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.ftb should add mek to the 1.7 packs, it solves multiple power system problems as its a converter of power by default.
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.
i like how it sounds )Stable - Full release with full tweaks, quests and evilness.
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.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.
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).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.
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.
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.
The hardest part with this many good packs is to agree with friends on what pack to play. I foresee long arguments ahead...
And on top of that, the Monster page on the wiki is such a pain to updateI 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.
It does?the wiki says that ultimate was the best modpack
Editing it now, thanks for pointing this out to meI saw something different . Here is the link if you want to change it http://wiki.feed-the-beast.com/Getting_Started_(Main) its the first line under Choosing a FTB Mod Pack .
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.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.
Well, there aren't Id conflicts in 17, so now you just need to install forge and add mods to the mod folderOr 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.