Mod Pack Update

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Kazekai

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Jul 29, 2019
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As a web developer myself, I know goals and ETAs are great, but rarely on target. ETA even means Estimated Time of Arrival, not a specific date. And while I am very, VERY anxious to get a 1.5.x version out, and I want it with RedPower, I am not going to get it unless something happens outside of my control. And you know why? I am not the one writing or testing. If you are, then you have a say in it. Until then, either mod it yourself, or just chillax. Do I want to wait for a 1.6 release of the Ultimate Pack? No, but I have to. Would it do any good to complain? Not really - no magic wands here to just get it done. I think the folks at FTP do a great job but unless they live, breathe, eat, and sleep FTP (I'm sure some do), I doubt it is going to get done any after than it is. And then, the mods may not all be done and if - heaven forbid - they leave something out just to release it, people will complain about that.

So, play a solo game with 1.4.7 and see what fun you can have. Sit down and work with turtles and develop your own set of code for the upcoming server (lua isn't that bad to learn). Figure out all the nuances of Mystcraft so you know how to create that "perfect world" when you need it. Play with the Bukkit interface that is supposed to be out that works with FTB now. There are tons of things to do.

Oh, and if you are "bored" or "sick" of 1.4.7... don't play. There are a LOT of other games to play. Don't come here and post negativity when the majority just want to check quick on the status and hope the massive length of the thread makes people thing there is something important to know (heck, what I am wiring here is TDL anyway!!)

Keep up the work, all you modders and pack makers. I'll keep playing! If nothing else I can find a good seed or two (or 12) and see how they end up with the newest version!

Except nobody is actually doing that. Thanks for the sanctimonious wall of text though.

I'm starting to think the people who are posting these dumb things implying the majority as being impatient or rude are just as impatient if not more, but want to save face.

I'm interested in some Magic World 2 updates. I primarily use the magic mods in ultimate anyway and would absolutely love a magic-focused mod for SSP.
 

Merachon

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Jul 29, 2019
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Except nobody is actually doing that. Thanks for the sanctimonious wall of text though.

I'm starting to think the people who are posting these dumb things implying the majority as being impatient or rude are just as impatient if not more, but want to save face.

I'm interested in some Magic World 2 updates. I primarily use the magic mods in ultimate anyway and would absolutely love a magic-focused mod for SSP.
Regarding mods that you use, in the Ultimate pack, which mods would you most likely take out if you had dominant control over it?
 

Kazekai

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Jul 29, 2019
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Regarding mods that you use, in the Ultimate pack, which mods would you most likely take out if you had dominant control over it?

On SSP I would probably not use the advanced tech mods like GregTect, IC2, or Omnitools, but I do like to use Redpower for the red alloy wire and the lamps/microblocks, and Railcraft for building stations and rollercoasters. Since my friends are in love with tech mods I keep them on for their enjoyment though, and I am learning a bit of Buildcraft purely for the double-output of ores and virtually infinite fuel supply. Not sure if Forestry is a tech mod, but I am interested in beekeeping. The Portal Guns are fun but I rarely use them either because they're too expensive to make or the waypoint teleporting makes them redundant.
 

goreae

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This thread is why I say we shouldn't do ETA's even with a disclaimer saying we might not meet our goals. I have no problem with people criticizing the fact that it was said we would do XYZ because its common knowledge that people don't read the disclaimer that says we might not meet those dates. So to reiterate what I said before the official ETA is "It will be released when its ready" because that is the most honest answer anyone at FTB can give you (or anyone in any organisation for that matter) sometimes things happen that mean we can't do what we planned such as mods not being ready or real life circumstances. We cant do anything about that but I understand that people want to be kept informed so if you ever want information about updates ETC you can tweet at us on @FTB_Team we might not reply directly but if it is something that needs an answer I'll try my best.
Putting an ETA in FTB and redpower was just an all around bad idea.
 
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Merachon

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Jul 29, 2019
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On SSP I would probably not use the advanced tech mods like GregTect, IC2, or Omnitools, but I do like to use Redpower for the red alloy wire and the lamps/microblocks, and Railcraft for building stations and rollercoasters. Since my friends are in love with tech mods I keep them on for their enjoyment though, and I am learning a bit of Buildcraft purely for the double-output of ores and virtually infinite fuel supply. Not sure if Forestry is a tech mod, but I am interested in beekeeping. The Portal Guns are fun but I rarely use them either because they're too expensive to make or the waypoint teleporting makes them redundant.
Are you of the opinion that tech mods and magic mods such as Thaumcraft and Ars Magica shouldnt be included in the same pack because of their stark differences? An interesting look on things though, I find that I only use the magic tools from TC3 and leave the rest, and then dibble only a bit in IC2 and Buildcraft quarry's and stuff.
 

OmegaPython

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Jul 29, 2019
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Is there anywhere to go to help out by testing these updated MOD packs?
You can test the last 1.4.7 versions of DW20, Ultimate and Mindcrack on the launcher now, by changed from the recommended version to the latest.
The 1.5 packs have not been released yet though, so no.
 

Hobby boy

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Jul 29, 2019
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Will Tubestuff in FTB Ultimate be updated to 52.3.2 from 52.3.1? I'm missing being able to use retrievulators.
 

vasouv

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Jul 29, 2019
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Has anything been mentioned as to what 1.5 version will be used? 1.5.1 or 1.5.2? I'm thinking of creating my own magic 1.5.2 pack but I quite interested in this MW2 pack... No mods have been confirmed huh?
 

Kazekai

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Jul 29, 2019
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Are you of the opinion that tech mods and magic mods such as Thaumcraft and Ars Magica shouldnt be included in the same pack because of their stark differences? An interesting look on things though, I find that I only use the magic tools from TC3 and leave the rest, and then dibble only a bit in IC2 and Buildcraft quarry's and stuff.

No, I think they can work together just fine, I just prefer not to use the tech mods. I don't have interest in removing tech mods from the pack since I don't have to use them and they aren't hurting my experience just being in there. Besides, it makes things interesting on a server when everyone has different mods they'd like to specialize in. I just prefer the magic stuff for the role-playing aspect of gaming in general - I'm more a fantasy person than a sci-fi one and that's why I play the way I do.

Probably not the best place to ask this but since some people have used MultiMC to make a 1.5 pack, I thought I would try making a personal magic mod pack but have run into some issues. Anyone else having problems getting Mystcraft to work on 1.5.2, Codechickencore to work on 1.5.1, ArsMagicka to work at all, and Thaumcraft 3 to work on any Forge version lower than 688? (The recommended build is 684)
Nevermind I actually have a pretty nice custom magic pack now after digging through archives for older versions.
 

Wyld

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Jul 29, 2019
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Howdy

Just a quick introduction .. Name's 'wyld' and I've just joined the FTB Team. My initial responsibilities will include updating Magic World and Tech World to 'final' 1.4.7 releases (already underway), the creation and testing of Magic World 2 and Tech World 2, and the provision of too much 'perkiness' .. apparently. I doubt the third aspect is actually true, but that's what I've been told.

The *design* of the Magic World 2 is still a thing under discussion, but we're very close to finalising on which mods to include. There are some issues with some mods, ranging (but not limited to) interaction between mods to some not being up to 1.5.2 yet (which is my preferred platform).

"Wait", I hear you cry, "what mods are and are not going to be included ZOMGWTFBBQ?!" .. and yeah, I hear you. But as I said, whilst we're close to a final conceptual pack .. we're still chewing over parts of it, and it certainly needs to be tested to make sure it's a viable pack. This testing will be the big thing. I will certainly speak to Slow and company when I catch him/them next, and figure out what information can be released.

What I *will* say, is there is a real push to make Magic World 2 much more of an 'adventure' pack, rather than a 'build a factory' type. We have plenty of those. The focus will be on what *magic* offers in modded minecraft.

I'd love to say more, but being new and not knowing how things like this work yet, I'll have a talk to some folks, and find the best path forward.

More news to come, and soon.

Hmm, maybe I should start up an area to talk about these packs.
 

Stephen Dunne

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Jul 29, 2019
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I got feed up of waiting .. so i went over to the technicpack site .. used there version of tekkit (1.5.1 btw) and added ars magica, natura, hats and a couple of others i liked the look of.. with their new "make ur own mod pack" its so simple to make a private pack, i dont think i'll be back here, (make sure u get permissions if u want to make the pack public tho) its great for private use!

Anyone that needs any help in doing the same ..msg me, I had zero problems with id configs or any of that stuff & there is a couple of simple tutorial videos on the site too if u get stuck (not by me).

I am in no way affiliated with tekkit or the technicpack, i'm not a mod maker, or pack maker, just got fed up of waiting here with little or no communication!!
 

MFINN23

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Jul 29, 2019
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Howdy

Just a quick introduction .. Name's 'wyld' and I've just joined the FTB Team. My initial responsibilities will include updating Magic World and Tech World to 'final' 1.4.7 releases (already underway), the creation and testing of Magic World 2 and Tech World 2, and the provision of too much 'perkiness' .. apparently. I doubt the third aspect is actually true, but that's what I've been told.

The *design* of the Magic World 2 is still a thing under discussion, but we're very close to finalising on which mods to include. There are some issues with some mods, ranging (but not limited to) interaction between mods to some not being up to 1.5.2 yet (which is my preferred platform).

"Wait", I hear you cry, "what mods are and are not going to be included ZOMGWTFBBQ?!" .. and yeah, I hear you. But as I said, whilst we're close to a final conceptual pack .. we're still chewing over parts of it, and it certainly needs to be tested to make sure it's a viable pack. This testing will be the big thing. I will certainly speak to Slow and company when I catch him/them next, and figure out what information can be released.

What I *will* say, is there is a real push to make Magic World 2 much more of an 'adventure' pack, rather than a 'build a factory' type. We have plenty of those. The focus will be on what *magic* offers in modded minecraft.

I'd love to say more, but being new and not knowing how things like this work yet, I'll have a talk to some folks, and find the best path forward.

More news to come, and soon.

Hmm, maybe I should start up an area to talk about these packs.
I like the idea of making it more of an adventure pack as in more things to do, bosses to fight, places to explore. That's pretty much what I'm looking for in a mod these days. Ars Magica being included is a definite right?
 

Kazekai

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Jul 29, 2019
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I like the idea of making it more of an adventure pack as in more things to do, bosses to fight, places to explore. That's pretty much what I'm looking for in a mod these days. Ars Magica being included is a definite right?

I completely agree - I like to build nice things in Minecraft, but I love that the magic mods add that element of exploration to the game that vanilla lost a long time ago.

While these are not magic mods, Bilibocraft and Natura go great in a magic pack, in case suggestions are welcome. I've been using a custom-built pack in multimc and find they both add to the feel pretty well if you want to build a mage tower and store all those diaries.
 

Wyld

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Jul 29, 2019
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Whilst there's nothing I'd love more than go on about which mods will be part of the Magic World 2 pack, the truth of the matter is, it's not policy to release pack details until certain milestones have been reached. One of these milestones, and honestly, a bloody important one, is ensuring all the mods in a proposed pack don't do 'bad things' to other mods. Until we reach that point, I can't confirm any specific mod.

What I *can* say is, if it's a "magical" mod .. then I'm looking at it very seriously and testing the hell out of it.
 
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