Favorite mod-update coming with Monster 1.1.2?

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Lisugau

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Jul 29, 2019
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I have neither the time nor willpower to go and check every individual mod's patch notes to see what is new, so id rather ask you guys: any new or cool features for 1.1.2?

I know that RoC is getting huge updates (Along with Reika's other mods) with the new magnetostatics, turbine generator, bedrock breaker, etc. So thats my contribution.

Short version: Anything new and interesting with new mod update for Monster 1.1.2 that wasn't in 1.1.1?
 
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Pyure

Not Totally Useless
Aug 14, 2013
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I can't really speak to Monster as I don't play gigantic all-mod-packs. But out of curiosity, Lisugau, are you comfortable updating the mods in Monster yourself?

I don't wait for Horizons updates anymore: I keep a close eye on the mods I'm particularly interested in (Reika's mods for instance) and keep those updated myself. My reasoning is that some mod developers roll out content about 14,000x faster than the modpack admins can possibly keep up with (Reika's a perfect example).
 

b0bst3r

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Jul 29, 2019
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I'd even go far as to say Open to public servers don't update the mod packs from default, about 50% of whitelisted ones do update mods in the modpack and I can't speak for all private ones (as I can't play on em all they are private) but the private ones I have been on also update mods.
 

Lisugau

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Jul 29, 2019
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I play on a server so that isn't really a choice. Say, Pyure, I've seen you in a lot of RoC threads, you know of any other big changes since 19b? I skimmed the patch notes but there's just so much.
 

Pyure

Not Totally Useless
Aug 14, 2013
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Here's the highlights as far as I'm concerned. Note that I've never played with fusion so I'm skipping any fusion-related updates:
* A new turbine (High Pressure Turbine Generator) to replace the spammy steam-block turbine (Awesome addition)
* 75% less waste from fissiony reactors.
* Fixes to plutonium fuel consumption
* Fixes to steam consumption in steamlines (Big awesome fix, lets you run a closed-cycle ammonia reactor properly)
* Fixes to several exploits, particularly:
---> boilers in the nether (you clever cheaters)
---> using lava under heat exchangers (you clever super-cheaters)
---> running multiple turbines from a single steam output (wtf...who comes up with this?)
* A new RF converter without the 11K RF/T cap (Turbine Generator I think, I forget)
* Neutron Reflectors! Surround your favourite fission reactor with these, and you get tons more reactions than before.
* Lots of fixes to performance
* Lots of fixes to interaction and rendering.
 
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Lisugau

New Member
Jul 29, 2019
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Sounds great! Saw most of it in the patch notes but the performance boosts are good news, my fps were killer low when near my reactor, even when condensing the steam.

How bout other mods? Anyone excited for any new feature in 1.1.2?
 

JerWA

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Jul 29, 2019
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Is it intentional that magnetostatic engines are now 8nm of torque and 256 rads max or did my configs break? It's gone from my RF workhorse to totally useless. :(
 

JerWA

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Jul 29, 2019
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Suspected as much, since there's a tier value reported now. Didn't see anything in the in-game manual though, guess it's time to go find the full docs. Thanks. :)
PS: Going to have to look at the recipe, I sincerely hope it has gotten cheaper now if we're going with a tiered approach. They weren't exactly cheap to begin with.
 

Pyure

Not Totally Useless
Aug 14, 2013
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Suspected as much, since there's a tier value reported now. Didn't see anything in the in-game manual though, guess it's time to go find the full docs. Thanks. :)
PS: Going to have to look at the recipe, I sincerely hope it has gotten cheaper now if we're going with a tiered approach. They weren't exactly cheap to begin with.
I think the early-tier ones are reasonably cheap.

The individual tiers however grow substantially more complicated; more importantly (and excellently) they force you to include more functionality from RoC itself.

For instance, one of the tiers requires you to magnetize a shaft unit, which will require you to build the machine that does that.

This was really a great change, since before folks were snatching tiny parts of RoC and overpowering it with RF.

As an incentive, iirc, the highest-tier version is probably buffer than the version you're accustomed to.
 
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JerWA

New Member
Jul 29, 2019
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I agree that a tiered approach opens up more possibilities. And I rather like RoC, though I only really use it for power generation and targeted mining so far. I want to start delving into reactorcraft soon but just getting to the point of being able to generate nuclear fuel is daunting.

On a semi-related note all my steam engines at bedrock +1 (level 6) exploded from overheating almost immediately when going from 1.1.1 to 1.1.2 but all the engines higher up in the same chunk are fine. Had to add a second cooling fin to the bedrock layer engines and now they're fine. Wonder what calculation changed there.

Also appears the sprinkler pressure calc changed as all of my previously feeble sprinklers are now throwing max range. It's like a hurricane now on my farm haha.
 

rhn

Too Much Free Time
Nov 11, 2013
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Almost falling asleep so not really in the mood to look up all the version changes, but I did just notice that ComputerCraft is updated past 1.6(1.58 - 1.63) which means that any code containing term.restore() needs to be replaced with term.native()

I have absolutely no clue what those bits do, but just yesterday had to debug a piece of code I found that wouldn't work and turned out that was the problem(in reverse). :p