Any more mods for tech world

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bradster1305

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Jul 29, 2019
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So im starting a new world on the tech world 2 modpack and i was wondering if there is any more mods that are related to the pack that i could add to make the experience longer. If any one can suggest some that would be great. :)

-bradster1305
 

Yusunoha

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Jul 29, 2019
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So im starting a new world on the tech world 2 modpack and i was wondering if there is any more mods that are related to the pack that i could add to make the experience longer. If any one can suggest some that would be great. :)

-bradster1305

how about the UE mods like Atomic Science and Mekanism?
 
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trajano080

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Jul 29, 2019
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GT, I mean I don't really like the 1.6 Gregtech, but if you want to make the experience longer then you can give it a try.
 

bradster1305

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Jul 29, 2019
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GT, I mean I don't really like the 1.6 Gregtech, but if you want to make the experience longer then you can give it a try.
I dont like gregtech, i played the mindcrack pack when it first came out and the one bit i didnt like was GT. Thanks for the suggestion though[DOUBLEPOST=1388576894][/DOUBLEPOST]
Universal Electricity
Mekanism
Atomic Science
Dark's Mods (like Assembly Line)
Buildcraft Tools
Modular Powersuits
Project Red
Awesome! thanks dude, this should help to playthrough like longer. :D
 

Badger

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Also avoid powersuits. it has compatibility issues.
Openblocks adds some nice techy stuff, and ancient warfare gives you cannons and catapults and 'human' minions (for working in those factories, and burning all that automated food). I prefer them to golems, and there's even an MJ 'human cranked' engine, 'messenger' style item transport, and an autocrafttable so you can have a place for all your slaves to go to work every day.

Even though twilight forest has a 'magical' entrance, it adds a ton of stuff that fits in VERY well with a tech-oriented pack. Smoke and flame jets. Uncrafting tables. engines. maze blocks (creeper resistant). It depends on how 'advanced' you want your tech level.

If you want TRULY high tech levels, ditch tinker's and get galacticraft instead. and enderio (if it doesn't have it already) and modular furnaces, and better furnaces. And Dartcraft. And immibis' pipe stuff. And, of course, nether ores to BUILD all the crazy tech.
 
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SatanicSanta

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Jul 29, 2019
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Also avoid powersuits. it has compatibility issues.
Openblocks adds some nice techy stuff, and ancient warfare gives you cannons and catapults and 'human' minions (for working in those factories, and burning all that automated food). I prefer them to golems, and there's even an MJ 'human cranked' engine, 'messenger' style item transport, and an autocrafttable so you can have a place for all your slaves to go to work every day.

Even though twilight forest has a 'magical' entrance, it adds a ton of stuff that fits in VERY well with a tech-oriented pack. Smoke and flame jets. Uncrafting tables. engines. maze blocks (creeper resistant). It depends on how 'advanced' you want your tech level.

If you want TRULY high tech levels, ditch tinker's and get galacticraft instead. and enderio (if it doesn't have it already) and modular furnaces, and better furnaces. And Dartcraft. And immibis' pipe stuff. And, of course, nether ores to BUILD all the crazy tech.
What's wrong with Powersuits? And Better Furnaces is meh in a tech pack
 

Yosomith

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Galacticraft has compatibility issues with Tinkers Construct, because it overrides the inventory, removing the Tinkers Armor Tab.

Well I'm running both Tinkers and Galacticraft just fine, I can click on the armor tab and the Galacticraft tab with no issues. Unsure what you mean by compatibility issues?[DOUBLEPOST=1388625755][/DOUBLEPOST]
Also avoid powersuits. it has compatibility issues.
Openblocks adds some nice techy stuff, and ancient warfare gives you cannons and catapults and 'human' minions (for working in those factories, and burning all that automated food). I prefer them to golems, and there's even an MJ 'human cranked' engine, 'messenger' style item transport, and an autocrafttable so you can have a place for all your slaves to go to work every day.

Even though twilight forest has a 'magical' entrance, it adds a ton of stuff that fits in VERY well with a tech-oriented pack. Smoke and flame jets. Uncrafting tables. engines. maze blocks (creeper resistant). It depends on how 'advanced' you want your tech level.

If you want TRULY high tech levels, ditch tinker's and get galacticraft instead. and enderio (if it doesn't have it already) and modular furnaces, and better furnaces. And Dartcraft. And immibis' pipe stuff. And, of course, nether ores to BUILD all the crazy tech.

Dartcraft isn't really techy so much as magical
 

SatanicSanta

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Well I'm running both Tinkers and Galacticraft just fine, I can click on the armor tab and the Galacticraft tab with no issues. Unsure what you mean by compatibility issues?[DOUBLEPOST=1388625755][/DOUBLEPOST]

Dartcraft isn't really techy so much as magical
Hm, it must've been fixed in 1.6. In 1.5 the armor tab just didn't exist.

Dartcraft was magical, until 1.6 when it became more tech-based.
 

Yosomith

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Hm, it must've been fixed in 1.6. In 1.5 the armor tab just didn't exist.

Dartcraft was magical, until 1.6 when it became more tech-based.

Huh? Are we looking at the same Dartcraft? If anything I'd say in 1.6 is became more magical not less....
Taken from the config files:

# Moves the player's hearts to the top-left part of the screen with the magic meter

and

####################
# magic
#===================
# Options relating to the Magic Meter and its uses.
####################

magic {
# Camo implements use magic.
B:"Camo Magic"=true

# Damage implements use magic.
B:"Damage Magic"=true

# Force Rods will not use or requie magic.
B:"Emempt Rods"=false

# Force Tools will not use or require magic.
B:"Emempt Tools"=false

# Ender implements use magic.
B:"Ender Magic"=true

# The Magic Meter recharges at the old Wing Meter's rate.
B:"Fast Magic"=false

# Healing implements use magic.
B:"Heal Magic"=true

# Heat implements use magic.
B:"Heat Magic"=true

# Freezing implements use magic.
B:"Ice Magic"=true

# Force Wrenches require some magic to use.
B:"Magic Wrench"=true

# The magic meter will look like the old Wing Meter.
B:"Old Meter"=false

# Sight implements use magic.
B:"Sight Magic"=true

# Speed implements use magic.
B:"Speed Magic"=false
}

There is more but I think that will do for now.
 

b0bst3r

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Jul 29, 2019
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If you take Atomic Science you will either need Dark's Core mod or Basic Components as the recipe items for Atomic Science are not in the Atomic Science mod.
 
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PierceSG

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With the Atomic science, you no longer need Basic Components. At least I don't. Last I remember reading was that the recipes are baked into UE core.
 

Badger

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Dartcraft isn't really techy so much as magical

Dartcraft is in an interesting place, it's 'called' magical, but the way it plays, the way it FEELS is more like a tech mod. You upgrade furnaces, can pipe liquid force, use tools instead of wands or spells, have a very limited research tree that acts more like staged upgrades than magical research, And the whole thing integrates almost seamlessly with techmods, while more-or-less ignoring other magic-style mods completely (it has nothing to offer them and they have nothing to offer in return). a minor change of wording here and there and you have a full-featured techmod rather than a strangely configured magic mod.

Me, I am willing to ignore the word 'magic' in the config file for configuring it to tech packs, or consider it more a euphemism for a supertech process that is ill understood (TV is the 'magic babble box' for example, or magical blue smoke coming off your graphic card). It is just so perfect for autocrafting those high-level attachments you need for galacticraft or Applied energistics. Plus it's assembly methodology is so core... not like tossing magical bits onto an altar or into a bubbling cauldron to make liquid magic coke cans you drink to power your boots of ridiculous jump dynamics.

The 'magic box' aspects of mods like mfr and anything that shoves a 1 meter cube of stone into a 6 inch pipe often scream 'magic' more highly. Immibis (transposers? whatever those box-to-box connectors are called) transporters and ender tanks are tech that scream magic WAY more.

It straddles the line between tech and magic, and I think that the 'force engine' graphic and mechanic kicks it right over the line into appropriateness for a tech pack.
 
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SatanicSanta

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The 'magic box' aspects of mods like mfr and anything that shoves a 1 meter cube of stone into a 6 inch pipe often scream 'magic' more highly. Immibis (transposers? whatever those box-to-box connectors are called) transporters and ender tanks are tech that scream magic WAY more.
Transposers and Ender Storage by Chicken_Bones.
 

Yosomith

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Jul 29, 2019
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That is a pretty good view on it, however for it to truly fit the techmod status (besides changing a few words here and there) is to remove parts of it's more recent additions. Those being the magic meter (which you can disable it's use and all the tools using it can be made to only use liquid force I do believe) and the potion making. With those changes done (And can be done via the configs) it would fit the techmod fairly readily with the only arbitrary thing left over being the rods. These could be sort of be explained off with a slight rename but only sort of.