[1.7.10]Modular Mayhem

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Iskandar

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Feb 17, 2013
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It should be able to be used as a server as is, minus the Java 8 checker and maybe some of the NEI and WAILA addons might be client side only. At any rate, the conversion should be trivial, but really relies on knowledge I'm not confident about.
 

Mirellie

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Jul 29, 2019
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the conversion is simple. if your server is hosted by a company, simply load up one of the ready to go packs to get the library and jar files. then delete everything except essentials, then upload the mod, config, scripts, and reika file. everything else "should" generate when you start the world.
 

ArcoZyli

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Jul 29, 2019
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I just grabbed the recommended forge and threw the mods in which was causing my client to get fatal missing block errors because i had let the configs generate...once i replaced them it worked like a charm. Thanks. :)
 

Iskandar

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Feb 17, 2013
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Don't forget the scripts directory as well. There are a few vital things that will be missing otherwise.

Edit: I'm testing for possible inclusion 3 new mods. Ewy's Workshop (someone forked Steve's Workshop and updated it), OpenComputers (by request) and Modular Powersuits (as an alternative to Nodular Armor, which is little buggy)
 

Mirellie

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Jul 29, 2019
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for some reason i cant find the recipes for the Silent's Gems teleporters. the linker is there and the amulets of return are there.
 

Mirellie

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Jul 29, 2019
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so that means, the amulets of return are useless now. is the Portal to the Last Millenium also disabled? i crafted and cant go to it. im trying to make a hub for different dimensions and everything i can think of that goes across dimensions is disabled.

edit: i also cant go to the deep dark.
 

Iskandar

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Feb 17, 2013
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Odd, that is nothing I did but, yeah, that seems to be a problem. Investigating.

Also, it looks like Thermal Expansion will be required by a few mods to add better recipes for things. So I'm disabling all power gen and most of the machines, as well as the ability to make steel. This leaves the materials, the tesseract (we did kinda need another way to send power/items/fluids across dimensions), the magmatic crucible/fluid transposer (some recipes need them and there are no other machine equivalents) and the Induction Smelter (hardened glass and a few other recipes require it, and it's ability to ore double or triple is expensive and would require extensive and complicated infrastructure to automate. I'm okay with that). I also left the portable tanks (handy and again no other sources, really) and the energy cells.

I will go ahead and hide all the disabled stuff.

This improves the recipes of Advanced Generators, Open Modular Turrets, Super Multi Drills and Modular Power Suits. It adds the capacitors which are a better alternative for handheld iventory charging than what we have already, the portable tanks which closes a few weaknesses in the pack. I'm not too hapy including the energy cells, but we do have a multiblock structure in advanced generators that is flat out better. It starts at 25 million RF and can be expanded from there. Plus it allows me to investigate a few mods for possible inclusion that I couldn't because they relied so heavily on Thermal Expansion. This does include a few one block machines, which I'm not super happy with, but most of that is internal to Thermal Expansion and has no alternatives and no use beyond producing parts for other things.
 

erindalc

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Mar 3, 2015
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Steam
Odd, that is nothing I did but, yeah, that seems to be a problem. Investigating.

Also, it looks like Thermal Expansion will be required by a few mods to add better recipes for things. So I'm disabling all power gen and most of the machines, as well as the ability to make steel. This leaves the materials, the tesseract (we did kinda need another way to send power/items/fluids across dimensions), the magmatic crucible/fluid transposer (some recipes need them and there are no other machine equivalents) and the Induction Smelter (hardened glass and a few other recipes require it, and it's ability to ore double or triple is expensive and would require extensive and complicated infrastructure to automate. I'm okay with that). I also left the portable tanks (handy and again no other sources, really) and the energy cells.

I will go ahead and hide all the disabled stuff.

This improves the recipes of Advanced Generators, Open Modular Turrets, Super Multi Drills and Modular Power Suits. It adds the capacitors which are a better alternative for handheld iventory charging than what we have already, the portable tanks which closes a few weaknesses in the pack. I'm not too hapy including the energy cells, but we do have a multiblock structure in advanced generators that is flat out better. It starts at 25 million RF and can be expanded from there. Plus it allows me to investigate a few mods for possible inclusion that I couldn't because they relied so heavily on Thermal Expansion. This does include a few one block machines, which I'm not super happy with, but most of that is internal to Thermal Expansion and has no alternatives and no use beyond producing parts for other things.
Are strongboxes and satchels still enabled?

Sent from my XT1028 using Tapatalk
 

Iskandar

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Are strongboxes and satchels still enabled?

Sent from my XT1028 using Tapatalk
No. Iron Backpacks makes satchels unnecessary and Storage Drawers in place of strongboxes. I'm trying to keep the impact on the pack as low as I can.
 

Iskandar

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Feb 17, 2013
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What the hell? Apparently Player API is now needed for the portals to work. Since when? That would have been nice to have documented somewhere.

Edit: No, seriously, What the HELL? Some packs have no problems. The heck is going on. Investigating.

Further Edit: Ah, it is Galacticraft messing with the player, and Extra Utilities then thinks that you are a fak player and blocking you. Player API gets around this. Ok.

Will fix in 1.6.
 
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Mirellie

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Jul 29, 2019
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This improves the recipes of Advanced Generators, Open Modular Turrets, Super Multi Drills and Modular Power Suits. It adds the capacitors which are a better alternative for handheld iventory charging than what we have already, the portable tanks which closes a few weaknesses in the pack. I'm not too hapy including the energy cells, but we do have a multiblock structure in advanced generators that is flat out better. It starts at 25 million RF and can be expanded from there. Plus it allows me to investigate a few mods for possible inclusion that I couldn't because they relied so heavily on Thermal Expansion. This does include a few one block machines, which I'm not super happy with, but most of that is internal to Thermal Expansion and has no alternatives and no use beyond producing parts for other things.

can the advanced generators be used as straight up capacitor banks? i didnt think you could put energy into them, only store energy that is produced but that generator. If so that fixes one of the few issues i had remaining with the pack and that was large scale energy banks. (everything else seems to require both an in and out per block making a large tangle of wires. magneticraft batteries multiblock but only hold 16000 RF and require 24 blocks of sulfer EACH ontop of the the other material costs which is pretty extreme.
i feel buildcraft's core, transport, and energy modules would be a good fit providing consistent and reliable transportation for fluids, items, and energy, and add more fuel options to use with Advanced Geneators. the addon Buildcraft Additions would solve the bulk energy storage issues (expensive but the high tier is a 3x3x3 multiblock that stores 100m RF) along with early game ore processing (dusting, which requires the player to literally jump on ores) and the Additional Pipes addon would remove the need for tesseracts to be enabled and allow for pipes to teleport to destinations instead of one single block. this is just my 2 cents though.
 

Mirellie

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Jul 29, 2019
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possible bug: the chromaticraft Shimmering drops glowstone with ID 348:1 so its not actual glowstone. cant be used to craft anything and doesnt ore dicionary back to normal glowstone. i tried jabba barrels to get it back to normal but didnt work.
 

Iskandar

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Feb 17, 2013
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possible bug: the chromaticraft Shimmering drops glowstone with ID 348:1 so its not actual glowstone. cant be used to craft anything and doesnt ore dicionary back to normal glowstone. i tried jabba barrels to get it back to normal but didnt work.
Given that Reika added that on purpose it wouldn't surprise me if that wasn't on purpose. Still, reporting that on Reika's bug tracker is probably a good idea.
 

Iskandar

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Feb 17, 2013
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can the advanced generators be used as straight up capacitor banks? i didnt think you could put energy into them, only store energy that is produced but that generator. If so that fixes one of the few issues i had remaining with the pack and that was large scale energy banks. (everything else seems to require both an in and out per block making a large tangle of wires. magneticraft batteries multiblock but only hold 16000 RF and require 24 blocks of sulfer EACH ontop of the the other material costs which is pretty extreme.
i feel buildcraft's core, transport, and energy modules would be a good fit providing consistent and reliable transportation for fluids, items, and energy, and add more fuel options to use with Advanced Geneators. the addon Buildcraft Additions would solve the bulk energy storage issues (expensive but the high tier is a 3x3x3 multiblock that stores 100m RF) along with early game ore processing (dusting, which requires the player to literally jump on ores) and the Additional Pipes addon would remove the need for tesseracts to be enabled and allow for pipes to teleport to destinations instead of one single block. this is just my 2 cents though.
Transfer of items is more than covered by Applied Energistics, Refined Relocation, Router Reborn, and Extra Utilities. Fluids are covered by Pressure Pipes, Extra Utilities, and Extra Cells and Magneticraft and Hydraulicraft can move their own fluids around at the very least. Energy can be handled by Immersive Engineering, Engineer's Toolbox, Galacticraft, and Magneticraft can handle its own energy transfer. and I'm sure I'm missing a few options, especially on the magic side of things. This pack is about finding new solutions and to that end I wouldn't be including AE if we didn't need end game storage or ExU if it didn't include some needed, well, utilities. Hell, I'm ambivalent about adding even a very stripped down Thermal Expansion even though it adds quite a bit of balance to quite a few other mods' recipes.

I'll admit energy storage is a weakness, one that I am working to address. Liquids might also need a bit of work, but most mods that need to move fluids have internal solutions. I'll be poking around for other lesser known mods to fill in any gaps.
 

trunksbomb

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Jul 29, 2019
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I'm trying to generate steam for an Advanced Generators Steam Turbine. Any clues? I see that Magneticraft has a boiler, but I haven't gotten into Magneticraft.
 

Iskandar

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Feb 17, 2013
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The Heat Exchanger from Advanced Generators can do it if you feed it a steady stream of Lava
 

Iskandar

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It doesn't look like it. I'm not completely familiar with all the mods in the pack. Which was one of the reasons behind its creation, actually.