[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

Monarch_of_Gold

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Jul 1, 2015
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I've already made a pack and set up a world, though. Unless I can safely transport everything to 1.8+ with slight mod changes I'm not sure I wanna hang up another attempt to start this series and wait again for months to come up with a new plan of action and list of mods. For now I'll play out a season (maybe 25 episodes) and see how I'm feeling about the number of 1.8/1.9 mods.
 
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Senseidragon

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May 26, 2013
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That sounds perfectly reasonable. @The Mobius Archives already has experience with the trials and tribulations of trying to keep a world between versions and different modpacks. It isn't terribly fun (or pretty). In cases where a mod doesn't carry over (like no Ars Magica 2 or Archimedes Ships in 1.8.9) those blocks will simply vanish. Where you might be using decorative blocks (a la Carpenter's Blocks or one of the Chisel versions) you may get vanishing blocks, or you might get blocks that are remapped to something different than you expected.

You can sometimes see this in Schematica when you try to import a schematic you get off the Internet and instead of some expected blocks, you have something really unusual or out of place.

Edit: That said, I have no emotional attachments to my existing world, so I don't face the same challenges that you guys do.
 
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TomeWyrm

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Jul 29, 2019
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My problem is one of content/features. There aren't sufficient replacements for 1.7 in 1.8 yet. Not even close. I pared down my mod list to something like 20 mods for a playable pack and 10 or more of them aren't replaceable with 1.8... and that's my bare minimum for a free-play environment, losing a lot of stuff I use regularly.

I remember EloStorm 2013 quite well, and I'm not beholden to any one mod anymore. The issue is that with a few mods in 1.7 they do what they do uniquely, I don't see a comparable featureset in even a modpack to something like ChromatiCraft or RotaryCraft. It's one of the reasons I'm starting to try and learn Java myself. I'm tired of the mod/MC version wars. If I have my own mod, then I won't have to worry about content becoming inaccessible, only the effort required to implement the feature myself.
 
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Monarch_of_Gold

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Jul 1, 2015
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Well, for me, Ars Magica is on the list of irreplaceable mods. I truly enjoy it but it seems to have dropped off the face of the earth for now. It has features thaumcraft doesn't have and when you put the two of them together you have a lot of fun. Thaumcraft on its own just feels.. I dunno.. too vanilla to me.

As for Archimedes' Ships, I couldn't run that mod even if I wanted to. The mods that animate parts of the world that weren't previously just don't work for me. So I guess I'm clear on that for now.
 

TomeWyrm

New Member
Jul 29, 2019
898
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Well, Reika's stuff for one. Give me a bit to look over my mod list and find the other couple.

Edit:

A decent portable crafting table (I use iBench).

Portal/Gravity Gun by iChun

Chunkloading with decent reporting. XU2 has chunkloaders yeah, but without chunk view and a loaded map... it's more trouble than it's worth.

Logistics Pipes

Decent compact storage (TE Caches/JABBA Barrels/Storage Drawers)

How are the TC addons for updating? I know witchery is on hold for right now. Blood Magic has updated, NEI's replacement is much better (though more handlers would be great). Aura Cascade, TE, Mekanism would all be nice...

But the bare minimum I could stand for very long would involve at least one major mod like Mekanism, EnderIO, or Botania. Reika's RotaryCraft and ChromatiCraft. and then a smattering of other tech/magic mods to keep the game interesting.
 
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Senseidragon

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May 26, 2013
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Well, Reika's stuff for one.

Hmm, is there any sign of him eyeballing a 1.8.9 or 1.9.x port in the (sometime this year) future? I shudder to think about the huge number of modelling adjustments he'd be making to bring things in line with the rendering changes, but it would definitely be cool to see his mods move forward.
 
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Inaeo

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Jul 29, 2019
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Hmm, is there any sign of him eyeballing a 1.8.9 or 1.9.x port in the (sometime this year) future? I shudder to think about the huge number of modelling adjustments he'd be making to bring things in line with the rendering changes, but it would definitely be cool to see his mods move forward.

Hmmm. That's a good question. @Reika care to weigh in? I'd love to continue to enjoy these mods into the future as well.
 
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The Mobius Archives

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Mar 31, 2013
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Hmm, is there any sign of him eyeballing a 1.8.9 or 1.9.x port in the (sometime this year) future? I shudder to think about the huge number of modelling adjustments he'd be making to bring things in line with the rendering changes, but it would definitely be cool to see his mods move forward.
Yeah, I'd like to know whether he's trying to port or just updating for 1.7.10 still. He just released a new defense mechanic video and I think an update went up a few days ago.

Still gotta figure out how far I can go with Chromaticraft in Gold City.
 
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TomeWyrm

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Jul 29, 2019
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I'm on his TS. Not anytime soon. RL time commitments ramp up in the next few months. 1.8 port would be a long time coming, even after the obligatory "not until most people are on 1.8"
 
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Monarch_of_Gold

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Jul 1, 2015
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So I decided to toss in some of reika's mods because they're awesome and useful. Meteorcraft, Rotarycraft, and Reactorcraft work fine. Electricraft makes forestry return this error: java.lang.NoClassDefFoundError: forestry/core/items/ItemWrench. Everyone else plays fine together. I asked about it on his forum and he has yet to respond, though it is early in the morning, so. I also let him know I'm using FastCraft and provided a modlist. For now I'm just wondering if there's anything I can do while I'm waiting.

Thanks!
 

Reika

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So I decided to toss in some of reika's mods because they're awesome and useful. Meteorcraft, Rotarycraft, and Reactorcraft work fine. Electricraft makes forestry return this error: java.lang.NoClassDefFoundError: forestry/core/items/ItemWrench. Everyone else plays fine together. I asked about it on his forum and he has yet to respond, though it is early in the morning, so. I also let him know I'm using FastCraft and provided a modlist. For now I'm just wondering if there's anything I can do while I'm waiting.

Thanks!
Add the BC API to DragonAPI.
 

Monarch_of_Gold

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Jul 1, 2015
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Ah. Thanks.

Also having a hard time getting meteors to spawn. I'm getting plenty of noises (I swear it's been a constant shower since I put it in) and sometimes the graphics will show up, but so far the most I have to show for it is a field of scattered stone and tons of glowstone dust and gunpowder, and that was after enabling the skyburst option in the config. Before that just loads of noise and nothing to prove it.

[EDIT] Wanted to let you know that after everything got to working well, MeteorCraft decided to crash the entity loader during initial setup. I'm not sure how to fix something like that, so I just removed it for now. I only know it crashed the entity loader because after forge got through phase 1 of loading I watched the screen to figure out where the new crash was coming from, and as soon as it started trying to load entities in phase 2 it crashed.

[EDIT 2] Noticing that the same error randomly comes up even without MeteorCraft. I'll try re-installing it and see how things go, but considering I wasn't getting any meteors to show for all the racket, I can't promise I'll keep it.
 
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Monarch_of_Gold

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Jul 1, 2015
291
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69
This one leaves a log so long it's cut off and I can't really identify an error. I just know that after it starts trying to get the entity renderer going sometimes it crashes. This could be because I've got several render-heavy mods (rotarycraft being one of them. Others that have specific renders (that I know of) include buildcraft and bibliocraft, not to mention whatever immersive engineering adds). I also know that removing meteorcraft and (later) the chisel mod seems to have helped the issue. It could just be the code running faster than my computer and ultimately tripping over itself. As far as me trying meteorcraft again, I can't say I will. Loads of noise and no results. Just a potential headache. Only got (some minor) results after turning skyburst on in the config (stone blocks scattered across a desert with loads of glowstone dust and gunpowder scattered around). Initially I figured I was just hearing a shower, but the noises continued for a full day/night cycle. I was already tired of hearing jet noises all the time so it crashing the game just helped me pull it out faster.
 
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The Mobius Archives

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This could be because I've got several render-heavy mods (rotarycraft being one of them. Others that have specific renders (that I know of) include buildcraft and bibliocraft, not to mention whatever immersive engineering adds).

I think you may have provided me a clue to some weirdness I've been experiencing. After updating Reika's mods from v11 to v12 with no other changes I'd been experiencing lag in block and redstone responsiveness, however my FPS has been smoother than normal. I also don't see the lagging issues on a new world. I'd suspect there is some interaction between one of the mods and these or maybe I've just hit the limit on the number of mods I can use in a local radius. Disabling some of the server heavy ones may help alleviate the problem and let me record again.

On to the next Gold City episode. I've finally decided to get control over my item situation. Mods to the rescue: Storage Drawers and Thermal Dynamics.

Enjoy!