Cyclical Infinite Power-Resouce Gathering

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epidemia78

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Jul 29, 2019
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Yes thats the trouble with tech mods. Flight, invincibility and infinite resources, definitely sounds like creative mode.
 
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Chaka

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Maybe try to move your whole base with ae spatial pylons

Sent from some stupid phone using tappatalk kappa
 

epidemia78

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Jul 29, 2019
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Hes asking the same question everyone who plays tech mods inevitably asks. Ive been playing tech mods since 1.2.5 and for a while it really bothered me that everything was so easy to the point of being overpowered. But I have adjusted my expectations and am quite spoiled. Now early game is like a rush to get out of the tedious grind era and finally start having some fun. I dont even start building a base until I have some form of flight.
 

Pyure

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Aug 14, 2013
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I'm actually having a hard time moving away from GregTech for this very reason.

If I think out far enough ahead, I know I'm going to get into a position of "hi I'm god, now what" really quickly. GT has some half-decent timesinks however, so now I can set myself to the task of something silly such as, say, building a 500x500 pyramid out of iridium. I'm gonna need some more factories.
 

Physicist

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Jul 29, 2019
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CHristophernjsp has it. Build pylons around your base. Use pipe/hopper automation and AE Quantum Link to transport the cells and required redstone activation signal to your different sites.

You could even live inside the cell, and use AE Quantum Link chambers to put the cell inside itself, so you're completely inaccessible to other players, and living an entirely digital life (inside the already digital life of Minecraft). You'd probably want an emergency site that maybe tries to load your cell every sunrise or something so you're not stuck.
 
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SatanicSanta

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Jul 29, 2019
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I don't know if this has been mentioned before, but GregTech would really solve all your problems. Just ditch anything that provides a cheaty escape route around GregTech, and focus on building a massive castle/factory thing out of metals and gems.
Oh you and your castles.
 

sProg

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Jul 29, 2019
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Ew, Gregtech and Reika mods.

Diyo, try building cities with your extra resources, perhaps a floating airship with potion shops and weapon stores.

Really the problem with tech mods (save for ThermExpac really) is they give you too much resources because their recipes are usually expensive as hell. Why do they do this? because Minecrafters seem to think tedium = difficulty. Hence BTW and GT5. These two mods are only popular because it fools people into think they're hardcore players when they're just GUI fanatics.

How to solve this? Don't play tech mods, or play better ones like Resonant Induction (sadly it's a Calclavia mod, so it's nigh unplayable). Too many tech mod rely on psuedo-industrial and modern tech. People like us just need to wait for a mod that uses mechanical power, gears, and other actually interesting stuff.
 
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SpwnX

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Jul 29, 2019
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Hence BTW and GT5. These two mods are only popular because it fools people into think they're hardcore players when they're just GUI fanatics.
If you stare at a GUI waiting for a stack of stuff being processed, you're seriously doing it wrong. If you don't do basic semi-automation (hoppers/covers), you're doing it even more wrong.

@mDiyo : My signature is your answer :3
 
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sProg

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Jul 29, 2019
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If you stare at a GUI waiting for a stack of stuff being processed, you're seriously doing it wrong. If you don't do basic semi-automation (hoppers/covers), you're doing it even more wrong.

Early game tech is always GUI intensive.
-mine out to bedrock
-smelt basic stuff in furnace
-make power machine
-make ore processing machine
-place them next to each other
-etc

Over half of that requires GUI interaction, and while hoppers are a thing, they are ugly and too many of them can cause bad tick rates.

The fact that mods like Gregtech are so GUI intensive just points to poor design. I get it, making it rely on GUI is easy, but where are the world interactions? Mariculture does it a bit, with Blacksmith's Anvil. Or Pneumaticcraft's Assembly Machines. That stuff is neat to look at. Stacking a bunch of magic blocks together is not.
 

Zenthon_127

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Jul 29, 2019
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Somehow, I get the feeling trying to just "make it harder" isn't gonna solve the main issue here. The issue is that people are (and have been) trying to merge two VERY different games created by modding MC into one, and it doesn't work anymore.

One game is the GT, HQM or other forced progression type of mode. The majority of active posters here plays this type of Minecraft. Usually seen in theme packs nowadays, this style tries to delay endgame as long as physically possible, either through death (BnB), limited resources (skyblock/reduced oregen) or most commonly forced, drawn-out progression (GT). Endgame is delayed because "endgame" in Minecraft always goes back to the original core of Vanilla, creative building, and not everyone is interested in creative building for obvious reasons. These packs/mods are usually labeled "harder" or "more complex" (the latter is usually true), but more accurately are designed to take longer to fully explore. This playstyle appeals to someone that finds most of their entertainment in the journey of getting to the next step, or dislikes creative building.

The other, frankly older game embraces creative building and tries to enhance and/or encourage it. Many older mods are based around this: base IC2, TE, BC, Forestry, MFR, RP2, even EE2. Notice a pattern here? These mods are based around automation and exponentially increasing resource acquisition while having at best shallow progression.

"Tech mods" that aren't GT are usually older mods that were created with the creative building playstyle in mind. Giving these mods to someone looking for the drawn-out playstyle is worthless, because these aren't mods that you're supposed to "complete". Likewise giving drawn-out mods to the building group is equally pointless as it'll just limit their ability to build and frustrate them. For a while it actually WAS possible to combine these playstyles into mega-packs, however as mods key to this merging (namely GT) became more focused towards one experience and other mods that supported one playstyle or the other (not in-between) came out, this became increasingly difficult to do. It's still possible (see TPPI), but it's difficult and usually leads to compromising one of the playstyles somewhat. Both of these playstyles are COMPLETELY LEGITIMATE AND VALID, but merging them carelessly just will not result in fun.


TL;DR: Don't try to use old-style tech mods for things they weren't designed to do.
 

Pyrolusite

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Jul 29, 2019
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Ew, Gregtech and Reika mods.

Diyo, try building cities with your extra resources, perhaps a floating airship with potion shops and weapon stores.

Really the problem with tech mods (save for ThermExpac really) is they give you too much resources because their recipes are usually expensive as hell. Why do they do this? because Minecrafters seem to think tedium = difficulty. Hence BTW and GT5. These two mods are only popular because it fools people into think they're hardcore players when they're just GUI fanatics.

How to solve this? Don't play tech mods, or play better ones like Resonant Induction (sadly it's a Calclavia mod, so it's nigh unplayable). Too many tech mod rely on psuedo-industrial and modern tech. People like us just need to wait for a mod that uses mechanical power, gears, and other actually interesting stuff.
Early game tech is always GUI intensive.
-mine out to bedrock
-smelt basic stuff in furnace
-make power machine
-make ore processing machine
-place them next to each other
-etc

Over half of that requires GUI interaction, and while hoppers are a thing, they are ugly and too many of them can cause bad tick rates.

The fact that mods like Gregtech are so GUI intensive just points to poor design. I get it, making it rely on GUI is easy, but where are the world interactions? Mariculture does it a bit, with Blacksmith's Anvil. Or Pneumaticcraft's Assembly Machines. That stuff is neat to look at. Stacking a bunch of magic blocks together is not.

The fact that roughly 90% of Minecraft's tech mods are GUI centered (so, are "poorly designed", according to your POV) makes me, as a "GUI fanatic", not impressed when you tell me that GT is all about staring at GUIs. The same thing can be told of Thermal Expansion, IC2, Mekanism, etc.
Thing is, if you planned your power supply and your setup correctly, you shouldn't have to bother about monitoring a machine and wait for it's products, regardless of the mod you're using, and be able to do something else meanwhile. It's just more true for GT when the tier of the machine you use determine the processing speed, and LV ones tends to be somewhat slow - it's not THAT slow though, you're not waiting 3 minutes for a macerator to process 1 ore !
The only thing that might be truly "GUI intensive" is the amount of crafting steps you need for your first machines, but it's alleviated the further you progress, because machines start to do more than half of your components, and using things like Forestry's workbenches (and later, AE2 autocrafting) helps in reducing the time you spend on crafting things.

You're right about the "tedium" of the mod though, it's something purely intentional, and we like it that way.
Yet we don't go all "eeeeew [insert your prefered "non-tedious" tech mod here]" everytime someone mentions them, like some FTB and Minecraft users alike.

Also, don't put RotaryCraft and GT in the same basket.
GregTech 5 : Balanced around material requirements (not in number, but in quality, hence the tiering system : LV requires mostly steel, iron and tin, MV requires aluminium, bronze and steel, etc.)
RotaryCraft : Balanced around power production. The more power you inject into machines, the more powerful they become - and as a side note, ReactorCraft, its companion mod, is almost GUI-free since it's about constructing a reactor of a tremendous size, and even energy display is rendered in world. Also, RotaryCraft is less tedious that GregTech, FYI.
 
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Eruantien

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Jul 29, 2019
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Build a ReactorCraft fusion reactor.
Make an Archimedes' airship in the form of Final Fantasy III's Invincible.
Make a villagers' paradise, then use that to your advantage...
Do a barrel roll.
Feed all leftover items to a hungry node.
Make a new mod!
Repeat.
 

xbony2

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FTB Mod Dev
Jul 3, 2013
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FTB Literary team? Wut dat?

Mdiyo, feel free to, you know,
join-the-dark-side-we-have-cookies-2.png

Cough.
 
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Nirreln

New Member
Jul 29, 2019
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I have a couple of problems when trying to play tech mods. Perhaps the forum can help me out?

The first is simple: I have too much power and nothing to do with it. I'd like to pump my power into somewhere and do something with it. This seems to happen no matter which combination of tech mods I play, assuming the second problem doesn't happen...

When I do manage to get rid of my power, it goes somewhere like Minefactory Reloaded. A different problem arises: I have too many resources. It's not as simple as taking all of the resources and building with them, or even providing an entire server with things to use. There isn't much difference between creative mode and modded minecraft at this point; I'd like to keep resources valuable.

To sum the problem up: I have too much power or too much automated resources. Perhaps both.

I'd like somewhere to sink my power into, but it has to be a true sink and not transferring problems. I don't mind if it takes a resource sink, another power sink, and a boatload of progression to make it happen. I don't want to automate vanilla processes either - ore processing is done with hoppers and furnaces. Give me somewhere to use this excess please?
There's this http://forum.feed-the-beast.com/threads/ae-spatial-ic2-mining-apparatus-mark-ii-asima-2.46317/, but you can skip the mining part if you want. Instead build some kind of strange park will all the land you move.
 
Jul 29, 2019
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In AE turn those extra items into something useful like matter balls. For power just spend it on quarries. If u are resourceful craft 64k storage cells to make sure that thoes resources from quarry keeps coming in.