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Mash

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Jul 29, 2019
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Hey there. Long time FTB player returning after a bit of a hiatus. Last time I played this was probably about a year ago, so I'm a little out of touch.

FTB was always super fun, but I'm one of those kinds of players that actively needs a goal to be working towards for me to move forward. Otherwise I end up running up and down the stairs in my base for hours on end trying to convince myself I'm being productive. Now, before when I played Ultimate and the preceding modpacks of that type, that end goal was always whatever Gregtech had on the table. That mod had a ton of ways to keep a guy busy, so having something to work towards was never a problem.

Now, however, I need something else in the absence of Gregtech. I'm playing on Monster, which to my knowledge does not contain that mod. (And honestly, even if it did, a little variety probably wouldn't kill me.) So, is there anything like that in game currently? I've been looking at Rotarycraft which appears to be relatively new, and I've taken a peek at some of the newer mods that I don't recognize, and while there appears to be a variety of things to do... I just don't know where to start. I know this is a pretty broad question, but any input at all would be appreciated.

TL;DR - What are some good end-game goals to set for the Monster modpack to work towards?
 

Mash

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Jul 29, 2019
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Self sustaining ReactorCraft fusion reactor.

Just out of curiosity, is there a way for power from Rotarycraft/Reactorcraft to be safely stored in mass quantities? And if not, is there a way to convert it to an energy type such as EU that can be stored in mass quantities?

Tier Five Blood Altar that is auto-fed blood

Interesting. I've never tried that mod, but I may give it a shot.
 

Padfoote

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Just out of curiosity, is there a way for power from Rotarycraft/Reactorcraft to be safely stored in mass quantities? And if not, is there a way to convert it to an energy type such as EU that can be stored in mass quantities?

Yep. ElecriCraft (another one of Reika's mods) will allow you to store the power in batteries that far outclass TE's top tier energy cell in terms of storage amount. The output can also be converted to RF if you want to go that route.
 

Mash

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Yep. ElecriCraft (another one of Reika's mods) will allow you to store the power in batteries that far outclass TE's top tier energy cell in terms of storage amount. The output can also be converted to RF if you want to go that route.

Excellent. I was using EU as my main source of power in my last game, but I may actually have to switch to Reika's system for this run-through. I rather like a lot of the utility devices those mods contain, and nuclear energy is something I've never actually tried before.

I was also planning on running an AE system for my mass item storage. Will I need a separate system of power to maintain that, or can I convert from the RC power?
 

malicious_bloke

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I was also planning on running an AE system for my mass item storage. Will I need a separate system of power to maintain that, or can I convert from the RC power?

I'm not sure if AE can accept electricraft power but it happily accepts rotarycraft shaft power or you can run rotarycraft power into a rotational dynamo, converting it into RF (if you've skipped the last year, RF is what thermal expansion uses now instead of buildcraft's MJ).
 
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Mash

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I'm not sure if AE can accept electricraft power but it happily accepts rotarycraft shaft power or you can run rotarycraft power into a rotational dynamo, converting it into RF (if you've skipped the last year, RF is what thermal expansion uses now instead of buildcraft's MJ).

Oh, awesome. That works just as well.

Looks like I've got quite a bit of catching up to do. Just as a final clarifying note, if I were to convert rotary craft power into RF, which I then stored in an RF energy cell, could I use that stored energy to power my AE system? I'm a fan of having a large reserve of backup power just incase things go bellyup for a while, and RF looks like it accommodates that kind of mindset quite well.
 

malicious_bloke

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Oh, awesome. That works just as well.

Looks like I've got quite a bit of catching up to do. Just as a final clarifying note, if I were to convert rotary craft power into RF, which I then stored in an RF energy cell, could I use that stored energy to power my AE system? I'm a fan of having a large reserve of backup power just incase things go bellyup for a while, and RF looks like it accommodates that kind of mindset quite well.

Oh certainly you can. In my current world I'm generating a savagely crazy amount of rotarycraft power (as mentioned above, reactorcraft is THE thing to aim for...and I don't even have a fusion reactor yet :p), dozens of lovely gigawatts of it, and then using a statistically insignificant amount of it to power a small number of rotational dynamos, which run all my RF machines AND my ME network AND keep my RF energy storage full at the same time.
 
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RJS

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Another end-game goal to work towards - A full set of Awakened Ichorium Robes, tools and other fun toys from Thaumic Tinkerer Kami.
 
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Hambeau

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If you want o try something different, there are a couple of 1.6 quests using a new mod called HQM, or Hardcore Questing Mode. This involves a book with preset goals (customizable by the pack originator).

There are currently the two... "Agrarian Skies" by JadedCat, which is a skyblock type quest and not all that hard (The H HQM ain't necessarily so), which was the first I saw, and "Crash Landing", a more tech-oriented pack taking place after you've crashed on a desert planet. This one is considerably more hardcore, with dehydration an important factor :D

There are 4 new 1.7 packs just starting to be worked on, and all of them will have the HQM mod as a player option. There was also a recent pack-build contest and I think HQM may have been a qualifying requirement.
 

buggirlexpres

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If you want o try something different, there are a couple of 1.6 quests using a new mod called HQM, or Hardcore Questing Mode. This involves a book with preset goals (customizable by the pack originator).

There are currently the two... "Agrarian Skies" by JadedCat, which is a skyblock type quest and not all that hard (The H HQM ain't necessarily so), which was the first I saw, and "Crash Landing", a more tech-oriented pack taking place after you've crashed on a desert planet. This one is considerably more hardcore, with dehydration an important factor :D

There are 4 new 1.7 packs just starting to be worked on, and all of them will have the HQM mod as a player option. There was also a recent pack-build contest and I think HQM may have been a qualifying requirement.
*cough cough Running Red*
 
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Cptqrk

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Every gad damned thread... LOL <3 u man....

There have been a lot of good suggestions here. Rotary Craft will keep you busy for a long time if you want to go all the way. Just a warning, the mod isn't easy, you will need to do a lot of reading and some math to get it right!
The Thaumcraft Kami suggestion is good too :) I'm a sucker for Thaumcraft.

But yeah, if you find you have a hard time with "direction", try Agrarian Skies and see how you like the HQM kind of game. I feel AS is a good start, but take into mind that the recipies have been altered dramatically, and will not give you the "regular" FTB experience.
 
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zemerick

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Oh, awesome. That works just as well.

Looks like I've got quite a bit of catching up to do. Just as a final clarifying note, if I were to convert rotary craft power into RF, which I then stored in an RF energy cell, could I use that stored energy to power my AE system? I'm a fan of having a large reserve of backup power just incase things go bellyup for a while, and RF looks like it accommodates that kind of mindset quite well.

Monster also includes Power Converters, which lets you convert between MJ, RF, EU and I think 1 more. Once you get into really high power production though, you do start to hit transfer limits which are not documented well though. However, this is Reactorcraft fission/fusion reactor levels for the most part. For example, I tested eu input and it was good until something like 40 HV solars. Outputs seem to get capped a fair bit sooner...taking those 40 HV solars to rf required something like 4 rf producers.

Anyways, Rotarycraft and such are definitely some good mods to mess with. I will warn you though: Don't try looking for tutorials or how to build things. You'll just get frustrated and have problems left and right. Take your time to learn how the mod works, and design your own builds for your own uses. PRO-TIP 1: Power each machine seperately. Don't try to make a central engine and send the power out. Each machine and engine are so different that it's a nightmare to do central power production. Instead, you centralize fuel production, and move that to the engines.