Focused modpacks

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RJS

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Jul 29, 2019
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Son, you need to play yourself some rotarycraft. That iron will be gone in no time. :p

Also, CRCS IC2 reactors. That'll chew through thousands of Iron/tin/copper.
One of these days maybe. Too busy messing around with Botania and AE2 right now, along with trying out the new stuff in Thaumcraft :p

I did do some rotarycraft back in 1.6.4, I built a solar tower to power a grinder and then ran a bedrock breaker off a single hydrostatic generator :p

Was going to use the bedrock to make enough gearboxes so that I could power an extractor off of a bank of hydrostatics, but I had one of those incidents that makes you quit a world for good before I got far enough down that route :p

Not a huge IC2 fan, may try it at some point but I'd much rather get some quick and cheap TE stuff set up so I can focus on playing with magical toys :D
 

SatanicSanta

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Jul 29, 2019
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Not a huge IC2 fan, may try it at some point but I'd much rather get some quick and cheap TE stuff set up so I can focus on playing with magical toys :D
As someone who has been playing modded MC since back when you had to use ModLoader and make packs yourself, which were basically "IndustrialCraft + BuildCraft = weee", it's very strange to me that people "haven't tried" IC.

One of these days maybe.
I definitely recommend it. RotaryCraft is an amazing and very overlooked mod.
 

namiasdf

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Jul 29, 2019
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And my ore processing is best described as "Why do we call it Ore Processing these days? It was Ore Doubling when we only cared to double it, now seeing as we can get up to 6 times the ingots from 1 ore using only one mod, at a 100% success rate(assuming we're patient enough to get the 6x ore processing done), it really seems we all care too much about getting the most usable metal from the least amount of actual ore blocks. May as well just smelt each ore block into a metal block at this rate...", or "I use a normal ore doubling system until I can afford something more inane".
Mainly because resources aren't really an issue in FTB anymore. It's more of how you use them and what you use them for.
 

abobabo

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Jul 29, 2019
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Could use an early-game storage mod, ex. IronChests, JABBA, etc.,. A base full of double-chests gets old.
JABBA does sound like a viable option. Not that I find the double chests that problematic when you can stack them side by side, but mass storage of cobble etc is practical.

[qoute]
If you're learning RoC/ReC, I recommend WAILA. You'll want to know what you're looking at.
[/quote]
I though WAILA or at least something nearly identical is part of NEI nowadays? I have a "tooltip" at the top-centre of the screen, at least in my current pack, and I don't have WAILA.

Could also use a client mapping program. There's plenty out there, some more/less "cheaty" than others. Hostile mob radar and seeing through solid rock underground is a tad "cheaty", IMHO.
I don't deal in maps ;P I find all automatic map mods feel kinda cheaty, between book&quill, vanilla maps and landmark the option of mapping is there already, just that it takes a bit of work rather than being "free" like voxel map or similar.
Antique Atlas doesn't look bad, but it doesn't feel necessary either.

Thanks a lot for the tips. JABBA is going in.

I just thought of a tightly curated, open world modpack--Life in the Woods. No tech, iirc. It's basically a creative exploration/building mod focused on BoP, various ocean mods, the Atlas mod, Pam's, Chisel (I think), and Carpenter's Blocks.
That really sounds like a great mod. I think I'd want some mob mod added in it too, to get some more wildlife, but other than that it really sounds good.

I just thought of a tightly curated, open world modpack--Life in the Woods. No tech, iirc. It's basically a creative exploration/building mod focused on BoP, various ocean mods, the Atlas mod, Pam's, Chisel (I think), and Carpenter's Blocks.
That really sounds like a great mod. I think I'd want some mob mod added in it too, to get some more wildlife, but other than that it really sounds good.

1.2.5? Try 1.2 beta ;)
When were the first versions of buildcraft and industrialcraft released? IIRC, buildcraft was around in late alpha at least.
I haven't tested IC or BC in the last six months or so, but from what I remember of their progression through the minecraft versions, IC was awesome for its time when it was new but was quickly replaced by more interesting mods, while Buildcraft always had features that were hard to match from other packs.
 

SatanicSanta

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Jul 29, 2019
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I though WAILA or at least something nearly identical is part of NEI nowadays? I have a "tooltip" at the top-centre of the screen, at least in my current pack, and I don't have WAILA.
WAILA isn't necessary, at least in my experience, to learn RotaryCraft.
I don't deal in maps ;P I find all automatic map mods feel kinda cheaty, between book&quill, vanilla maps and landmark the option of mapping is there already, just that it takes a bit of work rather than being "free" like voxel map or similar.
Antique Atlas doesn't look bad, but it doesn't feel necessary either.
Antique Atlas is alright. My problems with it is the way it handles mod stuff and structures (including player-built), the fact that I can't use it while I walk, the textures just look weird and confusing, and it doesn't update very fast at all.

When were the first versions of buildcraft and industrialcraft released? IIRC, buildcraft was around in late alpha at least.
I started playing modded MC when Buildcraft was released, which was in Summer of 2011. Not sure which version of MC that was though.
 
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YX33A

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Jul 29, 2019
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Mainly because resources aren't really an issue in FTB anymore. It's more of how you use them and what you use them for.
Sure, in what pack, Ultimate? With it's beefed up ore generation?
Or in a modpack where you have only 1 of any type of ore, chosen by someone who wants every resource to count?

I run Custom Ore Generation, cut down ores down to mainly TE3 ores, and lower the chances of each vein/motherload. I also disable ore gen for ores that overlap but can't be configured via COG in my game. And then I pare down any ores that don't overlap with my COG stuff so that those feel even more rare then before, which is the goal for me; maybe I can't get all ores to feel like they do in COG and it's distribution system. But those I can, I do. And those I can't? I want to cut as many of those away as possible.
 

abobabo

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Jul 29, 2019
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So, part of the reason why I asked specifically for pre-made packs is because of compability and things "just working" with finished modpacks. When I do them myself, it seems there's always at least two hundred problems.

So I'm asking for help with this one, since I have no idea how to fix it really.
I've made the rotarycraft-centered pack I listed above, and added JABBA at MigukNamja's suggestion.
And I already have issues. ElectriCraft adds a number of standard ores such as copper, tin, aluminium and silver.
But for some reason I can't put those ores in the quartz grindstone.
I checked the config for AE, and it has a list of grindstone-viable ores, written in ore names, including copper and tin.
Since the names in ElectriCraft aren't enough apparently, I tried adding the item Id's at the end of the list too, so my config now looks like:
blablabla
Invar
Aluminium
Electrum
510
556

510 and 556 are various ores.
But I still can't put them into the grindstone.
Any ideas?

I also have an issue with NEI crashing when trying to view recipes based on flouroxide.

Thanks a lot for any help :)

I started playing modded MC when Buildcraft was released, which was in Summer of 2011. Not sure which version of MC that was though.
Was that the original release of buildcraft? Summer of '11 were around Beta 1.7, and at that point we had modpacks incorporating buildcraft I think.

Well, whatever, it's pretty far off-topic at this point xD
 

abobabo

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Jul 29, 2019
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The person I'm perhaps going to play with enjoys programming in minecraft, so I was wondering, would OpenComputers upset game balance a lot? I've never used it at all, and I know with ComputerCraft there was basically either you used mining turtles and they where quite OP, or you didn't and CC didn't really affect balance at all.

Does OpenComputers have something similar to CC mining turtles and are they as OP (for their price - ie costs 3 diamonds and compare favorably to quarries)? Or can it safely be introduced without upsetting balance for RotaryCraft?
 

Havanacus

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Jul 29, 2019
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The person I'm perhaps going to play with enjoys programming in minecraft, so I was wondering, would OpenComputers upset game balance a lot? I've never used it at all, and I know with ComputerCraft there was basically either you used mining turtles and they where quite OP, or you didn't and CC didn't really affect balance at all.

Does OpenComputers have something similar to CC mining turtles and are they as OP (for their price - ie costs 3 diamonds and compare favorably to quarries)? Or can it safely be introduced without upsetting balance for RotaryCraft?
I'm going by memory here, so I'm going to be vague and possibly wrong, but OpenComputers Turtles are more expensive and they gain XP and level up. In the end though, no matter how expensive it is, automatic mining is something you set up once and pays out forever. If you add it, your friend won't be doing much mining by hand. If you have chunkloading, he'll be showering in iron after a week.
 

abobabo

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Jul 29, 2019
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Thanks for the input.
We will have chunkloading, but we'll probably agree to limit it, if nothing else for the server computer's sake (it's not a beast). There is automining in rotarycraft too, though, and from what I've gathered, it can be extremely powerful. So the issue is more, is opencomputers mining going to be better - in terms of ease of access, or efficiency, or power, than rotarycraft's?
I do think my friend is mostly interested in the programming, so I can check with them if we simply can't have an agreement not to use robot quarries.
 

SatanicSanta

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Jul 29, 2019
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@abobabo I don't know the answer, but I have to ask, why are you playing 1.6.4? All the mods you listed are updated to 1.7.10.
So the issue is more, is opencomputers mining going to be better - in terms of ease of access, or efficiency, or power, than rotarycraft's?
I really doubt it. According to this post by Reika it can mine up to 700 blocks/second.
 

abobabo

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Jul 29, 2019
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@abobabo I don't know the answer, but I have to ask, why are you playing 1.6.4? All the mods you listed are updated to 1.7.10.

I really doubt it. According to this post by Reika it can mine up to 700 blocks/second.
I'm not playing 1.6.4, I am playing 1.7.10. What made you think I play 1.6.4?

And yeah, when it comes to end-game power, RoC's method is clearly best, but that's an end-game thing; the issue with CC turtles where never that they where super-fast, the redpower chunkeater was much faster, as was the IC2/RP miner-frameship, and the MMFS frameship. The issue is that a chunkeater or miner/frameship were mid-to-late-game constructions that required a lot of effort to set up - kind of similar to the RoC way. Still the turtles were above and beyond any other mod for speeding up your development, simply because they didn't require almost anything; 3 diamonds, a bit of cobble and redstone, done.
Which meant instead of working towards a massive frameship the first ten days, you plonked down three autominers after like 3-4 hours of play, and build your frameship on day two or three.

That's what I worry about.

(And while the same can be said for the tunnel bore, it isn't really an auto-miner, since it requires a _lot_ of babysitting; it's more like a semi-automatic miner, and has a quite notable upfront cost too).
 

SatanicSanta

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Jul 29, 2019
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I'm not playing 1.6.4, I am playing 1.7.10. What made you think I play 1.6.4?
I tried adding the item Id's at the end of the list too, so my config now looks like:
blablabla
Invar
Aluminium
Electrum
510
556

510 and 556 are various ores.
But I still can't put them into the grindstone.
IDs are world-based, not pack-based anymore, so I can't see how IDs would work...
And yeah, when it comes to end-game power, RoC's method is clearly best, but that's an end-game thing; the issue with CC turtles where never that they where super-fast, the redpower chunkeater was much faster, as was the IC2/RP miner-frameship, and the MMFS frameship. The issue is that a chunkeater or miner/frameship were mid-to-late-game constructions that required a lot of effort to set up - kind of similar to the RoC way. Still the turtles were above and beyond any other mod for speeding up your development, simply because they didn't require almost anything; 3 diamonds, a bit of cobble and redstone, done.
Which meant instead of working towards a massive frameship the first ten days, you plonked down three autominers after like 3-4 hours of play, and build your frameship on day two or three.
Then don't make turtles? :p
 

abobabo

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Jul 29, 2019
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IDs are world-based, not pack-based anymore, so I can't see how IDs would work...
Ah. I don't know the inner workings of how ID's function; I just copied the ones I see in NEI as a test to see if it worked. It didn't.

Then don't make turtles? :p
Heh, yeah, that's the solution we're aiming for now. But you know, I like to abuse the game and mods as much as possible, that's why I prefer to limit the access I have to stuff instead of just opting out of them.
It's a bit like playing chess and being given an extra queen at the start, but choosing not to do it. It both feels weird both to have the option and not using it ;P
 

dothrom

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Jul 29, 2019
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Ah. I don't know the inner workings of how ID's function; I just copied the ones I see in NEI as a test to see if it worked. It didn't.


Heh, yeah, that's the solution we're aiming for now. But you know, I like to abuse the game and mods as much as possible, that's why I prefer to limit the access I have to stuff instead of just opting out of them.
It's a bit like playing chess and being given an extra queen at the start, but choosing not to do it. It both feels weird both to have the option and not using it ;P
Some people call this the concept of self control. But they're strange people. :p
 

Havanacus

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Jul 29, 2019
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Then don't make turtles? :p
When you play with other people, is does matter how they play. If you're not playing by the same rules, you'd may as well just play singleplayer.
If one player on a server is using Turtles to pump out resources left and right, it undermines the accomplishments of anybody digging up resources by hand.
 

dothrom

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Jul 29, 2019
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When you play with other people, is does matter how they play. If you're not playing by the same rules, you'd may as well just play singleplayer.
If one player on a server is using Turtles to pump out resources left and right, it undermines the accomplishments of anybody digging up resources by hand.
That is entirely situational and subjective. It's only true if a) you're competing. or b) you're sharing the same house/base/resources. When I play on servers, I rarely share a house/base with others. I'll lend resources but for the most part, everyone played the game they want to, just sharing the same world. Helping each other when needed, checking out builds etc.
 
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SatanicSanta

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Jul 29, 2019
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Heh, yeah, that's the solution we're aiming for now. But you know, I like to abuse the game and mods as much as possible, that's why I prefer to limit the access I have to stuff instead of just opting out of them.
It's a bit like playing chess and being given an extra queen at the start, but choosing not to do it. It both feels weird both to have the option and not using it ;P
MineTweaker.
When you play with other people, is does matter how they play. If you're not playing by the same rules, you'd may as well just play singleplayer.
If one player on a server is using Turtles to pump out resources left and right, it undermines the accomplishments of anybody digging up resources by hand.
@dothrom pretty much said everything I was going to say :p
 
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