Cyclical Infinite Power-Resouce Gathering

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epidemia78

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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.

You are so wrong, I dont even know where to begin. People dont use gregtech because they think they are "hardcore". They use it to extend the life of their game. And it works. And you think Resonant Induction (when it finally works) wont be tedious?

Half the fun is combining mods together to come up with something awesome. For example, a flux infused jetpack, a dark steel helm, and boots of the traveler enchanted with haste1 and slowfall is a truly awesome set of armor with flight, enhanced speed, night vision, step assist and a glide down instead of falling. Thats five different mods you would need infrastructure for. EnderIO, TE, Simply Jetpacks, Thaumcraft, thaumic tinkerer.
 

Wagon153

New Member
Jul 29, 2019
3,148
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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.
>Says Ew Reika Mods.
>Asks for mod with mechanical power
U wot m8
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
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Waterloo, Ontario
You are so wrong, I dont even know where to begin. People dont use gregtech because they think they are "hardcore". They use it to extend the life of their game. And it works. And you think Resonant Induction (when it finally works) wont be tedious?

Half the fun is combining mods together to come up with something awesome. For example, a flux infused jetpack, a dark steel helm, and boots of the traveler enchanted with haste1 and slowfall is a truly awesome set of armor with flight, enhanced speed, night vision, step assist and a glide down instead of falling. Thats five different mods together fyi and I havent even figured out what type of leggings I should use.
GT is definitely a bit tedious, but I love it in spite of that, not really because of it. Making parts for electrical machines is oh, so annoying. But that tedium is a game mechanic which teaches you to build factories for things. Making MV rotors is horrible? Yes, yes, it is. There's a number of machines that can be used to automate the process. Create yourself a Rotor Factory.

You're right, I love GT because of how it extends the game. Specifically, I love how it extends each stage of the game.

I can play a Rotary/ReactorCraft world and initiate "end game" in a matter of weeks. My caveman-steve will learn the magic of DC electricity essentially overnight and understand how to smash neutrons together a few days later. Nothing really wrong with that, but I do like how my GT-caveman has to really explore each era in depth to get to an equivalent point.
 
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epidemia78

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Jul 29, 2019
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I will eventually have a gregtech world. Tried it once a month or so ago but never got anywhere with it. It bugs me how much it adds to the loadtimes.
 

Pyrolusite

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Jul 29, 2019
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I will eventually have a gregtech world. Tried it once a month or so ago but never got anywhere with it. It bugs me how much it adds to the loadtimes.
IKR. Problem is Greg already optimised his mod as much as he could to reduce this loading time, and it's even worse with Binnie's mods, for some reason, so all we can do is dealing with it.
 

Wagon153

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Jul 29, 2019
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IKR. Problem is Greg already optimised his mod as much as he could to reduce this loading time, and it's even worse with Binnie's mods, for some reason, so all we can do is dealing with it.
Greg and Binnie need to work together on that one.
 

Physicist

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Jul 29, 2019
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So yeah, thread derailed. Really though, other than pseudo creative building at end game, what ways are there to beat the near-infinite power and resource problem?
- UU matter and quarries don't count for the reason that they're just converting one problem into the other.
- Any other mods with vast end-game goals? (besides the now well-discussed Rotary+Reactorcraft and Gregtech)
- Pyramids made of diamond blocks (and other pointless or aesthetic manifestations of near-infinite resources) don't count
 

epidemia78

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Jul 29, 2019
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The only way to 'beat it" is to choose not to exploit it, invent your own rules or just let Greg force his on you.
 

Pyrolusite

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Jul 29, 2019
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Problem is Minecraft is a building game in essence, which makes "creative mode" the only likely outcome of a survival game, regardless of the amount of things you use to slow down your progression.
Which gives you two solutions :
- Finding a way to use the resources you've got for "creative" purposes, like a challenging new factory that can produce anything you want, a huge metropolis hosting a lot of villagers, PvE challenges against Withers...
- Sabotage your own base and start over/start a new world.

Also, the fact that Minecraft has no real objectives, except the ones you set yourself, does not help.
Tech mods tend to give objectives to players, but once you're done with them, you feel like you've done everything you could and finished the game. And you indeed "finished the game" if you don't have any other self-imposed objectives after that, even if there's a lot of stuff you can do now that you have all the resources you ever wanted.
 

Skyqula

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Jul 29, 2019
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Ive been hearing about this mod "Galacticraft". Never realy seemed interesting to me. The other day though, I was trying to get BigReactors yellorite ore and yellorite ingots to play nice so they would get picked up by AOBD. I first tried minetweaker, no succes. I then came across a mod named Quadram and somehow ended up on a github for the modpack called "Unabridged". I was looking into how to get yellorite working and this was a nice example. But what realy is interesting, is that they made different/new ores for the different planets. I didnt think much of it at the time though.

Today I found myself wondering what to do and decided to try Galacticraft. And I gotta say: Wow! Its actually a very interesting mod with so much potential. And it also has a few energy sinks if your going to build on other planets. With a rather interesting gameplay mechanic around creating breathable air zones wich includes air locks! As well as creating automated rocket transports. And then I thought to myself: What if there was a mod pack that heavely utilized Galacticraft to limit the amount of new ores in the overworld and makes you travel to other planets to get those ores instead?

Somehow, this seemed relevant to this discussion :)
 

epidemia78

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Jul 29, 2019
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Theres a modpack called flux galaxy that does exactly that. But it basically only requires space travel for certain things like quarries and stuff. I agree that Galacticraft has tons of potential but its not there yet and adds a lot of stress to the system for nothing. So unless you are willing to use minetweaker to change lots of recipes to require space-ores, you arent going to get a lot of value out of it other than a few new dimensions. And Ive said it before, GC has the absolute worst machines in any tech mod ever. Would be so much better if it used mekanism machines instead. Thats what I would do if I ever decided to learn minetweaker, link Mekanism and Galacticraft together (and MFFS). The old UE mods were meant to be played together after all.
 

Skyqula

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Jul 29, 2019
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Theres a modpack called flux galaxy that does exactly that. But it basically only requires space travel for certain things like quarries and stuff. I agree that Galacticraft has tons of potential but its not there yet and adds a lot of stress to the system for nothing. So unless you are willing to use minetweaker to change lots of recipes to require space-ores, you arent going to get a lot of value out of it other than a few new dimensions.

Not neccesarely minetweaker. For example, moving ferrous ore from spawning in the overworld and instead to a different planet. You move enderium to a more lategame item, because thats the only way to get shiney dust/ingots. You can still get ferrous dust trough pulverizing iron so the mayority of TE is still accesable early game. All you need to do for this is utilize COFH world gen. Disable ferrous from the overworld and add it to another dimension. No need to alter anny recipy's at all. Likewise, silver and lead could be moved. Or mekanisms osmium, AE's quartz, BR's yellorite ore, etc.

But then again, whats wrong with using minetweaker, modtweaker, quadrum, AOBD and COFH to create a new and more unified experience? :D Its defenitly alot of work though... (especially if you want to do it right and make new texture for the different planets)
 

sProg

New Member
Jul 29, 2019
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IKR. Problem is Greg already optimised his mod as much as he could to reduce this loading time, and it's even worse with Binnie's mods, for some reason, so all we can do is dealing with it.
It takes forever with Gregtech because iirc, he goes through the whole OreDict and rewrites it to suit his needs (lol).

>Says Ew Reika Mods.
>Asks for mod with mechanical power
U wot m8

The way Reika mods are coded is pretty bad, mate. Poorly optimized, bad models and textures, 5x (?) Ore Processing? Why the hell would I need 5x Ore Processing? I get like 2.5 stacks of iron per mining trip. That's 800 ingots per trip. I will need maybe HALF that much if that. You might as well play creative if you want that many ingots.
 

SirDoctorOfTardis

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Jul 29, 2019
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It takes forever with Gregtech because iirc, he goes through the whole OreDict and rewrites it to suit his needs (lol).



The way Reika mods are coded is pretty bad, mate. Poorly optimized, bad models and textures, 5x (?) Ore Processing? Why the hell would I need 5x Ore Processing? I get like 2.5 stacks of iron per mining trip. That's 800 ingots per trip. I will need maybe HALF that much if that. You might as well play creative if you want that many ingots.

@Reika
 

Pyrolusite

New Member
Jul 29, 2019
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It takes forever with Gregtech because iirc, he goes through the whole OreDict and rewrites it to suit his needs (lol).
Are you some kind of troll, or genuinely very badly informed ?

First, the lenghty startup is caused by the sheer number of recipes that GregTech adds and the way recipes are handled by Forge/Minecraft, aggravated when running the mod the first time because of the config file generation.
If you bothered doing some research, the answer was right in GT's Q/A.
Q: REMOVE THOSE USELESS ITEMS, THEY LAG THE HELL OUT OF MY STARTUP!!!
A: Okay that isn't actually a Question at all, but no, I won't remove them since I rely on them. Also it is the Recipe System doing that and not those Items, if you have an Idea on how to improve that System then fine tell it to me, but don't complain about those Items, because I will not remove those.
Secondly, GT can add and modify OreDict entries to make ores more compatible with itself and other mods.
It's not modifying Forge in any way, unlike what you implied, and does not disturb the way other mods works by this modification itself.

EDIT : Nvm, after seeing what you said about Reika's mods, you're obviously a troll.
I'll let this thing here to further educate people about the misconception people like you spread on a regular basis, but I won't spend my time replying to you anymore.

--------------

To contribute further to the thread, here's the solutions I came up with :
- Install mods that makes your survival harder (EnviroMine, Hunger Overhaul, Zombie Awareness, Special Mobs), with a reasonably slow tech progression that forces people to think before doing (ex: GregTech or RotaryCraft/ReactorCraft) and/or a challenging PvE endgame (ex: HardcoreEnderExpansion, TwillightForest).
OR
- Play Hardcore mode only, using Shell. You'd need to survive all the dangers of the vanilla game before securing your world, on hard settings (beacon requirement in the recipe for the core component of the mod).
OR
- Both (what I'm doing).

For less extreme solutions, before playing the way I was playing now, I used to change the mods I had in my modpack every few months.
This is a bit harder to do since 1.7.10 though, given how the new block/item registration system works.
 

CarbonBasedGhost

New Member
Jul 29, 2019
910
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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?
This can all be solved with Gregtech...

Please don't hurt me.

But seriously Gregtech makes you constantly have to strive to get power and resources and you will never say I have to much stuff. The machines in Gregtech are resource and power intensive so this problem should not come up. And in GT there is 1 form of quarrying (from IC2) which is extremley expensive and currently pretty much impossible.
 

ChatFawkes

New Member
Jul 29, 2019
412
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Theres a modpack called flux galaxy that does exactly that. But it basically only requires space travel for certain things like quarries and stuff. I agree that Galacticraft has tons of potential but its not there yet and adds a lot of stress to the system for nothing. So unless you are willing to use minetweaker to change lots of recipes to require space-ores, you arent going to get a lot of value out of it other than a few new dimensions. And Ive said it before, GC has the absolute worst machines in any tech mod ever. Would be so much better if it used mekanism machines instead. Thats what I would do if I ever decided to learn minetweaker, link Mekanism and Galacticraft together (and MFFS). The old UE mods were meant to be played together after all.
Yah I'm not a fan of the GC machines either. So I decided to remove them and use things like the Metallurgic Infuser and Rolling Machine to replace them.

Not neccesarely minetweaker. For example, moving ferrous ore from spawning in the overworld and instead to a different planet. You move enderium to a more lategame item, because thats the only way to get shiney dust/ingots. You can still get ferrous dust trough pulverizing iron so the mayority of TE is still accesable early game. All you need to do for this is utilize COFH world gen. Disable ferrous from the overworld and add it to another dimension. No need to alter anny recipy's at all. Likewise, silver and lead could be moved. Or mekanisms osmium, AE's quartz, BR's yellorite ore, etc.

But then again, whats wrong with using minetweaker, modtweaker, quadrum, AOBD and COFH to create a new and more unified experience? :D Its defenitly alot of work though... (especially if you want to do it right and make new texture for the different planets)
You know I wanted to do this with metal ores, but I figured it would put off casual/easy-mode players, so I opted for regular style worldgen. The only ore that I did this for in my pack was Yellorite (which only spawns in Mars). However, I did change recipes to require Cheese (Lunarium), Desh, and Titanium.

These are great ideas for a more realistic space based pack.
 

CarbonBasedGhost

New Member
Jul 29, 2019
910
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Do you have any evidence to back this up, or are you just either pulling it out of your ass or repeating what someone said on some other site?
Your code is weird. Not inefficient, bad or anything else. Just something I usually do not see. But despite all of it. Your code works tremendously well.
 
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