Feedback on Colony Modpack and Other Questions

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Various: Choose One per "Option Pair"


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    15

Type1Ninja

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Jul 29, 2019
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I'm going to actively ask now: Should I add OpenModularTurrets (go check out the mod page before answering)?
I've got the rest of the update done, minus one small inconvenience having to do with Minechem chemical liquids being registered as RFTools liquid dimlets (we don't really need lakes of meth, do we? :p).
I'd also like a list of features in XU or even just a copy of the config file from the latest version. XU, OpenModularTurrets, and the liquid dimlets thingy are the last three things on my todo list; the rest of them are done. I'd like some feedback on XU and OMT before I add either of the, though. :)
 

goth_child67

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Jul 29, 2019
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I'm going to actively ask now: Should I add OpenModularTurrets (go check out the mod page before answering)?
I've got the rest of the update done, minus one small inconvenience having to do with Minechem chemical liquids being registered as RFTools liquid dimlets (we don't really need lakes of meth, do we? :p).
I'd also like a list of features in XU or even just a copy of the config file from the latest version. XU, OpenModularTurrets, and the liquid dimlets thingy are the last three things on my todo list; the rest of them are done. I'd like some feedback on XU and OMT before I add either of the, though. :)
Personally i don't really like open modular turrets. I have tried it in a couple other modpacks and it just didn't interest me. Extra Utilities i love because i don't run a massive computer and the low lag quarry and pump are a very nice feature. One idea i did recently have was instead of making the ender quarry a second recipe entirely maybe minetweak it to be a BC quarry in a crafting grid just for the people that don't have the best computers for the lag, but you would also have to do the same for the BC landmarks and XU ender markers.

http://pastebin.com/FCFQyKZu is a copy of the default configs for extra utilities i added into the pack purely to generate them as a complete default.

And of course we need lakes of meth who wouldn't love that :p
 

Type1Ninja

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Jul 29, 2019
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Personally i don't really like open modular turrets. I have tried it in a couple other modpacks and it just didnt interest me. Extra Utilities i love because i don't run a massive computer and the low lag quarry and pump are a very nice feature.

http://pastebin.com/FCFQyKZu is a copy of the default configs for extra utilities i added into the pack purely to generate them as a complete default.

And of course we need lakes of meth who wouldn't love that :p
Well, you'll be able to get lakes of meth, it'll just have to be on purpose. You'll never get it accidentally, if I can get this working (that's good, because you generally won't get something exciting like meth. It'll be boring cellulose, or palladium, or whatever... :confused:)
I'll take that opinion on OMT into account. If I decide not to include it this update, I can always include it later if I want to.
Thanks for the configs! :D
 

Type1Ninja

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Jul 29, 2019
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Alright, I glanced over the list of configs, and a spoiler'd brief description of the function of each thing. ;)
You guys can delegate that among yourselves if you want. :p

EDIT: I'll load up OMT myself and see how it works.
 
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goth_child67

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Jul 29, 2019
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Alright, I glanced over the list of configs, and a spoiler'd brief description of the function of each thing. ;)
You guys can delegate that among yourselves if you want. :p
I will load up a creative world and pull all the blocks from XU and write a "brief" description. I will post it on pastebin once I finish with it give me a couple hours.

EDIT: Doh forgot about the minechem crash on new world creation. Updated and should be resolved lets try this again.

EDIT2: Broke it again must figure out minechem crash.
 
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Type1Ninja

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Well, I tried OpenModularTurrets. It's pretty good; I'd need to change the recipes on the ammo to make a production line for it more fun. I won't include it in the next update, but we'll discuss it more as time goes on. I may try Trident in the meantime to see what it's like actually in action.
I've gotta go, so I won't see your feature list tonight. Thanks for doing it, though; it'll really help! :D
 

goth_child67

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Jul 29, 2019
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Well, I tried OpenModularTurrets. It's pretty good; I'd need to change the recipes on the ammo to make a production line for it more fun. I won't include it in the next update, but we'll discuss it more as time goes on. I may try Trident in the meantime to see what it's like actually in action.
I've gotta go, so I won't see your feature list tonight. Thanks for doing it, though; it'll really help! :D
OMT is definitely a fun mod but i don't prefer it mainly because i play single player so i can break all the things without having to worry about others on a server.

EDIT: http://pastebin.com/BYAm1vLD the info for most of the extra utilities blocks. i know a couple im not entirely sure what they do and i will have to test them later. any other blocks i may have missed i can add in later. i pulled that list from the configs so i know at least a few may be missing.
 
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Type1Ninja

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OMT is definitely a fun mod but i don't prefer it mainly because i play single player so i can break all the things without having to worry about others on a server.

EDIT: http://pastebin.com/BYAm1vLD the info for most of the extra utilities blocks. i know a couple im not entirely sure what they do and i will have to test them later. any other blocks i may have missed i can add in later. i pulled that list from the configs so i know at least a few may be missing.
I've decided that I will include both Extra Utilities and Random Things. The only thing I will disable is XU's Angel Ring, and potentially the QED if default recipes are substituted when it is disabled (anyone have info on that?). I'll probably rename the stuff that is "too magicky" to make it more tech-sounding. I may also put the original name into a shift-tooltip so that the renamed stuff will *hopefully* still show up in searches for the original name.

EDIT: Did a little research; the law sword is a super-OP sword that is a reference to something... I think it's an anime? I'm not sure whether it's craftable or not. :p
The Heating Coil is like RF-Powered furnace fuel, if that makes sense. Sort of a chargeable item that you stick in a furnace to get heat out of it. It'd be useful for the Steam Boiler.
 
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goth_child67

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Jul 29, 2019
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I've decided that I will include both Extra Utilities and Random Things. The only thing I will disable is XU's Angel Ring, and potentially the QED if default recipes are substituted when it is disabled (anyone have info on that?). I'll probably rename the stuff that is "too magicky" to make it more tech-sounding. I may also put the original name into a shift-tooltip so that the renamed stuff will *hopefully* still show up in searches for the original name.

EDIT: Did a little research; the law sword is a super-OP sword that is a reference to something... I think it's an anime? I'm not sure whether it's craftable or not. :p
The Heating Coil is like RF-Powered furnace fuel, if that makes sense. Sort of a chargeable item that you stick in a furnace to get heat out of it. It'd be useful for the Steam Boiler.
To remove the QED recipes you can just delete the items in the section "ItemStack names to enforce crafting in the QED" if i remember right. But those config changes do make sense with the basis of the pack in mind. I support.
 

Type1Ninja

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Jul 29, 2019
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Cross-posting the update announcement from the main thread.
I've submitted v1.1.3 to the third party pack team! Yay! It shouldn't be more than three days until it goes public.
As before, the changelog will be a secret until the update hits, but I'll say this:
The crash upon worldgen has been fixed. Thanks to @Migui, @goth_child67, @TheBlueGenie, @Nezraddin, and everyone else who bug tested for helping with that. You guys rock! :D
I removed CopperTools, so any ruby/sapphire/peridot armor you currently have will be deleted. This is unfortunate, but Project Red added their own gem armor, so you can re-craft it as long as you have the resources.
For those of you who are curious, I added XU to the pack. The only things I disabled on it were the Angel Ring and the QED; you can use Jetpacks and regular crafting tables (or modded crafty thingies) instead of those. Good job to everyone who helped research XU and convince me to include it. :)
I also made the BC and GC Refineries interchangeably craftable.

There were many other changes, but you'll have to wait until the update to see those. :D
 

alphadeltablue

New Member
Jul 29, 2019
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True. But you said yourself that many people ignore quests. As I said before, I'll think about it. The division sigil will not be the deciding factor. :p

For the cobble: Stick a void upgrade on your barrel. Problem solved. :D
For the quarry and pump: the BC versions will remain as they are. The XU Quarry will probably be about the same, perhaps a little more expensive, but the pump will definitely be more expensive, as I think it's OP. Lava-Power is boring (don't lie, that's what you were going to use it for). :p
I'll check out simple fluid tanks. ^^
@goth_child67 Or just you can just compress them into an AE singularity/matterball, depending on if you want ammo/quantum link gates. Or BC void pipe.

I'm just saying lava shouldn't be your primary energy source. :p
IT will be in the next update. It's all modular now, so I can get the easy cool stuff like tool leveling and skip the hard stuff like material restrictions. :)

I wanted you to do it when it wasn't easy by messing with configs. :p. Now, it's easy. Yays for Mod Devs making things easy!

I'm going to actively ask now: Should I add OpenModularTurrets (go check out the mod page before answering)?
I've got the rest of the update done, minus one small inconvenience having to do with Minechem chemical liquids being registered as RFTools liquid dimlets (we don't really need lakes of meth, do we? :p).
I'd also like a list of features in XU or even just a copy of the config file from the latest version. XU, OpenModularTurrets, and the liquid dimlets thingy are the last three things on my todo list; the rest of them are done. I'd like some feedback on XU and OMT before I add either of the, though. :)
Well, I tried OpenModularTurrets. It's pretty good; I'd need to change the recipes on the ammo to make a production line for it more fun. I won't include it in the next update, but we'll discuss it more as time goes on. I may try Trident in the meantime to see what it's like actually in action.
I've gotta go, so I won't see your feature list tonight. Thanks for doing it, though; it'll really help! :D

Still don't want OMT. Lag is one reason. Another is more personal. Think of my poor lap warmer that happens to have a ... integrated graphics card. And of my poor, ancient space heater/white noise generator that happens to run java.

Alright, I glanced over the list of configs, and a spoiler'd brief description of the function of each thing. ;)
You guys can delegate that among yourselves if you want. :p

@Type1Ninja Willco. I'd suggest disabling all of the tools created with unstable ingots 'cept the Builder's wand. Builder's wand too good to disable.

Check the drive folder for my (unfinished) suggestions. It's under the folder "Preparations for Colonisation"

The suggestions will be in the form of an annotated config file.
 

Type1Ninja

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Jul 29, 2019
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@goth_child67 Or just you can just compress them into an AE singularity/matterball, depending on if you want ammo/quantum link gates. Or BC void pipe.



I wanted you to do it when it wasn't easy by messing with configs. :p. Now, it's easy. Yays for Mod Devs making things easy!




Still don't want OMT. Lag is one reason. Another is more personal. Think of my poor lap warmer that happens to have a ... integrated graphics card. And of my poor, ancient space heater/white noise generator that happens to run java.



@Type1Ninja Willco. I'd suggest disabling all of the tools created with unstable ingots 'cept the Builder's wand. Builder's wand too good to disable.

Check the drive folder for my (unfinished) suggestions. It's under the folder "Preparations for Colonisation"

The suggestions will be in the form of an annotated config file.
I have actually already added XU to the pack. The only things I ended up disabling are the angel wings and the QED, whose recipes now work in a vanilla crafting table (or modded substitute). Thanks for the suggestions, though. ^^
 

alphadeltablue

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Jul 29, 2019
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Meh. My goal is to provide an annotated config.

Annotated, so that you can sort through it easily. And so that other people can have an easier time editing the configs. And so you don't have an excuse the next time I bug you about adding EU.
 

Type1Ninja

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Jul 29, 2019
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Meh. My goal is to provide an annotated config.

Annotated, so that you can sort through it easily. And so that other people can have an easier time editing the configs. And so you don't have an excuse the next time I bug you about adding EU.
... I did add XU...? And the reason for having a modpack is that you DON'T need to mess with the configs yourself. I did it. :p (that's not to say you can't, it's just supposed to be easier)
 

goth_child67

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Jul 29, 2019
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... I did add XU...? And the reason for having a modpack is that you DON'T need to mess with the configs yourself. I did it. :p (that's not to say you can't, it's just supposed to be easier)
Yeah we don't "have" to but that has never stopped me from changing configs :p. I mean look at what I did to the iguana tweaks configs cause I get bored with 6 tool levels lol.
 
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Type1Ninja

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All right! I'm posting here again because I now have new questions pertaining to a new update which may or may not happen Soon (tm). ;)

Here they are:
(I think most of these links are up to date)

Question 1: Have you tried Colony? Do you like it?

Question 2: Should I add Forestry and it's addons? Give me reasoning and which addons you suggest.
Some addons are Gendustry, Extra Bees, etc...

Question 3: Should I remove Extra Cells?
My reasoning for doing so is that it is one extra mod in the pack and it isn't totally necessary. I'd like to add a couple other mods, and I need to remove some to prevent lag. :(

Question 4: Should I add Matter Overdrive (I'd really like to)? If I do, should I remove Minechem?
Again, the fewer mods the better, and Matter Overdrive is a different means to a similar end: item re-synthesization.

Question 5: Should I add OpenModularTurrets?
This is a mod I'd *kinda* like to add, but I'm really on the fence, and while more people are FOR it than AGAINST it in the poll, the people who are against it are more vocal. My reasoning is that it doesn't really have an effect in single player if you don't use it, but on multiplayer it can both protect you from other players and mobs AND make your base more badass. ;) Who wouldn't want more badass, right? :D

Question 6: Are there any other mods I can remove? Like I said, I'd like to remove a couple unnecessary mods so I can add others without inducing more lag, but it's really hard to do. :( Halp me!
 

OpenWorldAddict

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Jul 29, 2019
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1. Same answer
2. I'm not sure if this modpack needs forestry and it's add-ons, but I leave that decision to other people who have more experience with minecraft mods, modding minecraft (and those mods to be specific).
3. I don't know. Don't know what extra cells do, so I don't think it matters to me.
4. Well, I don't know how matter overdrive works. I like the sound of minechem, and wanted to start using it sometime in the future, but I haven't figured it out yet. So, if you replace it with matter overdrive before I get started, well then it won't really matter. However, if I start learning minechem and then you swap it, unless there isn't much difference, it will be a pain to learn a whole new system when you've just learned a system, if you get what I am saying.
5. I don't play on pvp servers, and I only play on peaceful when i am playing alone, so that mod really doesn't matter to me.
6...... IDK! sorry, I have no clue.
 
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Type1Ninja

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1. Same answer
2. I'm not sure if this modpack needs forestry and it's add-ons, but I leave that decision to other people who have more experience with minecraft mods, modding minecraft (and those mods to be specific).
3. I don't know. Don't know what extra cells do, so I don't think it matters to me.
4. Well, I don't know how matter overdrive works. I like the sound of minechem, and wanted to start using it sometime in the future, but I haven't figured it out yet. So, if you replace it with matter overdrive before I get started, well then it won't really matter. However, if I start learning minechem and then you swap it, unless there isn't much difference, it will be a pain to learn a whole new system when you've just learned a system, if you get what I am saying.
5. I don't play on pvp servers, and I only play on peaceful when i am playing alone, so that mod really doesn't matter to me.
6...... IDK! sorry, I have no clue.
Just so you have a more complete knowledge of mods in general:
Extra Cells pretty much adds Storage Cella for liquids. So, you can store water on your AE, or whatever. I think it also adds bigger storage cells for regular stuff, but I might be mistaken.

Minechem vs. Matter Overdrive:

Minechem allows you to break down items into their real world chemical components, then re-form them into what you want. This requires you to have items similar to what you want, i.e. if you want sugar cane, you'll need something organic because you need cellulose. Or if you want coal, you'll need something with carbon in it.

Matter Overdrive:
Matter Overdrive lets you replicate items that you have "scanned" using large amounts of power and generic "matter," which you can get from everything, in different amounts. So, if you want sugar cane, you'll need to scan one, destroying it, and then put it into a pattern for storage. Then you need to break down other stuff for "matter," put it into the matter replicator, supply it with power and then sugar cane is generated. One interesting consequence is that when the replicator is working, it emits "radiation" in an area of effect, giving you nausea and stuff. This area can be made smaller by surrounding the replicator with titanium; I'll look into the configs for that and change it to my liking. :)
 

goth_child67

New Member
Jul 29, 2019
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All right! I'm posting here again because I now have new questions pertaining to a new update which may or may not happen Soon (tm). ;)

Here they are:
(I think most of these links are up to date)

Question 1: Have you tried Colony? Do you like it?

Question 2: Should I add Forestry and it's addons? Give me reasoning and which addons you suggest.
Some addons are Gendustry, Extra Bees, etc...

Question 3: Should I remove Extra Cells?
My reasoning for doing so is that it is one extra mod in the pack and it isn't totally necessary. I'd like to add a couple other mods, and I need to remove some to prevent lag. :(

Question 4: Should I add Matter Overdrive (I'd really like to)? If I do, should I remove Minechem?
Again, the fewer mods the better, and Matter Overdrive is a different means to a similar end: item re-synthesization.

Question 5: Should I add OpenModularTurrets?
This is a mod I'd *kinda* like to add, but I'm really on the fence, and while more people are FOR it than AGAINST it in the poll, the people who are against it are more vocal. My reasoning is that it doesn't really have an effect in single player if you don't use it, but on multiplayer it can both protect you from other players and mobs AND make your base more badass. ;) Who wouldn't want more badass, right? :D

Question 6: Are there any other mods I can remove? Like I said, I'd like to remove a couple unnecessary mods so I can add others without inducing more lag, but it's really hard to do. :( Halp me!
Well here is my opinions.
1) Tried it. Like it alot.
2) Forestry tends to add a lot of lag especially later into the game when you have loads of alviaries . If not for that reason I would consider adding it.
3) While extra cells is nice it really only helps extreme late game when you have tens of thousands of resources but then you could just build more ME drives instead. Personally I could give or take on the mod.
4) I would really like to see more packs without minechem than with right now. So many packs are using it right now that it is getting kind of boring. From what I read on the curse page because the main page isn't working MO sounds a lot like EE3 but with a power requirement. So I am for the switch. Plus minechem has a world ending crash once you get into radioactive materials.
5) I play mostly single player so OMT wouldn't have much of an effect for me. I could give or take on it.
6) Personally I would say the cosmetic mods could go, like carpenter's blocks and bibliocraft, but that is just my opinion because I really don't build for aesthetics.
 
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