FTB Pack Comparison

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Okay... apparently there is a new pack in the launcher; the first of the Immersion packs! I guess this is the pack hinted at in DW20's most recent server play video. I guess we also will have a TerraFirmaCraft pack coming soon too.
And UE has been renamed to Ampz. A bit odd, given that it is the same pack as Voltz, but I guess it gives each launcher some independence.
Ampz and Voltz... Practically both the same names. :P
 
But multiplying voltz times ampz will just get you the square of either of those as they're identical, ergo wattz would not be a useful name.

I mean, yes, wattz is what is next.

Though you'll have to remember that the unit of watt isn't related to the Coulomb in any way. So maybe ... er ... Coulombz modpack? :P
 
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But multiplying voltz times ampz will just get you the square of either of those as they're identical, ergo wattz would not be a useful name.

I mean, yes, wattz is what is next.
Wait a second...

Since when is a V(olt) equal to A(mpere) ? J/C or to be more exact: (N*m)/(A*s) (both is a "longer" form of V) is not the same as A. So V*A != V² or A²!!!!
 
Is main ore generation different amongst the main tech FTB packs (lite, techworld, ultimate)? I want to create a custom tech pack but I don't know whether to go from lite and start adding mods or go from techworld and start removing mods. By main ore generation I mean tin, copper, silver, lead etc
 
Is main ore generation different amongst the main tech FTB packs (lite, techworld, ultimate)? I want to create a custom tech pack but I don't know whether to go from lite and start adding mods or go from techworld and start removing mods. By main ore generation I mean tin, copper, silver, lead etc
Any pack with Thermal Expansion will have the same copper, tin, lead and silver gen. I would recommend removing mods from Ultimate, as disabling mods is easy; adding them is a bit harder.
 
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Any pack with Thermal Expansion will have the same copper, tin, lead and silver gen. I would recommend removing mods from Ultimate, as disabling mods is easy; adding them is a bit harder.
I thought mindcrack and others edited vanilla ammounts, whereas direwolf kept them
 
Looks good. Alpha Beta and dev? How do you figure the differences? Right now I have IC2/Forestry/Buildcraft working in 1.5 (some missing textures, and probably some coding left to do) Edit: Logistics Pipes is 1.5 ready as well. I think that is at least enough for dev/beta