FTB noob, where to start

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Rawrzxor

New Member
Jul 29, 2019
12
0
0
So, I've been playing FTB as I would normally play minecraft--dully and by looking up random stuff, copying it and never coming up with anything unique.

I find myself overwhelmed with all the new stuff (I never even got a handle on how to use redstone, really, sadly). Anyone have a suggestion on where I should start? Or some kind of nice base-tutorial that introduces you to the key things that you'll need for various mods?
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
333
Sadly no I dont think so. There is a little bit of a hurdle to get over there in the beginning. Get used to looking up mods on wikis etc. They are your number one best source of information.
Start out with something like Thermal Expansion and tinker around with it a bit.

Another good idea would be to go and watch some of DW20s Lets plays:
https://www.youtube.com/playlist?list=PLaiPn4ewcbkFVpHSec5nvnY-HdU5Yptc_
He is not necessarily doing it the best or smartest way, but he gets around a lot of mods and is pretty good at explaining stuff.
 

Adonis0

New Member
Jul 29, 2019
1,800
0
0
My recommendation builds on Rhn, figure out thermal expansion first, that's a pretty solid base for the FTB modpacks, and then from there start branching out into other mods just pick one that seems interesting or for things you find laying about

Don't try to build a project without understanding the components
 
  • Like
Reactions: Rawrzxor and YX33A

Adonis0

New Member
Jul 29, 2019
1,800
0
0
The TE one is a little out of date, there's Dynamos contained within the mod instead of the buildcraft engine that is recommended within the guide
Steam dynamo is a direct replacement for the one in the guide
EDIT: Looked at the wrong version, make sure to look at the thermal expansion guide 1.6 and up
 
Last edited:

Feniks

New Member
Jul 29, 2019
356
0
0
Direwolf20 still the best step by step tutorials tgere are imo. Watch his single play dedicated to total noobs. It's something like 80 ep by now abd he covers akmost every mod in his pack. After few episodes you may try to improve on things yourself. That's how I started and work really well for me.
 

namiasdf

New Member
Jul 29, 2019
2,183
0
0
Keep copying stuff. That's how you get started. There is so much shit that you need a direction to go for, cover the content, and then add it to your knowledge base.

Eventually, you will get there. Trust me, it takes a lot of time and learning. I spent hours planning ahead.
 
  • Like
Reactions: Feniks and YX33A

iNd3x

New Member
Jul 29, 2019
104
0
0
Back when i started with modded minecraft i would simply watch someone build something, then copy it, but change a little bit.
The small changes make you think for yourself, and eventually you'll get there!
 

RealSketch

New Member
Jul 29, 2019
2,016
0
0
Start with learning the energy systems.
For now, don't use Thermal Expansion (my opinion), as it shows no signs of updating for a few months. :(
If anything, learn BuildCraft or IndustrialCraft, that should let you get the hang of mods.

Then step on to some more user-friendly mods, involving more 'magical' features:

Blood Magic - If you want magic using blood: http://wiki.feed-the-beast.com/Blood_Magic
Guide: http://wiki.feed-the-beast.com/Getting_Started_(Blood_Magic)
Maintained by Padfoote.

Witchery - If you want sorcery and witchcraft: http://wiki.feed-the-beast.com/Witchery
Guide: http://wiki.feed-the-beast.com/Getting_Started_(Witchery)
Maintained by SatanicSanta

Advanced Genetics - If you want abilities such as teleporting: http://wiki.feed-the-beast.com/Advanced_Genetics
Guide: http://wiki.feed-the-beast.com/Getting_Started_(Advanced_Genetics)
Maintained by me.
 
Last edited:

YX33A

New Member
Jul 29, 2019
3,764
1
0
Nthing starting with TE3. It's a easy mod that's got pretty much every feature you actually need in a "big name tech mod" these days, smelting, ore processing(also known as "Ore Doubling", or it was occasionally called this before people started adding Ore Tripling), and a energy system that is somewhat simple generation and somewhat simple storage/transport. It also has item transport and fluid transport.

It's a model of what you should expect from a Tech mod. It, AFAIK, wasn't really at time when TE3 was released(and for 1.6.4 still isn't) meant to be used stand-alone. It's more of a... Example mod for it's power system, Redstone Flux. But it gets the job done and is pretty easy to showcase. A good next step is IC2, if you are okay with some pain. IC2 Experimental is sorta the last legs of IC2. It's a old mod(previously known as Industrial Craft), and it later was updated and became Industrial Craft 2(insert super-script BBCode here). How old? Well... Industrial Craft was released in Alpha. IC2 shortly after the start of Beta. ...How long have we had a "full release" version of Minecraft now? It shows signs of age for sure, but some of it's features are actually still very solid. IC2 crops for example. That's about it, though...

Anyway, once you've gotten use to the pain of IC2 EX, a good next step is to start with RotaryCraft at some point. Fair warning, it's not always easy on computers. RotaryCraft has a in game handbook that details a LOT of things. Kinda covers everything except the calculator you may need and advice on what to make for what. But RotaryCraft is a great mod. Just hope you have enough Iron to use it. A good "how to get a feel for the mod" is at this point getting a Magnetostatic Engine from the base tier to the fully upgraded version. It'll take you through the main sources of power for RoC and give you a decent understanding of how it all works.

For magic mods, well, they usually detail themselves fairly well, actually, but they have very well formed tier systems. Thaumcraft is the base line by which many magic mods judge themselves. A few magic mods exist, and compared to Tech mods, they are far and few between. But the big names these days are Blood Magic(ask @Padfoote for info if interested, he has a damn good guide on most things in it), Witchery(ask @SatanicSanta if interested, though seeing how much he works on the wiki, he may just link you to the wiki and call it a day), and for AM2(not in Monster), I know a lot about the power system and the machines, but seek advice on spells elsewhere.
 
  • Like
Reactions: RealSketch

RealSketch

New Member
Jul 29, 2019
2,016
0
0
the big names these days are Blood Magic(ask @Padfoote for info if interested, he has a damn good guide on most things in it), Witchery(ask @SatanicSanta if interested, though seeing how much he works on the wiki, he may just link you to the wiki and call it a day)
The mod I maintain isn't mentioned...:(
Limelight robbers... :p
 

YX33A

New Member
Jul 29, 2019
3,764
1
0
The mod I maintain isn't mentioned...:(
Limelight robbers... :p
Quasi-Magical but relying on Genetics doesn't count as magic in my books, and very few magical systems would agree with the idea that having to process your foes genetic code with such advanced technologies to glean a simple effect that they can do would count as actual magic. Magic is fantastical and more often then not over the top. You didn't pick a magic mod to detail. You picked a Tech mod with zero use beyond giving you a few tricks and way too many extra keybinds when those are sorely lacking for Minecraft as it is. QED I don't mention it solely because the mod you show off is unworthy of my attention.
 

RealSketch

New Member
Jul 29, 2019
2,016
0
0
Quasi-Magical but relying on Genetics doesn't count as magic in my books, and very few magical systems would agree with the idea that having to process your foes genetic code with such advanced technologies to glean a simple effect that they can do would count as actual magic. Magic is fantastical and more often then not over the top. You didn't pick a magic mod to detail. You picked a Tech mod with zero use beyond giving you a few tricks and way too many extra keybinds when those are sorely lacking for Minecraft as it is. QED I don't mention it solely because the mod you show off is unworthy of my attention.
It is a very useful mod and would benefit the player extremely well, I think it is semi-magical, but as you said, more focused on tech.
He wasn't actually looking for a magic mod, he just wants to know how to start out well.

Don't you think teleporting and shooting fireballs is kind of magic though?
 

RealSketch

New Member
Jul 29, 2019
2,016
0
0
Watch direwolf's videos on thaumcraft and thermal expansion, focus on those two. Learn the others later. That would be my advice.
That depends, I wouldn't recommend TE nor a lot of other tech mods if he's going to use 1.7.2, which everyone will use soon.
It seems that the magic mods have beat tech mods to the update.

Yep, direwolf20 is extremely good at explaining mods and I would recommend him along with BevoLJ, who is very good at showing the mods clearly.
Honestly, they would be perfect if they joined together and created tutorials for mods.
 
  • Like
Reactions: Rawrzxor

Tylor

Well-Known Member
Nov 24, 2012
500
120
68
I recommend FTBLite2 modpack. It has not much stuff, so it's easier to not get overwhelmed.
You start playing modded minecraft more or less as vanilla, but you have more ways to automate things. Also, there are machines to get more than one ingots from single ore, making them should be one of your earliest objectives.
 

ScottulusMaximus

New Member
Jul 29, 2019
1,533
-1
1
How I started was watching Direwolf and copying everything he does exactly and then going from there... Modded MC is so huge that it's really the only way to start, you'll get better over time and enjoy the journey!!! Nearly 3 years and I'm still going;)
 
  • Like
Reactions: Rawrzxor