If You Could Have Your Own Modpack What Would Be In It

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benben500

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Jul 29, 2019
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I was going to reply to this post, but apperantly it was in the wrong section.
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Mine would be: MCForge, buildcraft, logistics pipes, additional pipes, thermal expansion, IC2, advanced machines, compact solars, nuclear control, MFFS, gravity suite, forestry, extra bees, railcraft, steve's carts, redpower2, bigtrees, coral reef, extrabiomesxl, clay soldiers, thaumcraft 3, EE3, Codechickencore, NEI (and plugins), bucket filler, chickenchunks, wireless redstone, enderstorage, iron chests, atmosmobs, mo' creatures, computercraft, computercraft sensors, computercraft turtles, pam's harvestcraft, mystcraft, portal gun, backtools, rei's minimap, optifine, inventory tweaks, fossils and archeology, baby animals, and koi.
 

Rhinehart_

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Jul 29, 2019
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aye i was going to reply as well, thanks for taking the initiative.
if i could have a modpack it would probably consist of Redpower, ComputerCraft, enderchests, mystcraft (though i would disable the descriptive books, i just love the portal system and following books,) perhaps some magic based mod, and finally just to make everything interesting TerraFirmaCraft!! maybe some addons here and there

yeah i know terrafirma isnt compatible with most mods but neither is BetterThanWolves but i knew a guy on a btw server who had ghetto-rigged his .jar to force btw to be compatible for forge, so im sure its possible to do the same with terrafirma. remember this is an best possible scenario question and this is my idea of one.
 

cardinalstar16

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Jul 29, 2019
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I was going to reply to this post, but apperantly it was in the wrong section.
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Mine would be: MCForge, buildcraft, logistics pipes, additional pipes, thermal expansion, IC2, advanced machines, compact solars, nuclear control, MFFS, gravity suite, forestry, extra bees, railcraft, steve's carts, redpower2, bigtrees, coral reef, extrabiomesxl, clay soldiers, thaumcraft 3, EE3, Codechickencore, NEI (and plugins), bucket filler, chickenchunks, wireless redstone, enderstorage, iron chests, atmosmobs, mo' creatures, computercraft, computercraft sensors, computercraft turtles, pam's harvestcraft, mystcraft, portal gun, backtools, rei's minimap, optifine, inventory tweaks, fossils and archeology, baby animals, and koi.
Thanks for doing that for me I totally derped up sorry. :(
 

icedale

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Jul 29, 2019
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yeah i know terrafirma isnt compatible with most mods but neither is BetterThanWolves but i knew a guy on a btw server who had ghetto-rigged his .jar to force btw to be compatible for forge, so im sure its possible to do the same with terrafirma. remember this is an best possible scenario question and this is my idea of one.

TFC is a Forge mod, BTW goes out of his way not to be compatible for reasons beyond this post. The problem arises in world generation as it is something completely different from what regular Minecraft is. Though technically possible(?) even if with a few hacks here and there to have for example Buildcraft alongside TFC the world generated would grant you none of the ores or materials to effectively fulfill the recipe requirements for any Buildcraft recipe. BTW would, as it generates a world equivalent to a Vanilla generated one where all the other mods could do their thing. There used to be, in fact, an excelent mod out there fathered by both Flowerchild and Spacetoad called Better Than Buildcraft! Fun times :)

I will say it would be extremely interesting to have something with the progression ages and especially farming/harvesting cycles of TFC compatible with normal world generation though I can't really say I can think of a way I could have them working together.
 

Rhinehart_

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Jul 29, 2019
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quote="icedale, post: 5094, member: 1343"]TFC is a Forge mod, BTW goes out of his way not to be compatible for reasons beyond this post. The problem arises in world generation as it is something completely different from what regular Minecraft is. Though technically possible(?) even if with a few hacks here and there to have for example Buildcraft alongside TFC the world generated would grant you none of the ores or materials to effectively fulfill the recipe requirements for any Buildcraft recipe. BTW would, as it generates a world equivalent to a Vanilla generated one where all the other mods could do their thing. There used to be, in fact, an excelent mod out there fathered by both Flowerchild and Spacetoad called Better Than Buildcraft! Fun times :)

I will say it would be extremely interesting to have something with the progression ages and especially farming/harvesting cycles of TFC compatible with normal world generation though I can't really say I can think of a way I could have them working together.[/quote]

well frankly all you would have to do is add the ingots to the ore dictionary, TFC adds copper, tin, silver, it has several stages of iron, gold, for diamond you would have to do quite a bit of sluicing, but the only things that wouldnt generate would be uranium and nikolite as far as i can tell, lapiz and redstone are generated but a little differently than normal, cactus may be an issue but i cant think of anything else, i just think that it would be great to play minecraft TFC but with tech
 

vernes

Active Member
Jul 29, 2019
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I'd like to see the minecraft world filled with moving stuff.
Not just the entities mods supply, but those mods that convert a collection of blocks into a separate entity and rotate/move the entity fluently (at least for the client).
It's nice to have windturbine blocks, but attaching giant wind-blades and make it rotate brings a map to life.
This of course applies to many other cosmetic elements.
 

bsb23

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Jul 29, 2019
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Sorry for the extremely late response I just got here and I'm a huge fan of TFC our main problem with terrain generation is the volcanos and granite of RP2. Most games could be played, normally besides generation, Bioxx even added a config file for allowing conversion of items from TFC to vanilla in a crafting table.