Learn GregTech HQM Pack (In Progress) 1.6.4.

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AlCapella

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Jul 29, 2019
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Natura - Adds ash to the nether which can be grinded out to get a lot of coal fast
JourneyMap -Not sure about a minimap
JABBA - Barrels are to easy
BetterStorage - Makes storage to easy
Obsidian Pressure Plates - Maybe?

Thanks for the suggestion! :)

^^ These ought to be in.
JourneyMap -- mark waypoints, scope terrain. This is like suddenly replacing the sink in your home with a bucket. All of us are used to it now. And it's a all round useful thing to have.
Natura -- berries alone make this a worthy mod. It makes early game food issues easy to tackle, so we can focus on the task at hand.
JABBA - we need a good storage and transport mechanic, specially if we need to be exploring and moving items frequently.
No Pressure plates when iron doors are needed for keeping mobs at bay? Come now?
 

Padfoote

Brick Thrower
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Dec 11, 2013
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^^ These ought to be in.
JourneyMap -- mark waypoints, scope terrain. This is like suddenly replacing the sink in your home with a bucket. All of us are used to it now. And it's a all round useful thing to have.
Natura -- berries alone make this a worthy mod. It makes early game food issues easy to tackle, so we can focus on the task at hand.
JABBA - we need a good storage and transport mechanic, specially if we need to be exploring and moving items frequently.
No Pressure plates when iron doors are needed for keeping mobs at bay? Come now?

JourneyMap: Try playing without it and rely on building roads and railways, and other landmarks to find your way around. Ends up being quite a bit more fun and adds a little extra challenge.

Natura: Meh, no opinion.

JABBA: AE is already included IIRC. Will probably be set back farther in the tech tree than JABBA would be, but still no point in doubling up on mods dedicated to storage.

Assuming ObsidianPlates or whatever it's called: Design a redstone system to bypass this issue.
 

AlCapella

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Jul 29, 2019
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JourneyMap: Try playing without it and rely on building roads and railways, and other landmarks to find your way around. Ends up being quite a bit more fun and adds a little extra challenge.

Natura: Meh, no opinion.

JABBA: AE is already included IIRC. Will probably be set back farther in the tech tree than JABBA would be, but still no point in doubling up on mods dedicated to storage.

Assuming ObsidianPlates or whatever it's called: Design a redstone system to bypass this issue.

^^ All true. One thing that is sure is that most people that play modded MC are going to have strong feelings over "how" gameplay ought to progress. I fully agree and accept with what you mention above, but like I said a few posts earlier, I have lived without MFR and feel just fine. Other mods replicate the same functionality. Same goes for lack of mod inclusions here. Having said that though,

Highlands ore spawn is going to compulsorily make people move around quite a lot. Minimap's not such a big deal to include in the pack - specially in such a case where it would be handy to have an extended memory for where you might find things. At least until we have sufficient resources for building tonnes of railway tracks to transport chests of items, things like JABBA's dolly is something that will bypass a needless tedium of moving your main stuff around quickly b/w biomes. Trekking across the landscape with just your inventory to move your mined items while the actual quest is to learn GT is going to get old quickly.

Anyhow, it's up to @CarbonBasedGhost to add what goes with his "vision" of this "theme". (I should know. I am friends with way too many (good) mod pack creators now :D )

Also, I think I'll refrain from further mod suggestions and leave him to work peacefully with his ideas. :)
 

SpwnX

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Jul 29, 2019
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Note that PFAA completely overhauls the underground worldgen, including all sorts of ores which GT can use. Any ore that is not generated by it (like TC shards) can use its worldgen algorithm aswell.
 
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Ieldra

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Apr 25, 2014
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I'd like to mention a tricky issue: interdimensional transport. On one hand, the existing methods to do that enable you to "cheat" your way out of having to create a realistic transport infrastructure, on the other hand I think there should be a way for automated interdimensional transport. Is there any way out of this dilemma? This is inconsequential only in modpacks that will never need a constant supply of extradimensional resources. I don't know if GT is of that kind.

Also, I don't know if it has already been mentioned, but for any extended transport systems, ChickenChunks or something like it is 100% indispensable. Railcraft has its own method but it consumes Ender Pearls, and I don't think players should be required to use gameplay mechanics to get around purely technical issues like the fact that chunks aren't always loaded.
 

SpwnX

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Jul 29, 2019
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GT4 have the tesseract generator and terminals. Those are Interdimensional transport at the cost of energy just like AE quantum bridges. They work by "attaching" the tesseract generator and terminals into the machine the generator is facing. Thus you can access the machine inventory/tank from the terminal (and the generator aswell).

Enderpearls are easily obtainable en mass (looting sword + end) and can even be farmed using IC² crops (GT enderblooms).
IC² crops (GT ones that gives several resources like tin, copper, lead, silver, enderpearls, diamonds, blaze rods and powder, gunpowder, emerald, meat, ghast tears and some i may have missed) should be explored aswell, it is a part of IC²-GT that is very underused, but just as OP as extrabees fancy bees.

Also, don't forget a quest for the ender egg siphon.
 
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SpwnX

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Jul 29, 2019
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Just dropping screenshots of my crop fields on a GT hardmode server:
vuU9PgJ.jpg

LqnQEFV.jpg

Image1: From top to bottom: Coppon, Argentia and Tine
Image2: From top to bottom, left to right : Oilberries, Enderbloom, Netherwart, stickyreed, corium (leather), blazereed, diareed, creeperweed.

I've spent 3 days getting high stat crops and that makes my tin-copper fields yield like 30 ingots per harvest, repeatable once every 10-20 min. Automation is pending cause GT5 doesnt have crop harvestor yet.
 

CarbonBasedGhost

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Jul 29, 2019
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Hope you get this pack assembled. GT needs moar love.

Also, you will need to completely rewrite this for 1.7.2 once GT5 is out of beta, much stuff have changed so far.
While the server player list might be "big", the highest peak we had was 19 players and on "crowded" times we have about 10-12. It is normally playable and the community is still mature enough, no problems have happened so far. We even have a dynmap to show people's bases and all... Town and railways are slowly coming in too.

By the way, did you even join on kirara 2.0 (for MC 1.7.2 and GT 5 which changed a LOT of things)? I don't recall your name.
Ya, I have been playing with it and it feels nothing like the normal GT I used to know, but it's 20x better.
 

Pyure

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Aug 14, 2013
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Just dropping screenshots of my crop fields on a GT hardmode server:
Image1: From top to bottom: Coppon, Argentia and Tine
Image2: From top to bottom, left to right : Oilberries, Enderbloom, Netherwart, stickyreed, corium (leather), blazereed, diareed, creeperweed.

I've spent 3 days getting high stat crops and that makes my tin-copper fields yield like 30 ingots per harvest, repeatable once every 10-20 min. Automation is pending cause GT5 doesnt have crop harvestor yet.
Spwnx, I just want to clarify that for the foreseeable future...you might be some sort of god to me. Sorry for the pressure.

Now with my religious demands:

I've been working on IC2 crops for about a week now. My target was originally Argentia, because I couldn't find any Galena ore (and lead by-products weren't giving me as much as I wanted). Should point out that I'm a lot less concerned about silver now, but I'm still curious: what do I need to do to get it? Guess how much information you'll find googling for info on IC2 Argentia.

Ditto enderblooms.

Do any of these require special mechanisms such as the "gold block under your crops" thing?

I've been crossbreeding my higher-tier plants for days now. Most useful plant so far = blazeweed. Highest tier=meatrose.[DOUBLEPOST=1405082933][/DOUBLEPOST]
Ya, I have been playing with it and it feels nothing like the normal GT I used to know, but it's 20x better.
I think once you've proven you can assemble the 1.6 version, the 1.7 will come together much more easily. Wonder how hard it will be to translate the minetweaked recipes.
 
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SpwnX

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Jul 29, 2019
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First of all, if you are planning to use IC² crops massively you will likely need awesome crops (high stat), and for that you will need 3 of the 4 following conditions:
1. Swamp biome (avoid desert and ice by the way)
2. 3 blocks of dirt below the farmland (that counds 4 blocks of dirt with the tilled dirt)
3. Height of 120 (make a tower of some sort to not have a stupid looking floating platform)
4. Sunlight (direct view of sky, opaque blocks like glass dont block it)

Note: Highstat redwheat ferru and aurelia will require conditions 1 and 3 absolutely, because their special maturation conditions will make one of the conditions above to fail.(4 for redwheat and 2 for ferru and aurelia).
I'm considering that you have IC² and/or GT analyzer by now.

First, get stickyreed by random breeding, then you will need to do the boring babysitting of crossbreding for stat :
stickyreed + stickyreed = stickyreed, repeat till you get Growth 21, Gain 31, resistance 0-10 (5 is a good number)
Stickyreeds are used because of their rapid growth and high tier.
Ignore any mutations as of now, they wont be much useful.

Important Note: Throw away ANY crop with growth above 21, because any crops with growth 24+ will cause them to act like a weed, spreading weeds and killing nearby non-resistant crops.
Crops with growth 22 or 23 can breed into growth 24+ and that will end up bad for you.

After you got your overpowered stickyreeds, then you will have to keep doing the stickyreed + stickyreed, but now you pick up any mutation and plant them on a separate part so you can spread it. Stickyreed+ stickyreed will give you most mutations you need. After that just keep spreading the higher tier crops and you will likely end up with all species after a day.
 
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Pyure

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Thanks sir :)

A lot of this is the standard IC2 crops info, in particular the biome/height/dirt-depth etc, that does turn up with quick googling.

Ok so it sounds like Argentia at least doesn't have a special requirement. I should gun for stickyreed because it grows fast, hence gives me mutations faster.

I've been ignoring the stats on my crops because I don't really care about them yet (wanted a particular breed first, and then i'd improve it), but I can see how keeping an eye on the growth rate will help me with faster mutations.
 

SpwnX

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Jul 29, 2019
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It will take you much much longer to separately grow stats with one type of plant because many high tier species take AGES to grow (enderbloom and diareed for example). It is better to have high stat parents (aka stickyreed) if you ever plan to have high stat useful crops at some point.
 

Pyure

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Aug 14, 2013
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Hey guys just a quick question. How would you feel about having reward bags in the pack yes/no.
Ambivalent. They're going to take up a considerable amount of your time.[DOUBLEPOST=1405085171][/DOUBLEPOST]
It will take you much much longer to separately grow stats with one type of plant because many high tier species take AGES to grow (enderbloom and diareed for example). It is better to have high stat parents (aka stickyreed) if you ever plan to have high stat useful crops at some point.
Right. I'm going to adjust my strategy accordingly.

I could argue that having "more" mutating crops is as good as "fast" mutating crops, but the weeds-mechanic stomps all over that; I can't afford to sit there and watch weeds all the time.

If I weren't so lazy I'd research block-identifying mods and see if I could destroy and re-crop weed-plots automatically :p
 

Mevansuto

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Jul 29, 2019
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Open Computers - No, GT should supply primary small scale autoamtion
Gravi Suite - A little cheaty
Nuclear Control - Maybe?
IC2 Recipe Fixer -Yes
MFFS (Calclavia Version) - What @YX33A said
WRCBE - A little out of the GT scope
ICBM - What @YX33A said
Resonant Induction - Adds to may alternatives to GT
NEI Plugins - Yes
NEI Addons - Yes
Natura - Adds ash to the nether which can be grinded out to get a lot of coal fast
Bibliowoods Higlands - Yes, Can't add bibliocraft without it
JourneyMap -Not sure about a minimap
COFH Core - PFAA and GT make world gen hard enough
Inventory Tweaks -Yes
Mouse Tweaks - Yes
Forge Multipart - GT has it's own multipart system and Applied Energistics doesn't use it in 1.6.4
JABBA - Barrels are to easy
BetterStorage - Makes storage to easy
Obsidian Pressure Plates - Maybe?
Flat Signs - Why not? or Why? Kinda useless

Thanks for the suggestion! :)
Thanks for looking at my suggestions, but honestly, learn the difference between to and too. It really annoyed me reading your post.
 

Mevansuto

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Jul 29, 2019
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As a reminder to everyone, I don't think a "look at how cool GT is and what it can do" pack is what we need. The name of this pack is "Learn GT via HQM" and for gods sake, learning GT doesn't require everything one can shoehorn into a pack due to relation with GT. The core is flat out "GT and learning how to use it". So, I suggest using GT and as few other "optional" mods as possible. No energy generation unless it is natively EU. No mods that are enjoyable and have "GT Mode" Recipes because there is enjoyable and what people think GT is. No mods rebalanced to fit GT recipes and whatnot because then we have to make it very damn clear that those recipes are added by the modpack and not by GT.

Pare it down to the basics. GT and some aesthetics. Then ask yourself: If I add something, does it help learn GT and not just show shortcuts to do what GT does?
No Mek. No RI. No mods with Quarries. No mods with GT recipes that aren't made for GregiousT or use GT recipes that GT itself uses.(*such as solar panels made like in GT, or outright needing Solar Panels from IC2 and thus GT changes fit anyway)

Honestly, I disagree. If the pack is learning GregTech, that's cool, but what's really there to make you choose this pack over others with GTech in, ones with more mods. There much less replay-ability. The only thing this pack has going for it is the HQM Quests.
 

Pyure

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Honestly, I disagree. If the pack is learning GregTech, that's cool, but what's really there to make you choose this pack over others with GTech in, ones with more mods. There much less replay-ability. The only thing this pack has going for it is the HQM Quests.

Yes, but what appeals to one person won't appeal to the next. If the point of this pack is to learn gregtech via hqm, then the pack should focus on those players specifically, and not the ones interested in specific peripheral things. A mod that might increase its general appeal to you, such as Resonant Induction, might drive me away.

What the pack will theoretically have going for it is a quest-driven learning opportunity for the fairly-involved GT tech tree. If other people want to take that concept, turn it into a vastly replayable pack with extra cool stuff in it, well then, thank goodness for the add-mods ability eh? :)
 
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