1.7.10 FTB Pack News

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THEminer72

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Jul 29, 2019
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ftb should add mek to the 1.7 packs, it solves multiple power system problems as its a converter of power by default.
 

rithrin

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Jul 29, 2019
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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.
 

firedingo

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Jul 29, 2019
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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. :)
 

Mevansuto

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Jul 29, 2019
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ftb should add mek to the 1.7 packs, it solves multiple power system problems as its a converter of power by default.
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.
 
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Niels Henriksen

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Jul 29, 2019
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Is there any plans for a pack that has a mix of tech and magic that isn't the Direwolf 20 pack? I've been really digging the feel of Horizons.

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.
 

Jacksy

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Jul 29, 2019
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Stable - Full release with full tweaks, quests and evilness.
i like how it sounds :))
you`re an devil
Anime%20Little%20Devil.jpg
 
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DeathOfTime

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Jul 29, 2019
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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.
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.
 

Tylor

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Nov 24, 2012
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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.
 

Zaes

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Jul 29, 2019
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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.
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).

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.

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.
 
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Hambeau

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Jul 24, 2013
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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.

^This.

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.
 

Padfoote

Brick Thrower
Forum Moderator
Dec 11, 2013
5,140
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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.
 

SatanicSanta

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Jul 29, 2019
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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.
And on top of that, the Monster page on the wiki is such a pain to update :p
 

924Shrapnel

New Member
Jul 29, 2019
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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 .
 

SatanicSanta

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Jul 29, 2019
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the wiki says that ultimate was the best modpack
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...
http://wiki.feed-the-beast.com/FTB_Ultimate
 

BlacKHeaDSg1

New Member
Jul 29, 2019
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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.
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.
 

NJM1564

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Jul 29, 2019
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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.

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.
 
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