Um... this isn't out of nowhere at all, FTB's origin is in questing.Questing and Minecraft should never mix. Guess I'll just have to disable that mod on our server I hate doing it but if they are putting questing in every mod pack then I guess I'll have to. I love FTB but what's with the sudden love for questing?
Feed the Beast, also known as FTB, originated as a custom challenge map for Minecraft that made heavy use of many mods. It played very similar to a type of map known as Sky Block, where the player is started in a void world with only a small platform, and must overcome a series of challenges. Because FTB included tech mods, it was possible to use the various custom blocks and items to keep track of the challenges and the player's progress, as well as automatically give awards after each challenge was met.
Questing and Minecraft should never mix. Guess I'll just have to disable that mod on our server I hate doing it but if they are putting questing in every mod pack then I guess I'll have to. I love FTB but what's with the sudden love for questing?
I don't know if you read a couple pages and I hope this doesn't come off as rude but it was mentioned a couple times how easy it is now to make monster, ultimate packs. You basically just jumble everything you want into minecraft. Minecraft takes care of ID's by itself now so it is very easy.Sad to see the discontinuation of the Ultimate/Unleashed/Monster line, and personally baffled by the decision. From my point of view these packs have always been the most popular of the non-third party packs.
Sure there wont be a need to handle ID conflicts any more, but there is still tons of configurations and other setup that needs to be done that I think is above the average players level. I think I personally would be able to set up/configure some stuff(or at least know where to learn how to), but other stuff I don't even know where to start on. This is why I play modpacks and don't create them from scratch myself. I would also never be able to do the same amount of testing/bug removal on my own.
I know it is early days, but personally I don't see myself playing any of the packs mentioned. Hope some third party pack picks comes along to fill the void left by the lack of a Ultimate-line pack.
I don't know if you read a couple pages and I hope this doesn't come off as rude but it was mentioned a couple times how easy it is now to make monster, ultimate packs. You basically just jumble everything you want into minecraft. Minecraft takes care of ID's by itself now so it is very easy.
And I repeatedly will continue to claim that this is simply not true!I don't know if you read a couple pages and I hope this doesn't come off as rude but it was mentioned a couple times how easy it is now to make monster, ultimate packs. You basically just jumble everything you want into minecraft. Minecraft takes care of ID's by itself now so it is very easy.
This would be great if the launcher could also do all the steps above when being forced to build a modpack almost from the bottom up. Just doubt it will ever be complex/intelligent enough to do so.This, and apparently the mythical Curse/Ftb launcher in the works will be set up to allow "menu" selection of mods on the fly.
And I repeatedly will continue to claim that this is simply not true!
You still need to know how to set up stuff like:
Ore spawns,
Configure recipes to match other installed mods,
Register blocks for stuff like FMP etc.,
Configure terrain generators to work with other terrain generators and other mods adding biomes/world features,
Disable features that might be considered too OP in conjunction with other mods,
Balance input/output to match other mods,
Disable/restrict duplicate resources,
Remove Griefing exploits,
Keeping taps of stable/new versions of all the mods in question,
Bug/stress testing
....
Seriously these are the reasons I play finished modpacks, not because of ID-conflicts. Almost any moron can fix ID-conflics with a little bit of research.
Some people might be satisfied with just downloading a bunch of mods and loading them up without doing any of the above or care if it wrecks their world halfway through due to a bug. I am not. And some people might be willing(and able) to spend enough time to fully develop a modpack of their own, going through all the above steps and more. I am not. I play modded MC to PLAY modded MC.
And tbh anyone who keeps saying that it is just a matter of "piling mods onto MC and run it" are doing the people who have previously been developing any modpack really a great injustice. After all if it was just a matter of "piling mod together" then why does it take so long to develop the packs and update them? And why are the changelogs of something like Monster filled with config changes etc.?
This would be great if the launcher could also do all the steps above when being forced to build a modpack almost from the bottom up. Just doubt it will ever be complex/intelligent enough to do so.
Personally think that FTB might benefit greatly from recruiting/hiring/whatever someone interested/with a passion for making these particular type of modpacks. Eyamaz have stated several times before that these packs are not what he and the team feels for, and therefore it is understandable that no one really wants to make them any more. But it is still such a large part of FTB in my opinion that abandoning it completely could be a mistake.
The continuation of my previous post.This, and apparently the mythical Curse/Ftb launcher in the works will be set up to allow "menu" selection of mods on the fly.
Both of you try to make a modpack. Minecraft can't take care of ID's by itself, I know that because I am making a private modpack for personal use, and will not be going to the public at all.I don't know if you read a couple pages and I hope this doesn't come off as rude but it was mentioned a couple times how easy it is now to make monster, ultimate packs. You basically just jumble everything you want into minecraft. Minecraft takes care of ID's by itself now so it is very easy.
Sad to see the discontinuation of the Ultimate/Unleashed/Monster line, and personally baffled by the decision. From my point of view these packs have always been the most popular of the non-third party packs.
UItimate - FTB is probably not going to officially support a general pack that includes GT. This was done back in 1.5 with the Unleashed/Unhinged split and remains true in 1.6. Without getting into too much detail, GT went from mostly a big tech mod in 1.4.7 to (now) an experience overhaul. Don't blame FTB for changing, blame GT for changing.
....
Fun should not be optional.
Fun should be forbidden!
You didn't really read the op did you.
Sad to see the discontinuation of the Ultimate/Unleashed/Monster line, and personally baffled by the decision. From my point of view these packs have always been the most popular of the non-third party packs.
Sure there wont be a need to handle ID conflicts any more, but there is still tons of configurations and other setup that needs to be done that I think is above the average players level. I think I personally would be able to set up/configure some stuff(or at least know where to learn how to), but other stuff I don't even know where to start on. This is why I play modpacks and don't create them from scratch myself. I would also never be able to do the same amount of testing/bug removal on my own.
I know it is early days, but personally I don't see myself playing any of the packs mentioned. Hope some third party pack picks comes along to fill the void left by the lack of a Ultimate-line pack.
I've created a few Modpacks with a good mix of different mods and you are right it does take work, like anything else does... but i feel like you are stressing the difficulty a little too much. As long as you have the right tools and knowledge to create the modpacks, creating the modpack won't be extremely difficult, to create jumble packs. The modpacks that i would actually agree with you are modpacks Like blood-and-bones, or Agrarian Skies or packs that have been heavily tweaked.And I repeatedly will continue to claim that this is simply not true!
You still need to know how to set up stuff like:
Ore spawns,
Configure recipes to match other installed mods,
Register blocks for stuff like FMP etc.,
Configure terrain generators to work with other terrain generators and other mods adding biomes/world features,
Disable features that might be considered too OP in conjunction with other mods,
Balance input/output to match other mods,
Disable/restrict duplicate resources,
Remove Griefing exploits,
Keeping taps of stable/new versions of all the mods in question,
Bug/stress testing
....
Seriously these are the reasons I play finished modpacks, not because of ID-conflicts. Almost any moron can fix ID-conflics with a little bit of research.
Some people might be satisfied with just downloading a bunch of mods and loading them up without doing any of the above or care if it wrecks their world halfway through due to a bug. I am not. And some people might be willing(and able) to spend enough time to fully develop a modpack of their own, going through all the above steps and more. I am not. I play modded MC to PLAY modded MC.
And tbh anyone who keeps saying that it is just a matter of "piling mods onto MC and run it" are doing the people who have previously been developing any modpack really a great injustice. After all if it was just a matter of "piling mod together" then why does it take so long to develop the packs and update them? And why are the changelogs of something like Monster filled with config changes etc.?
This would be great if the launcher could also do all the steps above when being forced to build a modpack almost from the bottom up. Just doubt it will ever be complex/intelligent enough to do so.
Personally think that FTB might benefit greatly from recruiting/hiring/whatever someone interested/with a passion for making these particular type of modpacks. Eyamaz have stated several times before that these packs are not what he and the team feels for, and therefore it is understandable that no one really wants to make them any more. But it is still such a large part of FTB in my opinion that abandoning it completely could be a mistake.
I've created a few Modpacks with a good mix of different mods and you are right it does take work, like anything else does... but i feel like you are stressing the difficulty a little too much. As long as you have the right tools and knowledge to create the modpacks, creating the modpack won't be extremely difficult, to create jumble packs. The modpacks that i would actually agree with you are modpacks Like blood-and-bones, or Agrarian Skies or packs that have been heavily tweaked.
And 'most likely' if the ftb pack team wanted to they could have their WIP packs out already, but they would be packs that are laggy, crashy or just packs that anyone could do. But they want to create good packs that actually have mods that coincide well together and not jumble packs that anyone could do in a few days..
be offended #Kappa
When people put text in colors, especially brighter ones on a bright background, I automatically skip over it since I find it visually offensive.