If YOU had only one mod to take out of Ultimate, forever, what would it be?

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Bihlbo

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Jul 29, 2019
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Is that a valid reason?(for you might be)RP2 is a great mod and I don't see any reason to do not have it when there is a version of it (1.4.7)
I agree. However, IF the choice is between upgrading to 1.5 without RP2 and sticking with 1.4.7 because RP2 isn't updated, then regardless of how cool it is I'm happy to leave it behind.
 

Katrinya

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Jul 29, 2019
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People who remove Secret Rooms clearly haven't discovered the awesomeness that is one-way windows, or camo gates. Flexible door size ftw!

I remove Gregtech, ComputerCraft and ExtraBiomes (replace with Biomes O'Plenty or Highlands). The former is ill-suited to my playstyle while the latter often interferes with other mods' worldgen, a problem I haven't had with BOP. There's nothing wrong with CC, but coding is not a gameplay mechanism I enjoy. Sometimes I'll mess with it just to learn more about lua, though.

My 1.5 instance omits both IC2 and (of course) Redpower, and I was surprised to find I miss IC2 more. Solar is really useful for providing that initial power source to get your machines running. They're perfect for MFR farms, if you don't want to lose energy via tesseracts or build insane amounts of conduits.

Edit: I misread the original post. I wouldn't remove any of these mods from the pack itself; Ultimate should be about having as many choices as possible when building your machines. These are just the ones I disable when I play alone.
 

dgdas9

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Jul 29, 2019
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Well yes, but there's still the fact that Eloraam kind of has a communication problem. I don't think that it should be holding the ultimate pack back when she can't say "My mod is such and such percent done, don't worry." and then say what bugs there are. There should be a beta version of the pack released without the updated redpower so that people can enjoy the pack. Then a more stable version with redpower could be released once it's updated so that people could enjoy their previous worlds.
My point is: why should you get it oout of the ultimate(1.4.7) pack
Personally, I'd remove Minecraft Forge from the mods list. It connects to many of the mods that it hurts my head.
You are crazy sir.
 

YX33A

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Jul 29, 2019
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Actually, I'ma change my choice(or rather amend it). I'd remove the Petrogen mod(overridden by GT), the obsidian pressure plate mod(overridden by TC3) and EBXL(impossible to find a desert for me, too many biomes which I don't like, and whatnot). Actually I'd just disable all it's biomes and keep it loaded. Worked rather nice for me last time I did that.
 
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zbeeblebrox

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Jul 29, 2019
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judging by this logic, you should also remove ic2 and power armor, because flying also discourages transportation systems creation

Except power armor actually drains energy which needs to be replenished. The only way to drain a portal gun of energy is to throw it in lava :p That my issue with that mod. Every other mod that introduces really useful things - even EE3's minium stone, which I think is OP - can either be damaged over time, or requires some kind of energy in order to work. The Portal gun doesn't. It's a permanent advantage, and thanks to it spawning in chests, there's a random chance you won't even need to craft it. I wouldn't mind it if I would just play along with all the other electronic things that require energy to work.
 

Katrinya

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Jul 29, 2019
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Except power armor actually drains energy which needs to be replenished. The only way to drain a portal gun of energy is to throw it in lava :p That my issue with that mod. Every other mod that introduces really useful things - even EE3's minium stone, which I think is OP - can either be damaged over time, or requires some kind of energy in order to work. The Portal gun doesn't. It's a permanent advantage, and thanks to it spawning in chests, there's a random chance you won't even need to craft it. I wouldn't mind it if I would just play along with all the other electronic things that require energy to work.

Pretty sure there's a config option to make it run on ender pearl dust, or something like that.
 

Katrinya

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Jul 29, 2019
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That's nice, and I'll have to look into that. But I don't think it should be optional.

Then you've fallen into that old fallacy: insisting you have a right to dictate how others play. I like the portal gun the way it is, but you're welcome to saddle yourself with unnecessary tedium if it pleases you. So long as I don't have to do so, too.
 

martyyp

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Jul 29, 2019
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Redpower is a great mod, if it isn't broke don't try and fix it with all the other patch work garbage from 100 different mods, it's a bundle of very useful and smart machines/items that all work together great. If I could remove one mod, it would be petroleumgenerator, I don't see it being very useful with gregtech installed
 

whizzball1

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Jul 29, 2019
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Well AE is lacking some functions for now. The most noticeable is "Keep this inventory stocked with N of these items". That's what you can do with managers or regulators. But Algorithm said that he wants to add something like that eventually. But AE is awesome, I won't argue with that.
I haven't read the 4 pages after this.
So if someone already said this, sorry.
The ME Interface allows you to ask it to keep x amount of items in an inventory at a time.
Plop the Interface down by a chest, stick some cables on it, and stick some items in the export config.
Poof!
Ender Chest Supplication.
 

Quesenek

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Jul 29, 2019
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red power. simply because it has the ability to be amazing but all we have is a mod that lags the crap out of worlds/servers and holds the modpacks back from updating. not to mention the mod dev seems to like to seclude itself from the public which is simply weird.
 

wolfsilver00

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Jul 29, 2019
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So, what is the point? What is the hypothetical situation that makes me want to remove a mod? I can think of at least 3 in which I'd give different answers.
1) I'm being forced to remove a mod against my will: I'd pick something low-impact, that I think nobody would be particularly hurt by missing it, like obsidian plates.
2) I suddenly have a desire to take things that people like away from them: I'd pick something I can live without, that I think others may miss terribly, like Twilight Forest.
3) Servers running anything other than default Ultimate with default configs don't exist: I might remove something I find unbalanced or laggy for server play (not going to bother with an example for this one).

Since you didn't say why I should want to remove a mod, I don't see why not removing anything isn't a valid answer.



In fact, i use obsidian plates.. from the start to the finish. My world is 2 months old and I've pretty much done everything.

And my doors still have obsidiplates :p
 
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Jess887cp

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Jul 29, 2019
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Thinking about the redundancy in mods, isn't it a good thing? The more redundancy there is, the less you lose if a mod falls out, for example RP2. BC pipes aren't great, but at least I have SOME form of pipes to use while I wait. Thaumcraft's arcane plates and obsidiplates; the same, although the good thing with obsidian plates is the lack or research required. I wouldn't remove mods to reduce redundancy, I'd add mods to increase redundancy. It still hurts if I lose some, but my builds could be salvaged.
 

Heliomance

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Jul 29, 2019
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I haven't read the 4 pages after this.
So if someone already said this, sorry.
The ME Interface allows you to ask it to keep x amount of items in an inventory at a time.
Plop the Interface down by a chest, stick some cables on it, and stick some items in the export config.
Poof!
Ender Chest Supplication.
No, the Interface allows you to ask it to keep x amount of items in itself, not in an adjacent inventory.

Everyone keeps saying the only thing RedPower has that other mods don't is frames. But does any other mod have bundled cable? The ability to send multiple separate redstone signals through the same space - interfacing with ComputerCraft - is amazingly useful for complex builds.
 

ApSciLiara

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Jul 29, 2019
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No, the Interface allows you to ask it to keep x amount of items in itself, not in an adjacent inventory.

Everyone keeps saying the only thing RedPower has that other mods don't is frames. But does any other mod have bundled cable? The ability to send multiple separate redstone signals through the same space - interfacing with ComputerCraft - is amazingly useful for complex builds.
MFR's Rednet. Sure, it's only in 1.5.1, but it does exactly what RP2's bundled cable does except better.