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A pack idea I'm thinking about

malicious_bloke

Over-Achiever
Just for the lulz and hilarious messiness, I think I may make a pack that includes ALL the major power systems.

Basically, even though crossmod integration is generally pretty good these days, I feel it would be a great excuse to make a hideous labyrinthine mess of different power generating apparatus and clunky interfaces between types...something I used to derive great joy out of.

So i'd be thinking of:

- BC and Railcraft
- TE4, BigReactors, ExU, EnderIO, etc etc as RF mods
- Mekanism (generators, tools and the rest), UE core, resonant thingummy and whichever combo of mods includes the particle accelerator and fission/fusion reactors
- Rotarycraft, Reactorcraft and Electricraft
- IC2e and a bunch its' child mods *except* Gregtech (not because politics or grindiness but because it seems to force one down a path rather than leaving progression open)

...and anything else anyone would care to name, i'm sure i've missed several.

And yes, it will be a hilariously unbalanced mess, but that's kind of the point. The idea just entertains me, like a LOT.
 
I'm pretty sure the old BC trifectia now use RF, as does mekanism. Additonally the inclusion of that would seem to counteract the entire point of this pack idea due to it's universal cables. (the only power system that wouldn't cover would be the Rotarycraft/Electricraft power, which does have it's own conversion engines for RF and EU (and Pneunticraft Pressure)
 
At this point it'd actually be pretty hard to NOT fantastic cross-mod interaction. People are just too nice nowadays. :P
As for stuff you forgot:
Pneumaticcraft! How could you! :eek:
Hydrauliccraft? Just a mod I saw; the documentation is weirdly formatted so I wasn't able to figure out what it's supposed to do, but it *might* add it's own power system.

If you need help finding cool tech mods, I can help with various RF-using addons. I've got a ton of them stockpiled in my own modpack, Colony. :)
 
Mekanism uses Joules.

But you're right about the universal cables.

I could disable the recipe for them though :p
Odd, each and every 1.7 pack i've (carefully prodded if i had no other option) Mekanism, it's used RF. Not Joules. I'm pretty sure it used Joules in 1.6 though. (Which would likely be the best enviroment for this pack anyway, seeing as BC (and RC and Forestry) was still using MJ at the time. But if that's the case, I'm not sure what else would be able to carry Joules other than the Universal Cables.)
 
Odd, each and every 1.7 pack i've (carefully prodded if i had no other option) Mekanism, it's used RF. Not Joules. I'm pretty sure it used Joules in 1.6 though. (Which would likely be the best enviroment for this pack anyway, seeing as BC (and RC and Forestry) was still using MJ at the time. But if that's the case, I'm not sure what else would be able to carry Joules other than the Universal Cables.)

It's a config option to change between J and RF. Most stick it on RF because that's what people are used to and what the pack is designed around.
 
Aura cascade is different from what little I've played it.. Botania is somewhat different, but can convert to RF. Does FZ still use Charge?
 
Aura cascade is different from what little I've played it.. Botania is somewhat different, but can convert to RF. Does FZ still use Charge?

FZ was the one i'm not sure about since I don't think it's in any 1.7.10 packs. Not sure it's even updated if i'm honest
 
Bloke... where's the mod that lets you terrorize the users? I was assuming there would something where every day at noon a cream pie blinds you or give everyone a clown head... or a pet ferret that follows them around and randomly steals items from their inventory...Where is it? :P hmmmm
 
Bloke... where's the mod that lets you terrorize the users? I was assuming there would something where every day at noon a cream pie blinds you or give everyone a clown head... or a pet ferret that follows them around and randomly steals items from their inventory...Where is it? :p hmmmm

Oh it'll be there. But the question to be answered by this thread is "how many different ways can we power the ferret?"
 
I think the fairest solution to this is to force the villagers to run in the wheel being chased by the ferret :)

See I was thinking maybe sometype of kinetic collar for the ferret and it could chase them around an arena and you could upgrade both the arena and the collar. Upgrades could include traps for the villagers that would net items or boosts in energy production... collar upgrades could include things ... well that speed up the ferret or make it more efficient in the chasing of villagers... (SOMEONE GET ON THIS PLEASE!!!!) :p this would be awesome. could you imagine all the villagers running in chaos and the ferret darting and dodging back and forth 'attacking' them hehe


EDIT: Either way I'm in :P
 
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