[Help] Looking to create a personal tech-only modpack with minimal automation...

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Drexl

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Jul 29, 2019
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I love all the tech mods and crazy automation that we're able to do in Minecraft these days. Sometimes though, I want to get a bit more of that vanilla experience without sacrificing all of the tech I've come to love. I want to build a pack for myself and a few friends that starts you off slow, and makes most automation a late-game thing. I want players to be rewarded for exploring caves or strip-mining manually even when some automation is present. I don't mind doing heavy config edits on mods to achieve this. However, I've not been closely following the latest Minecraft mods for several months now so I'm looking for advice on what mods to look into and/or any necessary config changes to reach my goals. I'm hoping to avoid simply making things crazy expensive because while that works, it doesn't make things fun.

TLDR: I want as much tech as possible without sacrificing the value of manual mining until very late game. However, too much grind and it stops being fun.

Edit: Also if any mod exists for Tinkers Construct armor (I know it used to be a thing but was removed in 1.6.4) yet I'd love to know about it. My search has failed me. I like the tinkers experience and want it to extend to all equipment in the game.
 
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Jackcat136

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Jul 29, 2019
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While I haven't touched the mod, I believe progressive automation might just be the thing you need. It has early-game have very minimal automation, but then as you get into plenty of diamonds, nether stars and stuff you can get into high tier stuff. Also Tinker's armour does still exist, it's taken the name of Traveller's _____ (Wings, Vest, Boots, Goggles) and is nowhere near is OP as it was before
 

Wekmor

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Jul 29, 2019
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A cool tech-steampunk mod is Fluxbeard's Steam Power (I think it's called like that :D), maintened by SatanicSanta. Might wanna have a look into that mod.
 

Azzanine

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Jul 29, 2019
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While I haven't touched the mod, I believe progressive automation might just be the thing you need. It has early-game have very minimal automation, but then as you get into plenty of diamonds, nether stars and stuff you can get into high tier stuff. Also Tinker's armour does still exist, it's taken the name of Traveller's _____ (Wings, Vest, Boots, Goggles) and is nowhere near is OP as it was before

I want a good weapon but I don't want to use guns.

Jack's response would seem to be "An Uzi is a great option! failing that go a MAC10."

Progressive automation might be an OK mod but it fails all of Drexl's criteria. Progressive automation is ALL ABOUT getting automation sooner, purposefully trivializing everything manual as soon as possible.

@Drexl While Progressive Automation is a great mod as I mentioned above it's not what you claim to be looking for. Essentially what it does is gives you stone level automineing/ autofarming that can run on coal and later RF. It's pretty much designed to let players skip caveing/ manual mining.
 

Golrith

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Nov 11, 2012
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Even if a mod offers easy automation, there's no need to dismiss it. With the power of Minetweaker it's easy enough to disable individual components of a mod, or change the recipe.
Look at what the foundation of what a mod offers, then adjust it's toys to fit your design criteria.
 

lenscas

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Jul 31, 2013
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Well if you want a mod that let you automate but not as easy as the normal used mods use factorization.
 

Drexl

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Jul 29, 2019
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@Azzanine yea I started to realize that fairly quickly when I looked it up. At the moment it looks like I'll be heavily utilizing the Mine Tweaker and Custom Items mods to achieve my goals. I have some ideas that I'll probably need to tie into an adventure map for it to all make sense without just being dumb, but it hinges on one thing. Since it'll be a tech-only mod I'd like to repurpose the minecraft XP system, rename it and give it a new function. Is there a mod that will allow me to add an "XP" (for lack of a better term atm) cost to making things? Maybe Mine Tweaker or Custom Items already does that?
 

Azzanine

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Jul 29, 2019
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Even if a mod offers easy automation, there's no need to dismiss it. With the power of Minetweaker it's easy enough to disable individual components of a mod, or change the recipe.
Look at what the foundation of what a mod offers, then adjust it's toys to fit your design criteria.

There is if the mod goes against all your criterion. If you wanted a good mod but didn't like magic at all (or didn't want magic in your pack) dismissing good mods like Botania and Thaumcraft is not exactly unreasonable.

And in the case of Progressive Automation, if you remove the early tier machines all you are left with is a better version of the IC2 mining well (yeah IC2 has one of those) that eats diamond picks like tic tacks.