FTB Infifnity is awesome so far,,,

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deadscion

Active Member
Mar 18, 2016
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I have been playing this Modpack in single player for some time now, using the mods Project Red, Ender IO, Extra Utilities, Minefactory Reloaded and BuildCraft. So far so good, I have not experienced any problems, lag or bugs. I will eventually move on to other mods, but I have to read up on them first. I just wanted to say this modpack "feels good". I still have to work for what I want in normal mode, but that is part of the fun, as long as the author does not become obsessed with details and lose sight of the fun factor( like Gregtech/GT addon yuck), I am good to go. Just wanted to say thanks again for a great modpack. I am not ready to join somebody's server yet but maybe later on.
 

deadscion

Active Member
Mar 18, 2016
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I turned off Nether ores mod, config option, zombie pigs angry when mining and exploding ores. I find it bad enough, in the over all view of the nether, to find a lot more monsters making the Nether quite a lot more dangerous as it is. Some author, in my opinion, had the immature idea, a version of creepers in the Nether was cool. Thank goodness for the /gamerule mobGriefing false, command option. Otherwise my world would be a mess all the time and my equipment destroyed just because some immature mod author thought it was cool. Nuff said, I still think this is a great mod pack.
 

Photoloss

New Member
Jul 29, 2019
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Most things are okay once you get used to them, or once you progress far enough to outpace them with OP gear. Firebats are very annoying, early on your best bet probably is a Thaumcraft lightning focus or similar hitscan+"lazy aim" ranged weapon, later on you can facetank them until they suicide. Knockback weapons can help against the Nitro Creepers, and as always a means of sustained flight trivialises the nether.
Also note some vanilla mechanics like fire resistance potions, blast protection and knockback enchants are easier to get through certain modded means.
Since regular Infinity doesn't adjust recipes you can progress many mods in parallel, so the more you know about the mods the easier you can beeline for specific remedies.
 

deadscion

Active Member
Mar 18, 2016
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Oh, well, the right armor and a good sword is all I really need for the monsters, except those dang creepers like to play hide and go boom often enough to be irritating. Ways to counter such things? sure are plenty, but it does not make explosions cool or funny, especially when it destroys a lot of work.
 

Cptqrk

Popular Member
Aug 24, 2013
1,420
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You shouldn't be setting up complex things in the nether in the first place. Nitro Creepers are a pain, but manageable.

Have you looked at maybe setting up some magnum torches? Keeps mobs away


Sent from my igloo using Canadian Goose Mesenger
 

Photoloss

New Member
Jul 29, 2019
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mobGriefing is there for a reason. The creepers make for a nice challenge with their ability to knock you into lava or blow out the ground under your feet, which in Infinity is a nice counterbalance to the additional nether resources. Sadly they are part of Natura and cannot be disabled through configs.
On your previous complaint, with default configs you can avoid the negative effects of Nether Ores by mining them with Silk Touch, so there is some intended progression.
Most mods are rather focused in their type of content and config options have gotten quite good, so you can usually change mechanics you don't like or disable the entire mod. That's the glory of kitchen sink packs, you can take a good look at everything then throw out what you don't like. Natura actually is one of the main counterexamples as its config options are limited to worldgen and its features are quite varied, so you'll likely end up missing something if you disable it entirely.

By the way, if you'd like a nether-looking place to build in without all the mods interfering, look into Mystcraft or RFTools' dimension building.
 

deadscion

Active Member
Mar 18, 2016
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Agreed, but I will always hate creepers in all forms and any reason behind their creation. Hide and go Boom sucks, is stupid.
 

Inaeo

New Member
Jul 29, 2019
2,158
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FYI, Botania has a flower that scares creepers away. Alternatively, you could opt the Vanilla approach and tame some Ocelots.
 

deadscion

Active Member
Mar 18, 2016
92
10
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I did not know about the Botania flower, but I did know about the Ocelots. These items are great at your base, but do not help when you walk through the forest and a creeper sneaks up behind you. There are a few situations one can not prepare for ahead of time, with exception to sturdy armor.
At any rate, this discussion is at least informative for other readers. Thanks guys.
 

Photoloss

New Member
Jul 29, 2019
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I did not know about the Botania flower, but I did know about the Ocelots. These items are great at your base, but do not help when you walk through the forest and a creeper sneaks up behind you. There are a few situations one can not prepare for ahead of time, with exception to sturdy armor.
At any rate, this discussion is at least informative for other readers. Thanks guys.
There actually is a portable creeper deterrent called the Feline Amulet, sadly it's part of TTkami which happens to be the most ridiculously lategame Thaumcraft addon I know (only plus side: you don't have to do the Outer Lands quest). It also costs you a bauble slot, but by the description it should be able to render creepers harmless even while you actively walk up to them and hack them to pieces.
 

Inaeo

New Member
Jul 29, 2019
2,158
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I've not played with all the bits from Witchery, but I know the Necromancer Robes allow you to be at peace with Zombie and Skeletons. There may be something like that for Creepers as well, if the Necromancer Robes doesn't already do it.
 

deadscion

Active Member
Mar 18, 2016
92
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I think I came across something like that robe I want to try.
Photoloss: The last time I played with the Kami struff, I believe it had to be activated, I will check. As for the virtue of the addon, I think an open unbalanced set of mods gives a player many choices of what to use, as you guys have mentioned here already. I am not partial to enchantments, witchery, and Thaumcraft, etc., but each has items which are useful, regardless of your personal goals. So Yay for open modpacks!, especially when you have a large variety of mods!
I wonder if it is ok to upload a few screenshots? sometimes I like to show stuff.
 

Inaeo

New Member
Jul 29, 2019
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I would think a few screenshots would be allowed. Heck, if you were go make a full thread of them in the Community Showcase, I'd probably give it a view. I'm always curious how other people lay out bases, attack challenges, and prioritize play. Even simple things like seeing somebody's storage can inspire me to refine my own systems, and that constant learning is one of the reasons I keep coming back to the forums.
 

deadscion

Active Member
Mar 18, 2016
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Cool, give me a few days to put something together. Right now, I am busy with the usual Monday-Tuesday sometimes Wednesday grandson babysitting.
 

deadscion

Active Member
Mar 18, 2016
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I have started a thread called Tim's Island. I will add 2 or so pics with each new finished project.
 

deadscion

Active Member
Mar 18, 2016
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33
I added Forestry mod copper ore generation after a full sized BC quarry only managed less than a stack of copper. It turns out only Thermal copper was turned on. Some of these mods eat a bunch of copper.
 

Azzanine

New Member
Jul 29, 2019
2,706
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Nether's supposed to be hell... I have played it with a mod called Lycanites. If you think firebats are bad Infernal souls make them look weak. Then you get ganged by a bunch of imps slinging fireballs at you.

Infintiy's nether seems pretty weak after that.

Sent from my GT-I9100 using Tapatalk
 

Inaeo

New Member
Jul 29, 2019
2,158
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I added Forestry mod copper ore generation after a full sized BC quarry only managed less than a stack of copper. It turns out only Thermal copper was turned on. Some of these mods eat a bunch of copper.

Rather than enable another mods ore gen, configure the Thermal Expansion json in your COFHcore config folder. If you increase your 'clusterSize', 'maxClusters', or both your amount of copper ore in the ground will increase without having to deal with two different kinds of ore.

The 'clusterSize' refers to the number of blocks in a cluster, and 'maxClusters' refers to the maximum number of clusters it will try to spawn in a vein (roughly speaking). Increasing these numbers will allow for larger veins without altering the Y-heights in which they spawn or the distance between them.

Note that you will either have to visit new chunks or enable the retrogen option in the config to see the changes. This can, and will, turn existing stone into ore, so if you decide to retrogen, make sure you revisit caves you have previously explored to check for low hanging fruit.

For more information about COFHcore and it's amazing power, check this out:
http://forum.feed-the-beast.com/threads/cofh-core-ores-and-more.87151/
 

deadscion

Active Member
Mar 18, 2016
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Inaeo: You are right of course. I should have thought of that. I have seen those configs before and yes, one type of copper is better to deal with.