[CHALLENGE] (v4.3-ish 6/7/18) Refugee to Regent Kingdom Building Challenge

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What do you think of the Serf to Supreme Challenge?

  • City Construction Challenge was better!

    Votes: 9 7.0%
  • It's okay, but there's definitely room for improvement

    Votes: 35 27.1%
  • Give me my Electrics sooner!

    Votes: 14 10.9%
  • I enjoy the slow introduction of mods.

    Votes: 43 33.3%
  • I wish Element Animation would hurry up with the next episode.

    Votes: 24 18.6%
  • I love it!

    Votes: 51 39.5%

  • Total voters
    129

TomeWyrm

New Member
Jul 29, 2019
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I wasn't suggesting vanilla, I was commenting on their inventiveness in having to work around the lack of mods. Some of their contraptions are huge monstrosities (automatic tree crusher?) when constrained by only using hoppers, repeaters, comparators and the like - but they're still clever.

I think my game has devolved into "build the best modpack for this" rather than actually putting a line in the sand and playing it. I'm trying to get out of that rut right now.

1.8.9 is tempting me pretty strongly though, so it is difficult to firmly pick (for me) right now. I can write my own mods in any version, so for stuff short of CoFH-level complexity, I'm not really concerned.

With 1.9 out now though, and some mod movement actually starting to show there, going to 1.8.9 might be moot. The effort in moving my stuff from 1.8.9 to 1.9 is pretty darn trivial. Nothing like from 1.7.10 to 1.8.9. I think the only funky bit I hit was figuring out that "rendering in either hand" thing that 1.9 brings.
Heh, I wasn't trying to imply you were suggesting vanilla, I was attempting to illuminate my reasons behind not using it personally for long in free play. Short of it is, mods are better. Except for performance, and that's almost entirely unavoidable. Anything vanilla does, mods will do better in at least one way (usually every way), mods also add in completely new capabilities (automatic resource collection without laggy hopper arrays, heck, auto-mining and compact set-and-forget farms!).

I'm pretty aware of what is possible (I watch hermitcraft/zipkrowd/mindcrack's technical players (Etho, Docm77, Sethbling, JL2579, etc; though not necessarily all the time. That's limited to Etho. The rest are occasional "ooh that's neat" highlights) in vanilla. I just prefer mods in every way except plug-n-play ease of use, compatibility issues, and performance problems.


Me too. A lot of the actively developed mods are already there or have been open sourced and can be openly ported by other authors. I'm just staring at Forgecraft videos going "I want that, I want that, ohhh and I want that."
The only two interesting mods that aren't in 1.7 are Intangible and Psi. Psi I will not play with because it replaced Botania. I'm waiting for someone to get her permission to update and maintain it on 1.8 and later. Intangible at least won't (last time I checked) remove Witchery from port, it's just delaying it. Intangible also looks interesting. Psi did as well until I learned about Botania. One of the mods I won't play without anymore, and 1.8+ doesn't have it. It's going to take one of: me learning java and making a automation magic (Vaz calls Botania a flower-based Tech mod. It's an apt descriptor) general mod, a lot of killer features that overwhelm my love for 1.7 mods, a forwardport mod that will let me play 1.7 mods in 1.8+, or someone updating my must-have mods to 1.8.

Or Sponge. I cannot WAIT for sponge so I don't have to worry so much about version changes breaking the everything in mods.

I think in Gold City with "second tier" technology and magic opening full automation feels possible. These are limited systems but not as clunky as the redstone expansion stage. I think one of my early base changes will be to automate meal production because I have insta-death via hunger overhaul turned on.
I'm planning on playing a race with advanced magic and stunted tech, as I prefer magic mods early game. Luckily that opens up a lot of automation opportunities (Botania! I guess Thaumcraft too... but BOTANIA!). Because no automation is a no-go. I don't care if it's slow, complex, kinda crappy, etc. I do NOT want to be farmer/botanist/arborist/lumberjack/miner/builder Tome for too long. It's fun early when it gives you a sense of accomplishment, but Hunger Overhaul as configured by... (Wait why can't I "@" Jadedcat?) Jadedcat in Agrarian Skies and Magic Farm is the perfect example for me. Oooh neat, I can starve and need to diversify my food portfolio! Oh I'll never get rid of this with progress? Yeah...no. Busywork is anathema to fun. Hunger Overhaul? Meet my config skillz!

Right now I'm at that stage where I want to do a challenge but I end up starting over so many times because of un-recoverable deaths that I'm getting tired of it. Meanwhile I'm also taking note of mods I like and I'm creating a pack around those mods. I found I like Tinker's Construct but in it's latest 1.7.10 version it just breaks the game. It made vanilla tools obsolete so you can only use them for crafting recipes. You can't make stone tools and wood tools only mine as far as cobble. To get anywhere you have to somehow make an iron pick which you can't do without aluminum brass, but to get that you HAVE TO HAVE AN IRON PICK. Ultimately it means in order to even GET STARTED now you have to cheat in an iron pick until you've got what you need to even get going so you can make a house.

WAY too frustrating for me so I canned it. If you've made it impossible to progress I don't want your mod. The only way I can think it possible to start is to have a village mod installed that gives you loads more villages that you can loot for starting tools. If you can't find one, cheat, i guess.
Are you certain you only have TiCo and not Tinker's Tweaks as well?

If you also have Iguana Tinker's Tweaks in there somewhere, you end up having to "level" the tools as well before they're effective for their mining level. While initially tempting, I ended up moving away from Tinker's Tweaks because it really compounded the problem of Tinker's Tools being pretty strong already.

In Tinker's 1.8.x they mostly got rid of the Aluminum Brass silliness. I like it a lot better than 1.7.10's version. In the configs I do *not* disable vanilla tool effectiveness so my players can use Tinkers or ignore it as they choose.
This is why I disable tools/weapons entirely. Too strong. There are alternatives to everything except early-game mass break tools. I use VeinMiner as well to counter the lumber axe (with VeinminerModIntegration to require an enchantment to veinmine). But for multiple reasons (A hard dependency by VeinminerModIntegration on TiCo, liking the smeltery, and the slime trees) I don't want to remove TiCo entirely.

Interestingly the recipe to get a bone pick head doesn't work. For now I just assumed it takes one bone per head and gave myself a head and tossed a bone. Same issue with bone crossbar things (the thing that connects the pick to the tool rod). Honestly as far as village chests and things go I assume the mod creators think that through before deciding on what spawns in villages and chests and what doesn't. If it's too game-breaking it won't be there.


EDIT: For whatever reason cannot make wood or bone parts. Only thing I can make is a wooden crossbar. Suddenly wondering what on earth happened to cause such a bug and am looking into re-enabling vanilla tools. Shouldn't have to cheat in beginner objects. Seriously broken and I have a hard time believing the creator of TC didn't notice a bug this huge. Also can't find a single piece of flint no matter how many gravel blocks I dig.

Am I irritated? You better believe it.

EDIT 2: Found out the mod to blame is Iguana Tweaks. Ripped it out and suddenly the world is fun again. Will use vanilla stone tools until I can swap to tinker tools. Still think the bone, wood, and flint tools are broken. Not sure, though.
Ah, you WERE using ITT! It can be used to improve the experience without saying HAHA HARDCORE LAWL SCREW YOU. But it takes a LOT of digging in configs.

Also, no. Anything and everything from TiCo can spawn as chest loot.
 
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Monarch_of_Gold

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Jul 1, 2015
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I've got integration and stuff, I just usually rely on previously found mechanics to work my way around new mods if they don't immediately present me with "READ THIS!!" Maybe not even immediately, just at some point present me with "read this, plz" if there are other mechanics that you use outside of vanilla. I'm quite used to being able to shuffle around and eventually happen upon flint. Even so, I was finding that for whatever reason I couldn't make wood tools or bone tools (couldn't make parts and there isn't any NEI integration for tinker recipes), and since I couldn't figure out what the deal was with flint, I had no other out. I was irritated and began digging through the TConstruct config and found that it had nothing to do with my issues. I don't remember really seeing a config for Iguana Tweaks, and, figuring I was having more fun with TConstruct without it, just chucked the mod and swore to never see it again. I want my wood and bone tools. Without those, living without vanilla tools is impossible.
 

TomeWyrm

New Member
Jul 29, 2019
898
1
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Yeah, ITT is like that on deafult. But seriously, with mods. If you're having trouble finding something? Always check NEI recipes. You'd be amazed just how often it helps you. Also I'd build your own modpack, and check the wikis for any mods you intend to add. It's a lot of work at the outset (and thaumcraft addons will be all mysterious and crap and not let you know much), but it'll improve your experience immensely.
 
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Monarch_of_Gold

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Jul 1, 2015
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Yeah. Modpack making is difficult yet rewarding. You get everything you want and none of the stuff you don't. I've chosen to go away from thaumcraft this time as I feel it's in every pack and while I never get anywhere with it I'm just far too used to seeing it. I need new stuff. I guess that's the main issue with playing any game for too long. You get used to it. Especially after 3 or 4 years.
 
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Senseidragon

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May 26, 2013
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I've encountered villager chests containing portal guns, ender swords, dark steel armor, a dozen or so ingots of various alloys, stacks of cheeseburgers, you name it. Without exception, nearly every mod-added item I can think of except for maybe Computercraft (treasure disks only, and even those are of questionable value) goes overboard on villager chest loot. In a dungeon or stronghold, not so much of an issue. But in a "just walk in and help yourself" villager chest? Naah, not for me.

To each his or her own.
 

TomeWyrm

New Member
Jul 29, 2019
898
1
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pft, I use A New Dawn. I could care less about official. I've gotten over the drama llamas in the community. CONTENT is what's important, not This Particular Authors Vision Of The Content. Copyright is well and good, IP rights are nice, but frankly people need to get over the parlor version of modding and get back into the cathedral. This community needs it.

http://wiki.step-project.com/Guide:Open_Modding for reference.
 

Senseidragon

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May 26, 2013
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Interesting read. I'm a fan of open licenses, and I don't make closed-source mods myself, but I don't much like the approach he took with that vision of a license.

I'm inconsequential enough that I don't have a lot of support nightmare stories. But I have a simple view of "I'll support helping to resolve problems with my mod to the best of my available ability and time. If someone alters my mod, go talk to them about it." Several modders have a similar stance, and I don't see anything wrong with it. If I vanish off the Internet tomorrow, or even if I don't, someone can take my mod and do what they want with it. Once they've changed it, they're responsible for their changes, not me.

Where I don't agree with Wrye's vision is here:
"The basic deal of the OML would be: I (the creator of this mod) will allow you (the end user) to use my mod, if you agree that any mods that you produce and distribute will be at least Openable Distribution. If you do not agree to these terms, then not only may you not use my mod, but you may not keep a copy of this mod."

If I'm making use of something in his mod, e.g., I build off of his work, I don't have an issue with this. But as worded,
any mod I create from that point on must abide by this license. I'll stick to a license without that yoke around my neck, thanks. ;)

Oh, and to keep this post relevant to the thread, I'm giving my current R2R Utilities mod a serious makeover. The next release will support 1.7.10, 1.8.9 and 1.9+ as well as having a serious overhaul of what it provides.
 
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Senseidragon

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May 26, 2013
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Can find last released versions at either:

Mods.io
or
Curseforge

Personally, I'd wait for the update. It has a few more tweaks and configurable rules/recipes in it. Everything can of course be toggled on or off in the config file, so you're able to pick and choose what you want to use.
 

TomeWyrm

New Member
Jul 29, 2019
898
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Yes it is, and the thing I remember it doing was inflicting debuffs if you went underground with inappropriate gear. I have no idea about additional capabilities at all. It was a nice in-game enforcement for the "don't forget your helmet" rule.
 

The Mobius Archives

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Mar 31, 2013
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www.youtube.com
Psi I will not play with because it replaced Botania. I'm waiting for someone to get her permission to update and maintain it on 1.8 and later.
The Just an FYI regarding Botania in 1.8 as I just discovered this myself.

The https://github.com/williewillus/Botania/tree/MC18 version is official, williewillus does have permission to port to 1.8 according to the official Botania reddit page.

https://www.reddit.com/r/botania/comments/3xrs21/fyi_my_188_port_in_progress_here/
 

Monarch_of_Gold

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Jul 1, 2015
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Waiting for mods is why I'm still in 1.7. Not sure if it's worth waiting for conversion to 1.8 or if I should expect 1.9 mods instead.
 

Senseidragon

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May 26, 2013
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I stopped holding my breath for modders to move from 1.7.10 -- I think a large number of them (remember, 1.7.10 has thousands of mods, not just a couple hundred) will become abandoned and never get ported or remade for newer versions. Those that do will get there as time and real-life permits. Many modders who had tons of free time back when 1.7.10 came out are now in college, have families, or are pursuing professional careers, and have less time to devote to a hobby. In the gap between there is plenty of opportunity for new modders and mods to pop up and have their time to shine.

I made the mistake (once) of holding off for a mod I thought I just couldn't live without. That was RP2. I regret that wait and all the negativity that came after. I don't intend to do it again. Sure, Minecraft has a bigger hurdle with the changes from 1.7.10 to 1.8+, but they aren't insurmountable hurdles. They're just annoying pain-in-the-backside hurdles. Once you're past that things aren't really that bad.

If some of the 1.7.10 mods finally get released, I'll look forward to trying them again, and if they're still just as good as I remember them, they'll be added into my new collection of mods. If not, I'll just fondly remember them like I did with RP2 when it was really something spectacular.

There are enough 1.8.9 mods out there to make a comfortable reboot for many players, and enough new mods to dip into as well. Take the plunge!