umm.... buildcraft now uses rf and so does railcraft.... and you can change the basic material for crafting things easily...
So the Hobbyist Engine and Steam Turbines produce RF?
umm.... buildcraft now uses rf and so does railcraft.... and you can change the basic material for crafting things easily...
steam turbines are for ic2... but yes they do.
Cool, at the moment I know that Archimedes Ships work very similarly to this and you can fly around with Flaxbeard's or RC machines attached
At the moment I am very close to having version 1.0.0 of this pack complete, and I am hesitant to add mods that will take alot of work to integrate. They are definitly on the books for a reworking and a second version in which I will probably redo the entire quest book and add things like thaumcraft or some other crazy stuff
But for this month I really want to focus on getting what ive got streamlined and squash as many bugs as possible
question is can you fix the bugs from rotarycraft? and what kind of bugs are you looking for
Most of what I am looking for now are balance issues, like with Zombie Awareness filling the mob cap with Zombies so none of the other mobs will spawn.
Well the decayed fish turning to vanilla fish is a bug. Is it fixable, sadly I dont know
Most of what I am looking for now are balance issues, like with Zombie Awareness filling the mob cap with Zombies so none of the other mobs will spawn. Or chapter 2 quests being unreachable because I set the minimum too high. Or the RailCraft Lanterns being uncraftable because they require vanilla torches, or at one time the Rock Crusher was uncraftable with out materials you could only get from a finished Rock Crusher. LOL
These are some of the bugs I have found from watching LPs, live streams, and reading everyone's comments here. All of these really help me a great deal as having to play through the pack myself would take alot of time, and I tend to miss some of the little things along the way.
if you would like any help with things i am very skilled with mods, knowing how they work together with each other such as the railcraft being able to produce rf/t. i like the idea of your modpack. its worth the time you put into it. i would like to see the whole thing when its completed fully and how you implement the mods together. however i would like to see a few more things early game if you plan to add anything. something magical would be nice. and maybe some expanding on your story/journal that you start to understand as you progress.
It is much better now, seeing abit more variety. But i would still like to say its 60% zombie versions 30% skeleton versions.
Seeing alot of wolfs, but not that many spiders.
making mods work with tfc is hard. some mods its easier. i have tried a lot of different mods.Thaumcraft and Witcher are definitly do-able but even with ModTweaker seem like they would require a complete over haul.
I have looked at a few mods that might fit early in the tech tree, for example one mod I think was called Ancient Warfare or something like that, I thought it was going to include alot of catapults and more 'Better Than Wolves' style machines, but its main focus seems to be around NPCs, and the machines it did have were the All-In-One-Block style that you seen in most tech mods besides their waterwheel power source didnt recognize TFC water so they were entirely unusable
Certainly feel free to slap in any mods that you think might work and give them a test run, but also consider how they would work with the others and the amount of work it would take to integrate them. For example Flaxbeard's Steam Power took almost zero tweaking to integrate, at most all I had to do was change up the vanilla furnace recipe to use Igneous rock instead of any cobblestone. The hardest part about Flaxbeards was deciding how to get them to work with TFC water.
you are correct it is hard to test modpacks without playing them through to the end. you are right balance is an issue in some packs. i feel that regrowth has a good balance and a good tier system for crafting and things. its your pack so do what you want with it and its good so far and tfc has good basic balance already.
making mods work with tfc is hard. some mods its easier. i have tried a lot of different mods.
Im not an expert, but some packs change automatic some ingots for others, and unificate the materials for uncompatibility problems. Is posible change some metals and chunks of metals for another metals with diferent propieties but same grapics? Maybe I'm saying sillyI would like to be able to use Flaxbeard's casting crucible to craft TFC ingots. I know that it is possible through ModTweaker but I havent had time to sit down and develop to scripts yet.
I love the idea, but think it would be nice if you added the decorations add-on for terrafirmacraft.
The mod adds mud bricks, lanterns, and much more!
I added this pack a few days ago and when I started the world I did not get a quest book. Is this normal or are we supposed to start with one to help us on the journey?