[1.7.10] Inflation Before Power Modpack v1.0.5 {Who knew energy would be such a pain?}

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Just a little heads up for everyone who's interested, we have a sort of open challenge for all who decide to play this pack. Within this modpack is a special alloy called "Inflated Alloy" which will make you some very overpowered equipment but at a very very expensive cost. We wanna see people go through the grind of getting that alloy whether it be recorded for a series, streamed live or even just a small little video to show you finally made the alloy.

Only rule is to simply do it all in survival and to not cheat your way through the challenge obviously and to just have fun in doing so. Good luck to all and I hope you can survive the grind ;)
 
Just curious if you might add logic pipes. Not a fan of AE, but I can work with it if logic pipes messes with your balance. Thanks for the pack.
 
I would like to record this pack. Is it okay if I add logic pipes on my own, or would you rather me leave it out. It doesn't seem like they would change your balance too much, but I could be wrong.
 
I just spent all day trying to figure out why I couldn't get ancient warfare to power any machines. In case anybody else is wondering, torque to rf is turned off.
 
If anyone is reading this post what is the most efficient size big reactor setup you have found?
 
Sorry about the late replies. I have been busy in real life but I will be working on getting the next version of IBP out.

Since the issue tracker is down, I will note:

Only Vanilla ores can be processed in the RotaryCraft Extractor. Stuff like Copper/Silver or even Indium, Cadmium and Calcite don't actually process in the extractor even though they show up in NEI.

I am currently trying to find a way to fix this error caused by AOBD2. I dont want to remove the mod as it help with integration with one of the tech trees.

Just curious if you might add logic pipes. Not a fan of AE, but I can work with it if logic pipes messes with your balance. Thanks for the pack.

I would like to record this pack. Is it okay if I add logic pipes on my own, or would you rather me leave it out. It doesn't seem like they would change your balance too much, but I could be wrong.

I just spent all day trying to figure out why I couldn't get ancient warfare to power any machines. In case anybody else is wondering, torque to rf is turned off.

-As Logic Pipes doesn't have a major power situation, I am completely fine with you adding it to the pack on your instance. As the pack is already inflated enough, I would not want to continue adding mods to it.
-Videos are no problem, just let us know your YouTube channel so we can see what you can do with the pack.
-I turned off Ancient Warfare Torque to RF on purpose because I did not want their power to be interchangeable. Ancient warfare is only a subsidiary mod and should not have any direct impact on how you progress through the tech trees. I would only like Torque to be used within its own mod: Ancient Warfare.

Is there a server install for this pack available?

As of right now, No. There might be one in the future once we are more situated with our pack.
 
UPDATE: Inflation Before Power Is now Synced to the Curse Client. Now you will be able to play IBP on 2 different launchers.
 
I am currently trying to find a way to fix this error caused by AOBD2. I dont want to remove the mod as it help with integration with one of the tech trees.
Disabling rotarycraft integration with AOBD should fix it, you should be able to just do it all at once by setting rotarycraft to false in the recipes section.
 
was wondering if you could release a server pack for this mod, I'd love to host a server of this :)

As of right now, No. There might be one in the before September depending on my schedule and when we're more situated with the pack.

Disabling rotarycraft integration with AOBD should fix it, you should be able to just do it all at once by setting rotarycraft to false in the recipes section.

Thanks for the tip. Ill keep it in mind while I'm working on the next update.
 
Yeah all ! :)

Concerning the opinions of players, did you find the energy?
What is your source of energy and how much you produce? .. I'm curious because here I do not know yet what I'm going to start.

tks ! And good game :D

PS : big reactor 5x5x5 -> 78rf/t o_O

 
Last edited:
1.0.4 Update is now LIVE.
Changelog:
1.0.4 Update:
-Updated All possible mods to their most stable versions.
-Tweaked Thermal Expansion configs to become more stable.
-Fixed RotaryCraft and AOBD interaction problem with the Extractor.
-Reduced the Spawning rate of Botania Flowers and Harvestcraft Gardens.
-Tweaked the recipe for Computercraft Turtles to fit inline with the pack.
-Added Mod: McJtyLib - Dependancy mod for RFTools.
 
1.0.5 Update is Live on FTB and Curse.
Changelog:
1.0.5 Update:
-Updated All possible mods to their most stable versions.
-Added Immersive Engineering and Integration.
-Tweaked Mekanism to remove forgotten conversion values.
-Disabled ProjectRed: Lighting for bugs with forge multipart.
-LIttle Minuscule tweaks to ancient warfare.
 
So something I saw and want to mention (probably a bug so I'll post this on the issue tracker too) but if ic2 machines are attached to mekanism universal cables...they don't charge. They just drain energy continously and doesnt fill. They do fill if they are attached to ic2 cables and energy boxes though.
 
So something I saw and want to mention (probably a bug so I'll post this on the issue tracker too) but if ic2 machines are attached to mekanism universal cables...they don't charge. They just drain energy continously and doesnt fill. They do fill if they are attached to ic2 cables and energy boxes though.

I have cut off Mekanism from IC2's EU power network because it would create a easy conversion for power between EU and RF. So I reduced the conversion rates to and from EU to 0. Which is why none of IC2's machines will not accept Js from Mekanism. I will look into why they continuously drain power as that is strange and not supposed to happen.