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

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Eyamaz

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Jul 29, 2019
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Portal guns are cool, but gravity gun is op. Craft enough to fill all but one inventory slot and grab a single diamond. Stand on the edge of an unopened TF portal and toss the diamond in. Instant inventory full of supercharged gravity guns. Find an uncrafting table and, boom, inventory full of nether stars.

Yeah, some mods just shouldn't be together...
 
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whizzball1

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Jul 29, 2019
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Portal guns are cool, but gravity gun is op. Craft enough to fill all but one inventory slot and grab a single diamond. Stand on the edge of an unopened TF portal and toss the diamond in. Instant inventory full of supercharged gravity guns. Find an uncrafting table and, boom, inventory full of nether stars.

Yeah, some mods just shouldn't be together...
We use that on Velotican's server. We have so many Nether stars.
EDIT:
Well, then again, you need levels to uncraft stuff. But we also have what we like to call
"Uber Bees."
They have the best traits in just about everything, and to top it all off, they also have Explorer effect, which gives you EXP. We have a field full of Uber Bees that are producing special stuff. AFK in there a few minutes, and you are level 50. It's crazy.
 

Revemohl

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Jul 29, 2019
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Portal guns are cool, but gravity gun is op. Craft enough to fill all but one inventory slot and grab a single diamond. Stand on the edge of an unopened TF portal and toss the diamond in. Instant inventory full of supercharged gravity guns. Find an uncrafting table and, boom, inventory full of nether stars.

Yeah, some mods just shouldn't be together...
Uh, that's an exploit. Please don't talk about exploits as if they were intended features, especially if you're going to hate a mod BECAUSE of those exploits.
 
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Bellaabzug21

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Jul 29, 2019
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Not every machine in tube network has a replacement in Ultimate. And don't suggest Buildcraft. Buildcraft is tier1. RP2 is tier2.
Actually, I was talking about applied energistics. It works just as effectively. ANd there's already quite a few redstone mods that work even better than redpower does. Even though it's probably because the redstone part of the mod hasn't been given anything new in quite a while, the mods still do more.
 

zbeeblebrox

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Jul 29, 2019
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Uh, that's an exploit. Please don't talk about exploits as if they were intended features, especially if you're going to hate a mod BECAUSE of those exploits.

See, but if two mods together cause an exploit, one of them must be removed. It's not either mod's fault - it's no modder's responsibility to make sure their mod plays nice with every other mod. But that simply doesn't change the fact that one of those mods still needs to be removed to avoid the exploit.
 

Mash

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Jul 29, 2019
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See, but if two mods together cause an exploit, one of them must be removed. It's not either mod's fault - it's no modder's responsibility to make sure their mod plays nice with every other mod. But that simply doesn't change the fact that one of those mods still needs to be removed to avoid the exploit.

Translation: It's not the mod's fault, but still punish one of them anyways.
 
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GPuzzle

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Jul 29, 2019
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I'd remove this -> So much this hate, I'd remove that -> so much that hate.

What was the point of this thread anyway?
The point was to see if there was any mod slightly "redundant".
And I don't mean only "The Big Three".
I mean the whole FTB.
Forestry, SC2, Railcraft, TE...
 

zbeeblebrox

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Jul 29, 2019
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Translation: It's not the mod's fault, but still punish one of them anyways.
I don't understand how removing a mod "punishes" that mod? What, are you going to just cross your fingers that everyone on your server is gonna be a Good Guy Greg and not use the exploit?

You HAVE to be pragmatic about these things. A mod can be great, a mod can be fun, and a mod can result in terrible exploits. These are not mutually exclusive things. It's not a big deal, just divide them into two different packs. Problem solved. Every pack does not need every mod anyway.
 

Mash

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Jul 29, 2019
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I don't understand how removing a mod "punishes" that mod? What, are you going to just cross your fingers that everyone on your server is gonna be a Good Guy Greg and not use the exploit?

You HAVE to be pragmatic about these things. A mod can be great, a mod can be fun, and a mod can result in terrible exploits. These are not mutually exclusive things. It's not a big deal, just divide them into two different packs. Problem solved. Every pack does not need every mod anyway.

A pack can have not every mod and still have an exploit.

What if it's between two major mods? What if TE and Forestry caused some sort of exploit?

I assure you that most server owners would just say screw it and use them anyways. And then Sengir and Lemming would fix it because they're good people.
 

Lambert2191

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Jul 29, 2019
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This may have already been said, but I would not remove any mod entirely. I would however severely trim back RP2 world gen. If RP2 world gen were trimed back to be only the ore-like materials it would likely be able to be updated very quickly. No more waiting for RP for new packs, and really the reason we love RP is due to the tech stuff, not the volcanos. Sure not having basalt and marble might sting for a bit, but the faster pack turnover with RP coming in down the road would be worth it.
look into underground biomes... replaces marble, basalt, and adds in a fuckton of new types of cobble :D ecoglite, rhyolite, freakinsomethingolite... fucktons man, it's epic, check it out!
 
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natnif36

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Jul 29, 2019
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What's more, KirinDave has put together a mod pack, resonant rise as most of us know, however althoughus common folk are not able to access the pack itself, it's contents ie mod list is publically available, as is the config.
Download MultiMC and download each of the mods individually. - by the time your finished, you won't want to see the phrase "wait 5 seconds" ever again XD

Seriously though, it doesn't appear to be that hard to patch together, and you can try out underground biomes via that.

Apparently it messes with rocky bee spawn however, and I haven't received word to either confirm nor deny this.
 

zbeeblebrox

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Jul 29, 2019
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A pack can have not every mod and still have an exploit.

What if it's between two major mods? What if TE and Forestry caused some sort of exploit?

I assure you that most server owners would just say screw it and use them anyways. And then Sengir and Lemming would fix it because they're good people.

If they fix the exploit, then that's great. I don't think that's going to be what happens every time. And sometimes you're better off just disabling a mod for a while till a solution is found, then updating it later. I don't see a problem with that either. In fact, I really don't understand why mod removal is so scary at all.
 

natnif36

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Jul 29, 2019
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Generally it's when there world gen added by a mod, particularly in packs without mystcraft.
With mystcraft however kept as a place to quarry and to generate new land if mods are added, then I don't feel it has any reason to be removed - it's rather essential IMO for these reason.
 

DoctorOr

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Jul 29, 2019
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Portal guns are cool, but gravity gun is op. Craft enough to fill all but one inventory slot and grab a single diamond. Stand on the edge of an unopened TF portal and toss the diamond in. Instant inventory full of supercharged gravity guns. Find an uncrafting table and, boom, inventory full of nether stars..

That actually defines the uncrafting table as OP/abusable, and I'd agree. Not the gravity gun itself

I wouldn't remove any whole mod (although I'm generally against easy lossless power conversion) but if I ran a server, I'd harass the TF author to give a config option so that the uncrafting table doesn't drop. Unfortunately, a recipe removal isn't enough because it drops as loot as well.[DOUBLEPOST=1368664825][/DOUBLEPOST]
Apparently it messes with rocky bee spawn however, and I haven't received word to either confirm nor deny this.

Newer versions of Extra Bees has resolved this issue.
 

Mash

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Jul 29, 2019
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If they fix the exploit, then that's great. I don't think that's going to be what happens every time. And sometimes you're better off just disabling a mod for a while till a solution is found, then updating it later. I don't see a problem with that either. In fact, I really don't understand why mod removal is so scary at all.

The reason it's scary is because the more mods a pack has, the more variety and options it has. Some mods give mechanics exclusive to that mod. Bee breeding? Can't do that in anything but Forestry. TE adds elements that vastly improves MJ. I wouldn't use Buildcraft at all were it not for TE. Choosing between the two simply is not an option.

And you said yourself that it doesn't fall on the mod authors to fix the problems. If they don't fix it, who can? The solution never comes at that point.

It's not a mod authors job to ensure that their mod meshes well with the rest of them. A great mod author finds the time. Now, I know that sounds unfair to say, but it's really true. That's simply the price of being an exceptional author.
 

DoctorOr

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Jul 29, 2019
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The reason it's scary is because the more mods a pack has, the more variety and options it has. Some mods give mechanics exclusive to that mod. Bee breeding? Can't do that in anything but Forestry. TE adds elements that vastly improves MJ. I wouldn't use Buildcraft at all were it not for TE. Choosing between the two simply is not an option.

Since the context is "uncrafting table", I can say that mod items should not be uncraftable by default. The TF author should modify things such that it only works on vanilla and TF items. Nothing else should work without an API to define a whitelist.

Instead, what's happened is that we've had several exploits/abuses surrounding the uncrafting table, which the author has responded too piecemeal (i.e., you no longer receive a Logic Programmer when uncrafting a Logic Programmer) and hasn't fully reached reasonableness.

The idea of a crafting table isn't a bad one, I'd like to see more recipes be reversable. But when items are "upgraded" in non-crafting ways, like the gravity gun, it creates exploitive loops.
 

Mash

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Jul 29, 2019
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Since the context is "uncrafting table", I can say that mod items should not be uncraftable by default. The TF author should modify things such that it only works on vanilla and TF items. Nothing else should work without an API to define a whitelist.

Instead, what's happened is that we've had several exploits/abuses surrounding the uncrafting table, which the author has responded too piecemeal (i.e., you no longer receive a Logic Programmer when uncrafting a Logic Programmer) and hasn't fully reached reasonableness.

The idea of a crafting table isn't a bad one, I'd like to see more recipes be reversable. But when items are "upgraded" in non-crafting ways, like the gravity gun, it creates exploitive loops.

And that's a fair compromise in this particular instance. The uncrafting table is something that I'd never actually used, so I decided to attack the issue from a more hypothetical perspective.
 

bwillb

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Jul 29, 2019
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Xycraft. Honestly I'm not sure how it made it in. A lot of what it does the same thing as other mods, for less resources. That's the kind of thing Slowpoke was specifically against when he was looking for new mods. Plus it adds way too much worldgen for what it does.
 

Revemohl

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Jul 29, 2019
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See, but if two mods together cause an exploit, one of them must be removed. It's not either mod's fault - it's no modder's responsibility to make sure their mod plays nice with every other mod. But that simply doesn't change the fact that one of those mods still needs to be removed to avoid the exploit.
Or just fix the exploit. For example, either turning the lightning from the portal into a special kind of lightning like the one bees or Thaumcraft use, or blacklisting the Gravity Gun in the Uncrafting Table would work.

As for the thread, I could vote for a mod I don't care about, like Secret Rooms or VoxelEverything, I guess. What I'd like to most to see gone are the Xycraft crystals though, they're a horrible source of lag and grief, especially when you're playing with Steve's Carts.
 

zbeeblebrox

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Jul 29, 2019
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If only we all knew how to code, "just fixing the exploit" would be the simplest solution ;)

But I agree about Xycraft crystals. They're like if iron's only use was for making iron blocks. Then why is there so much iron?! Ahhh! Honestly, while I love where Xycraft is going and can't wait for the finished version...what we have now is NOT the finished version. I almost think we'd be better off without it, then just starting new worlds/creating a new mystcraft age once it's actually feature-complete and re-implemented.