Ampz + Ultimate = AWESOMENESS

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Harvest88

New Member
Jul 29, 2019
1,365
-1
0
Cause I said cause some UE mods are not permitted to do so and much more convenient then downloading everything. Making a pack via FTB is a pain in the rear to do it and should really be easier to do so.
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
Cause I said cause some UE mods are not permitted to do so and much more convenient then downloading everything. Making a pack via FTB is a pain in the rear to do it and should really be easier to do so.

I never said make it public, and I never said submit it to FTB.
 

KirinDave

New Member
Jul 29, 2019
3,086
0
0
Yeah. Uh.. I am not sure if they are right about that. PermGen space has to be upped no matter what, and their launcher could easily do pack specific memory limits.

I doubt that's their actual argument.
 

danidas

New Member
Jul 29, 2019
499
0
0
If I am not mistaken a few people have already done so via technic platfrom to varying degrees. Grant it most are missing some mods from ultimate (namely Gregtech) but the platfrom has a wide array of user created mod packs.
 
  • Like
Reactions: SatanicSanta

KirinDave

New Member
Jul 29, 2019
3,086
0
0
If I am not mistaken a few people have already done so via technic platfrom to varying degrees. Grant it most are missing some mods from ultimate (namely Gregtech) but the platfrom has a wide array of user created mod packs.


I have a Gregtech technic instance for testing. It works fine. If Greg is blocking techniclauncher, he's doing and uncharacteristically poor job of it.
 

Harvest88

New Member
Jul 29, 2019
1,365
-1
0
I never said make it public, and I never said submit it to FTB.
Even though people all have difference definition of Private packs, such as the Minecraft Forum saying even if your whitelisting people and just giving those people who get accepted the download link of a pack. That they still say it's considered as a public pack if your going to have a server for more than 3-5 people. I just want to avoid any problems that may pop up and people saying "your trying to pull another tekkit".
 

danidas

New Member
Jul 29, 2019
499
0
0
Last I checked he still has his little code that looks for the words technic or tekkit in the install path of the mod and crashes the game if it finds it. How ever due to the new technic launchers variable install path feature that little bit of code was mostly declawed.
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
Even though people all have difference definition of Private packs, such as the Minecraft Forum saying even if your whitelisting people and just giving those people who get accepted the download link of a pack. That they still say it's considered as a public pack if your going to have a server for more than 3-5 people. I just want to avoid any problems that may pop up and people saying "your trying to pull another tekkit".

Most of the mod community won't consider it public unless you distribute it to everyone.
 

Harvest88

New Member
Jul 29, 2019
1,365
-1
0
So in that case I should be fine as long as I make sure people who only permitted on the server get it and no one else?
 

Enigmius1

New Member
Jul 29, 2019
499
0
0
This is not our experience. Just so you know. In fact, a lot of my users report that diversity is profoundly appealing in a server environment because of a few key features:

  • It provides a "play at your own pace" feel.
  • It offers experimentation and novelty. You can do a project 3-5 different ways with reasonable results.
  • It provides diversity amongst player bases, which is an opportunity for showing off to friends
  • It reduces player feelings of competition. "Boiler envy" etc. What matters is how impressive it "feels", not some absolute metric because for most players the absolute calculations are beyond them. I consider this to be the biggest win for a diverse modpack, because unstructured, unceasing player competition is almost uniformly a massive snoozefest of chest-pounding and utterly pointless arguments. Anyone who thinks their MineCraft accomplishments amount to anything more than diversionary navel gazing need to find perspective. Immediately.
You're welcome to disagree and hold me and our group in contempt as you have before–and that's fine, I suppose. I do believe tight and limited modpacks have a place too and it seems like Krapht and CovertJaguar and Sengir have some strong opinions here that you might like. ShneekyCraft is doing a great job keeping things really tight there, too, and I think he has the very best linear tech modpack out there (even Tekkit Next is inferior). But I think the proposition put forth by people like JadedCat that multiple ways of doing things and multiple power systems "ruin a modpack" are just false. They don't ruin a modpack, but they do make modpack balance very challenging.

I'm not talking about fun. I'm talking about stability, and how difficult it can become to diagnose where a problem exists when you've got multiple mods playing off one another. When you've got a mod pack with 90+ mods and someone says, "More!" you can turn around and point out that they're not using everything they got so they can live without more if more means poor quality re: stability. The ultimate pack is already plagued with countless issues that would not be improved by adding more mods to the mix. I could care less how quickly people get bored when they refuse to stretch themselves to experiment with the abundance they already have. If catering to those people means the mod pack crosses over from, "often tough to manage" to "utter shit", I say leave it alone.
 

danidas

New Member
Jul 29, 2019
499
0
0
Basically it is a private server until to many people find out about it including the mod authors and it is not whitelisted/protected from being downloaded by anyone.
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
The way I do it for my LP is I have a modlist with hyperlinks. If someone wants to follow along, they can do so by downloading and installing the mods themselves. Therefore it's private, but people can still use the same pack. I'm pretty sure you can also distribute custom configs. Talk to Kirin Dave about this sorta thing.
 

KirinDave

New Member
Jul 29, 2019
3,086
0
0
I'm not talking about fun. I'm talking about stability, and how difficult it can become to diagnose where a problem exists when you've got multiple mods playing off one another.

Let me look at my spreadsheet. At 120, most of our crash problems come for 4 mods. Over 70% of all bugs I have are in 4 mods. One of those is industrialcraft. One of those is DimDoors. One of those is Mekanism. One of those is Tinker's Construct.

When you've got a mod pack with 90+ mods and someone says, "More!" you can turn around and point out that they're not using everything they got so they can live without more if more means poor quality re: stability.

My point was any given user might be using that, but every user is using a different small subset. In aggregate, the entire space gets touched. This is not the case with FTB Ultimate; everyone uses almost the whole sum in my experience.

The ultimate pack is already plagued with countless issues that would not be improved by adding more mods to the mix.

I agree, but I would point out most of the issues have nothing to do with the presence or absence of more mods. My original reason for starting AdvancingCraft was just to have a DW20 server with AW, GT, and MPS configs that are not broken. Bugs have been submitted on this and they are still not fixed. FTBU is, for better or worse, nowhere near the point where it's so tight that the big bugs are cross-mod integration things that have no solution.

And I'll tell you man, if you go to mod authors and present solutions, they have a funny habit of listening. We've taked to a lot of mod authors, and they've appreciated our feedback and most that we have talked to have implemented aspects of what we've asked for. I do not know if FTB does this (or if the process is more organic, since Slowpoke & Jaded hang out with many of the core modders), but I know we do and I know Shneeky does.
 

natnif36

New Member
Jul 29, 2019
623
0
0
Some mod authors even joined our G+, such as Calclavia (Henry Mao)

We provided feedback to him on the current way things worked, and suggested Changes and configs, which were implemented - particularly those enabling us to balance boilers with Reactors, which is a much harder job than it sounds, due to the various producers, consumers and power nets.
But eventually we arrived at a place where we can happily say that we have balanced the two in a way we feel
Is balanced - the more expensive reactor turbines are "better" than the cheaper engines, and non-renewable UE fissile fuel rods generate suitable amounts of power for the process required to obtain them, and at a suitable rate for what WE feel is balanced, all due to (sometimes added by our request) configs.

And dave speaks the truth, the truth and nothing but the truth when it comes to statistics, and this figures definately match up to my experiences on the G+.
ATM Dimensional Doors is causing a LOT of crashes and such.
 

Enigmius1

New Member
Jul 29, 2019
499
0
0
Let me look at my spreadsheet. At 120, most of our crash problems come for 4 mods. Over 70% of all bugs I have are in 4 mods. One of those is industrialcraft. One of those is DimDoors. One of those is Mekanism. One of those is Tinker's Construct.

Not just talking about crashes. Mods that are poorly optimized, or that have persistent bugs that rob processing bandwidth, when used alongside other mods that are poorly optimized or have persistent bugs that rob processing bandwidth, coupled with fringe-case fatal bugs, optimized elements used in excess, and all the other things that come together to undermine stability only become harder to track down and address when you increase the pool of mods to choose from. The Ultimate pack is already subject to issues causing < 5fps performance on robust machines, crashes, and generally irritating things that require a substantial investment of time to identify before the issues can be corrected.

And no, people in general use nothing close to the 'whole sum' of the ultimate pack. They use tiny little snippets here and there. If I have a pocket crafting table, it doesn't mean I'm using the whole sum of Factorization. If Factorization machines had an issue that caused memory leaks if placed adjacent to a dirt block, does my experience with pocket crafting tables mean I'm in a credible position to say that Factorization doesn't have any issues? Of course not. But only a handful of people use Factorization machines, and of those who do only a handful also use full size CC monitors, and of those only a handful use RP frames. And when they encounter issues and, as people just trying to play a game have to spend hours diagnosing obscure problems, they tend to get a pretty good idea of just how wonky things really are.

While you're playing your mod pack, I've been playing Ultimate. I don't care what your spreadsheets say. I don't care about what your anecdotal assumptions say. The Ultimate pack...which is what we're talking about now, notRR...is in rough shape right now, and until they can sort out what they've got, there's no point adding more.
 
  • Like
Reactions: Jakeb