@GlitchMonkey Do a manual update of progressive automation. The version in the pack has broken input. The new one works with pipes so that everything doesn't get shoved into the chopper (or whatever) inventory and ejected, but instead waits to fill the proper slots. With the mod upgraded you can do proper automation with something as basic as a couple chests (one fuel, one tool) and nodes on them. They will only place the fuel/tool when that slot is open.
There is a tl;dr at the end of this cause it's late and I'm sure I rambled even after cutting a lot out.
For the pack in general, it would be nice to have a little bit more in the way of tutorial quests for the mods. The star mod for example is completely new to me. A little bit in the book about how you get stars (from comments it sounds like it can be tried at t1?) and very brief info text about some possible variation on them would be nice. The electrical mod seems absolutely ignored and thus superfluous in a pack aiming to be smaller. It is a very complex mod. Same for blood magic (which I literally can't do one thing with). But maybe they are for later on?
Another thing is that there is perhaps too much vagueness and mystery involved in how you intend the player to progress in things. When you heavily modify things and put in a lot of restrictions, simple hints aren't really appropriate. If there are multiple ways to to do things, cool, but making it quite obvious what the most basic (and expected) way to do absolutely everything needed is necessary so people don't have to resort to the forum or hunting through wikis for "non standard" things. Unfortunately, I kept very poor notes on things that really stuck out thus far, unlike usual, so specific examples are nonexistant at the moment. I'll post if I remember/find specifics.
A more general example of how you could help out players a bit is refined relocation. I have used in a lot of maps now, so am familiar, but if someone is playing it for the first time, there is no way they will not have to use an external source. "Look a sorting chest and some pipes with things," does not help at all. The quests are more like simple reminders that the mod exists in the pack. If that is the style you are trying for, thats fine, but you might put a little heads up in the description that the pack is very sparse in it's use of hqm for teaching as you go. That kind of thing is sort of expected now, with some going very far into the hand holding and tutorialness. Agrarian skies has become the new standard and people expect at least some of that detail with hqm, otherwise why have hqm?
Everything does seem to be done quite well and thought out. And I'm definitely continuing to play. Progression seems new and interesting (if slow and a bit too grindy for my taste and apparently some others). Things just aren't explained very well.
tl;dr: The pack is well done but short on guidance with hqm, which is a valid choice but uncommon. You might think about adding some more helpful text and "getting to know you" quests, or let people know the nature of the pack upfront since it is not the norm with hqm nowadays. Kids can't play this without a lot of additional help.
I have to agree.Refined Relocation is actually fantastic for sorting once you work it out
My friend OH_Herobrine and I played as partners on one of the Tybak servers. Our automated sieving system featured the output of several sieves (gravel produced from an automated obsidian->siO2->gravel subsystem). Broken ores were dumped into a tier 3 crafter, sent to a hammerer, output to another tier 3 crafter to make the blocks of ore sand, back again to another hammerer, another tier 3 crafter, into a sorting chest then smelted in a metal furnace from which they were sorted into barrels by rr. Almost all of the item movement was handled by rr. This system was created by herobrine and we ended up with so much material that several barrels had to be upgraded into void barrels to handle the overload. The same chest that received the final smeltable blocks also handled the output from sifting moon turf AT THE SAME TIME and we had no sorting problems other than the sorting chest sometimes getting clogged because barrels needed upgrades.Refined Relocation needs a lot of refinement to come close to fantastic. hehehe
The first issue I ran into with it does not have great filters for doing what it is doing. It ignores some ores and includes other (to be specific) chems as ore. This results in a bit of a mess removing any idea of reasonable/simple form of configuration. It, on it's own, can't fully manage inventories on a granular level with types. Well, it can, if I spend hours editing the small text field it gives with every item I don't want an inventory to accept. In the case of ore types from other mods I need to go dig in the configs for their actual names then I can add them to the list.
Outside of ores it probably does do a good job of sorting other items its just not able to manage ores yet. That is what I have found anyway, problem is, ore is really what I need managed. The other stuff is simple enough to deal with as it does not require processing steps/phases an such. It has potential that is for sure.
This reminds me of an old joke:The issue I found is when you try to use the chest sorting options to have them "auto sort".
Don't use the relocators. Use the block extenders. They function very much like the Steve's Factory Manager cables without the need to program them.Another issue with the pipes is, they connect to everything. This can jam things up and such.
My first concern about ratchet-and clank mod is: does the dev have permission to use those models? could be problematical if notIm thinking about adding some guns (looks nice : http://www.minecraftforum.net/forum...-wip-1-7-10-ratchet-and-clank-mod-need-coders).
There are servers that have a working setup for multiple islands like the mym server. If you want to host a server just for some friends, id suggest using worldedit to make some copies of the base.
This reminds me of an old joke:
Patient: "Doctor, I broke my arm in 3 places!"
Doctor: "Stay out of those places!"
Don't try to use the chest sorting options, they have been buggy since the mod was first created.Don't use the relocators. Use the block extenders. They function very much like the Steve's Factory Manager cables without the need to program them.
Refined Relocation Wiki: https://refinedrelocation.github.io/
Refined Relocation has some real amazing features. And since no AE2, you happen to actually use them!