Can anybody help me?

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SynfulChaot

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Jul 29, 2019
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Oh. Makes me unsure of it now. I think I'll keep it in the meantime though.

It's a fun system. Easily the most 'technical' power system. If it simply could operate directly off of RF then it'd be worriedly powerful. The challenge of it comes from maintaining the power system well. It also has the only straight-up hydro power generation that isn't pitifully weak.
 

Mevansuto

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It's a fun system. Easily the most 'technical' power system. If it simply could operate directly off of RF then it'd be worriedly powerful. The challenge of it comes from maintaining the power system well. It also has the only straight-up hydro power generation that isn't pitifully weak.

But that all comes at a reasonable cost? If so it defiantly stays.
 

SynfulChaot

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But that all comes at a reasonable cost? If so it defiantly stays.

I think the cost is reasonable. Yes, it can potentially more than quadruple ores. But. It takes a pretty dang high amount of power to be able to do so, and in a particular manner as well. It's not just plug and play like TE, IC2, and Mek. Think harder than Factorization, but without the enforced Crystallizer waiting period.
 

Democretes

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I'd load this up on a client and see what it looks like. See exactly how many mods are loaded. If you're exceeding 150-160 then I'd start nitpicking. Decide wat stuff looks cool and what stuff you're actually going to use. Helps get down to the nitty gritty. Of course, if your computer can easily handle the mod load I'd say you're set.
 

Mevansuto

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I'd load this up on a client and see what it looks like. See exactly how many mods are loaded. If you're exceeding 150-160 then I'd start nitpicking. Decide wat stuff looks cool and what stuff you're actually going to use. Helps get down to the nitty gritty. Of course, if your computer can easily handle the mod load I'd say you're set.

I'll try this. My computer can handle it, not sure my friend's can. My biggest problem with this is I struggle nitpicking. Maybe I should have a look at all of this stuff in game and try not to get distracted by ICBM like I always do.
 

ThatOneSlowking

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If you are worried about lag I reccomend removing AtomicScience. A few months ago when I played with it on a custom pack it caused massive lag, and when I removed it my client had NO fps drops(besides when Worldgenning)
 

Mevansuto

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If you are worried about lag I reccomend removing AtomicScience. A few months ago when I played with it on a custom pack it caused massive lag, and when I removed it my client had NO fps drops(besides when Worldgenning)

I'll take this into account, but I was under the impression that it's been optimized well, pretty much since it left beta. I've only ever used it in single player. When did you last play it?
 

VapourDrive

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Jul 29, 2019
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I have never played with Atomic Science, but It might have some unnecessary overlap with something like Big Reactors, and reactorcraft
Dynamic Tanks 2 is nice but for me has always had tessellation render problems, and frankly the added biome is rather gaudy.
Metallurgy: if you are using it for the fantasy/high tier cool-ish, otherwise meh, its a lot of of the same and kinda bloaty.
You have 3 biome mods which will make finding favourites hard and could lead to some poor generation and will indefinitely be hard on a server.
Underground Biomes looks nice at first, and for many will stay nice, but if you lose like in having every single ore looking out of place... it is hard to remove.
Chisel has amazing textures but removes all sense of tier for decoration blocks (the chisel doesn't even take damage), it also kept me from exploring other options(my self control problems though ;).)
If you find dungeons early on they basically let you skip the early survival part of the game from Rogue like dungeons.
You have logistics pipes as well as EiO and TE3 so the mechanic module to project red is very redundant but not 100% necessary to remove.
Some people really like hats mod, I found it got childish really fast...
If you are interested in balance, i would suggest using the TE3 recipes for minefactory reloaded.
Morph hasn't been really balanced yet, it does break any need for flight mechanic from ANY other mod.
If you are worried about rotary-craft, it does not add world-gen and can be removed at anypoint without "ruining" worlds.
Mechanism tools overlap with a lot of others (bronze, steel), and the rest are just vanilla materials that shouldn't really have armour recipes >.>

Hope I provided some help even if you disagree, cheers.
 

ThatOneSlowking

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I'll take this into account, but I was under the impression that it's been optimized well, pretty much since it left beta. I've only ever used it in single player. When did you last play it?
I last played it on an SSP world a few months ago, so my info may be out of date. I never even got a chance to get anyhing other than uranium for it.
 

Mevansuto

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Jul 29, 2019
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I have never played with Atomic Science, but It might have some unnecessary overlap with something like Big Reactors, and reactorcraft
Dynamic Tanks 2 is nice but for me has always had tessellation render problems, and frankly the added biome is rather gaudy.
Metallurgy: if you are using it for the fantasy/high tier cool-ish, otherwise meh, its a lot of of the same and kinda bloaty.
You have 3 biome mods which will make finding favourites hard and could lead to some poor generation and will indefinitely be hard on a server.
Underground Biomes looks nice at first, and for many will stay nice, but if you lose like in having every single ore looking out of place... it is hard to remove.
Chisel has amazing textures but removes all sense of tier for decoration blocks (the chisel doesn't even take damage), it also kept me from exploring other options(my self control problems though ;).)
If you find dungeons early on they basically let you skip the early survival part of the game from Rogue like dungeons.
You have logistics pipes as well as EiO and TE3 so the mechanic module to project red is very redundant but not 100% necessary to remove.
Some people really like hats mod, I found it got childish really fast...
If you are interested in balance, i would suggest using the TE3 recipes for minefactory reloaded.
Morph hasn't been really balanced yet, it does break any need for flight mechanic from ANY other mod.
If you are worried about rotary-craft, it does not add world-gen and can be removed at anypoint without "ruining" worlds.
Mechanism tools overlap with a lot of others (bronze, steel), and the rest are just vanilla materials that shouldn't really have armour recipes >.>

Hope I provided some help even if you disagree, cheers.

Thank-you greatly.

If I have to choose 1 reactor mod I'd likely choose Atomic Science, but I've been warned of lag.

I decided against Dynamic Tanks just a second ago for these exact reasons. Thank-you.

As for the 3 biome mods. I think I should ditch at least one, but ATG is installed and all 3 are compatible so I think generation will be fine. Lag might still be an issue. As for favorites, I don't go looking for them.

I've been using UB for my past 3 worlds and I personally like it, my only complaint being the out of place looking ores.

I'm with you on Chisel, I think I'll remove that. Was just playing with it on a server and not enjoying it.

As I've never played with Rouge Dungeons I don't really understand your statement.

Having about 7 different item transportation devices might be excessive, but it's about the same for most FTB packs.

I'm one of the childish people that really enjoy iChun's work. Now I've got the ability to trade I think me and my friends will have a lot of fun with it.

I already had planed to enable TE recipes for MFR and Mekanism for that matter. Same for MPS.

I think your right about Morph, but my friend quite likes it. I might disable abilities as he only really likes killing me and taking my skin.

Thanks for telling me about RotaryCraft.

You're right about Mek Tools, but if I removed it I'd feel like I was playing an incomplete mod.

Thank-you, you've been very helpful.
 

VapourDrive

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Jul 29, 2019
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Rogue-like dungeons is well done enough, but I had it in a couple world and early game survival turned from "gotta punch me some trees" to "gotta find me a dungeon", quite literally.
Hats I guess (especially with trading) are better for servers, and everyone to their own right :).
I try to include item transportation that is either unique or tiered properly, this is because of my lack of self-control mind you.
In a way I totally understand what you say about Mek Tools but mekanism is similar to project red: install the modules you like.
 

Mevansuto

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Jul 29, 2019
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Rogue-like dungeons is well done enough, but I had it in a couple world and early game survival turned from "gotta punch me some trees" to "gotta find me a dungeon", quite literally.
Hats I guess (especially with trading) are better for servers, and everyone to their own right :).
I try to include item transportation that is either unique or tiered properly, this is because of my lack of self-control mind you.
In a way I totally understand what you say about Mek Tools but mekanism is similar to project red: install the modules you like.

I suppose, but I feel the same way about P:R too.
 

KingTriaxx

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Jul 27, 2013
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Rotary Craft is good, but be certain you're going to use Reactorcraft. If you are, adjust the spawn rates. I've noticed it tends to take over ore generation with a huge number of Colored Floruites that all serve the exact same purpose. It's made finding ore in Horizons quite the chore.
 

Mevansuto

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Rotary Craft is good, but be certain you're going to use Reactorcraft. If you are, adjust the spawn rates. I've noticed it tends to take over ore generation with a huge number of Colored Floruites that all serve the exact same purpose. It's made finding ore in Horizons quite the chore.

I'm not sure I'm gonna use RotaryCraft, let alone ReactorCraft. Maybe I should remove ReactorCraft as it was previously said I have 3 reactor mods.
 

Democretes

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I'm not sure I'm gonna use RotaryCraft, let alone ReactorCraft. Maybe I should remove ReactorCraft as it was previously said I have 3 reactor mods.
I'd definitely recomend trying them both out at least one time before making that call. Both mods are extremely intricate and well done. I particularly enjoyed playing with both of them. They do certainly create a nice assortment of machines to work with.
 

Mevansuto

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I'd definitely recomend trying them both out at least one time before making that call. Both mods are extremely intricate and well done. I particularly enjoyed playing with both of them. They do certainly create a nice assortment of machines to work with.

I'll go onto Horizons today, read that manual and see what I can build in creative so I get a good idea of what to do.
 

SynfulChaot

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Jul 29, 2019
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I'll go onto Horizons today, read that manual and see what I can build in creative so I get a good idea of what to do.

RotaryCraft is part of the backbone of the tech in my pack. I'm considering adding ReactorCraft if I decide to dump IC2.

And that book really helps. One of my players, new to modded Minecraft, seems to be doing pretty well with it using only the guide.
 

Mevansuto

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RotaryCraft is part of the backbone of the tech in my pack. I'm considering adding ReactorCraft if I decide to dump IC2.

And that book really helps. One of my players, new to modded Minecraft, seems to be doing pretty well with it using only the guide.

Good to know.

Seeing as I've already dumped IC2 should I look into Reika's mods for a replacement?
 

SynfulChaot

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Jul 29, 2019
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Good to know.

Seeing as I've already dumped IC2 should I look into Reika's mods for a replacement?

Depends on your likings. I think RotaryCraft is a bit harder conceptually than IC2. It covers most of the bases of IC2 with the exception of something like UU-Matter and specialized farming like crops. And I have no clue on ReactorCraft. I just know it's make by Reika, and I like what I see of their stuff so far.