1.7.10 FTB Pack News

Discussion in 'Feed the Beast News' started by Jadedcat, Aug 4, 2014.

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  1. THEminer72

    THEminer72 New Member

    ftb should add mek to the 1.7 packs, it solves multiple power system problems as its a converter of power by default.
  2. rithrin

    rithrin New Member

    Mechanism! ic2 but less blocky magic and more shiny move, move ,spin, spin buzz, buzz! Maybe they are adding it? If not. Im sure lots of the kitchen sinks have it.
  3. firedingo

    firedingo New Member

    So you can confirm the ETA as sometime in the future. :p
    But in all seriousness, it looks good & I can't wait for the packs. Seems like they might be some of the best packs ever. I'm glad you're doing a tech/magic pack, otherwise I'd have asked about it. :)
  4. Mevansuto

    Mevansuto New Member

    It doesn't solve the multiple power systems, it actually worsens it. It means that more people will feel obliged to use Mek if they want to use a system outside of RF.
    rhn and Padfoote like this.
  5. Niels Henriksen

    Niels Henriksen New Member

    There should not be any problem to add mods to your own pack because the problem with ID's is gone. The only problem I can see if 2 mods are using same recipe for crafting.
  6. Jacksy

    Jacksy New Member

    i like how it sounds :))
    you`re an devil [​IMG]
    Last edited: Aug 15, 2014
  7. DeathOfTime

    DeathOfTime New Member

    Wondering if there is a system being put into place to solve this problem. Could be like NEI. Just flash all the possibilities. One after the other. Would be kinda like playing the one armed bandits.
  8. Tylor

    Tylor Well-Known Member

    What is the principle of setting prises for quests?
    I personally would like to get things that can be otherwise grindy to get. Such as, diamonds, emeralds, cacti. Not in big numbers, but enough to get going without spending hours pickaxing cobble, especially early game.
  9. Zaes

    Zaes New Member

    Logically, I think that this issue has to be resolved by the modders, for the same reason that software developers have to integrate compatibility with other external programs to attract more users from their target market (although I don't completely agree with the notion because 'mods' do not return any monetary value to the creator, which is less of an incentive to add features). Some mods already do this (the different versions of gears for example), some use the ore dictionary in their recipes (rather than forcing the user to use their own version of the ingot (for instance, Forestry bronze vs. Tinker's Construct bronze).

    From my small experience with HQM (and partly guessing here), the rewards would be something that increases the functionality/ease-of-use/production rate of the processes that you have to go through in order to get that reward (for example - rewarding some augments for creating a machine from Thermal Expansion). There also could be rewards that helps/suggests/hints towards possible systems that feature a number of mods/vanilla minecraft.
    Tylor likes this.
  10. Hambeau

    Hambeau Over-Achiever


    I play Modded MC for the challenge of building things through Tech/Magical means, and working to get the resources to do so. If I wanted to just get valuable items as rewards I'd be wasting my time in one of the many on-line casino, where I would only have to give money.

    In my personal ideal scenario, HQM is a tutorial for a given mod first, helping me learn the mod, with all the quests being of the "consume" type. All the rewards would be the items you just built for the quest. Successive quests would teach you how the mod items interconnect and interact.

    Secondly, HQM would be a set of goals that you can optionally work on when you feel like it, but not required.
  11. BlacKHeaDSg1

    BlacKHeaDSg1 New Member

    Solution: Monster pack .... now scraped by FTB (tnx btw FTB).
  12. Padfoote

    Padfoote Brick Thrower Team Member Forum Moderator

    I fail to see how FTB discontinuing a large "all things" pack is such a bad thing. There's going to be a tech pack, and a magic pack. You want an all the things pack? Put the two together. It's incredibly easy to do so in 1.7, and pretty much anyone can do it. I would rather see good, solid packs with fewer mods instead of a glitchy, exploit filled pack with 200+ mods.
    Museli, fedprod, pc_assassin and 9 others like this.
  13. SatanicSanta

    SatanicSanta New Member

    And on top of that, the Monster page on the wiki is such a pain to update :p
    pc_assassin, Flipz, Jadedcat and 3 others like this.
  14. 924Shrapnel

    924Shrapnel New Member

    Im not sure about all these quests . Are the modpacks going to become RPG packs that are meant to be played in singleplayer , or with a few amount of people ? Agrarian Skies became boring after you complete the first page . ( Seriously , most of the server quit after a few days . The owner said it was a waste ) . I wish that a modpack like Ultimate , or Mindcrack was made again , but for 1.7.2 . If anyone wants to hate , the wiki says that ultimate was the best modpack . It had less mods , but was more fun then some of the newer modpacks .
  15. SatanicSanta

    SatanicSanta New Member

    It does?
    /me checks the page
    No it doesn't. It says "FTB Ultimate is an official FTB pack that contains most mods from the other FTB packs, plus a few unique to Ultimate. The changelog can be found on the Forums." Which, though it may be incorrect (which I am changing right now), it does not say it's the best...
  16. 924Shrapnel

    924Shrapnel New Member

    Padfoote likes this.
  17. SatanicSanta

    SatanicSanta New Member

    Padfoote likes this.
  18. BlacKHeaDSg1

    BlacKHeaDSg1 New Member

    For me it a beauty to discover all these mod (i personally played DW20 pack) and i played MC in my own way. I don't like the idea to separated mods in magic and tech just because i like Thaumcraft and Ars Magica which will be really shame not to see in those packs. My hopes (for my play style) are all on 3rd party pack.

    If there will not be any similar pack (especially without HQM because i don't want that mod to "restrict me") then .... i going for Technic platform (simple as that).

    Or as you say that pack are easy to make then please show me how to do it. Last time i was trying to do it, was pain because of ID conflicts.
  19. NJM1564

    NJM1564 New Member

    HQM will not be restrictive in these packs. They will serve as guidebooks and to give the player challenges.

    In 1.7 there can not be any ID conflicts. Items aren't identified by number any more but by there actual name. So there won't be something like stone=1 cobble=1. Then you get a conflict. It's Mod/stone mod/cobble. No issues.
  20. SatanicSanta

    SatanicSanta New Member

    Well, there aren't Id conflicts in 17, so now you just need to install forge and add mods to the mod folder
    Padfoote likes this.
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