is even better.
It is one of my favorite tech mods.
Yeah but, does it fit into the "lite" spirit?
It adds in a complex system of machines, Lite focuses on mods that are handy but not very complicated, though it may be fine if it produces very little strain. I don't know, @Jadedcat (Please don't hurt me)Not sure what you mean by lite but here is the size in bytes of the jars:
So in jar size EnderIO is lighter then Thermal Expansion.
- EnderIO: 3Megs
- Thermal Expansion: 3.5 Megs (+ 1 megs for Thermal Foundation, + 1 megs for CoFHCore)
You need to download t before it shows the mode in the edit modeThey apear to be missing anny and all mods
Not sure what you mean by lite but here is the size in bytes of the jars:
So in jar size EnderIO is lighter then Thermal Expansion.
- EnderIO: 3Megs
- Thermal Expansion: 3.5 Megs (+ 1 megs for Thermal Foundation, + 1 megs for CoFHCore)
You need to download t before it shows the mode in the edit mode
Yeah... I need to stab someone. I'm working on it. Apparently the formatting changed a bit.
Ender IO's conduit bundles are a very neat idea, but used a lot can cause tremendous lag, mostly client side I think.
File size is no indication of "runtime" size, if EnderIO has to load the entire 3MB while TE is made of a hundred small routines of 35KB and only one is loaded at a time.
Note: Numbers pulled out of an obscure orifice to emphasize the concept