Mod Pack Update

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Lathanael

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Jul 29, 2019
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I know a bunch of people dislike it because of "OMGOP", but I added Ars Magicka to the .6, and holy carp, is it awesome. I hope it could get officially added to the pack.
Simply put: NO

At its current state ArsMagicka is too unpolished while adding too much to be considered stable enough for mod-pack usage
 

Yarma92

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Jul 29, 2019
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jamooka
Yet Xycraft is in Ultimate pack? Seems like a bad excuse due to past additions.​
XyCraft adds a lot of aesthetics to the game with some functionality such as flexible tank structures. Its a mod that is broken into several compenents. Currently the world gen mod for Xycraft is the only one release. And it is polished to a very high degree.
 

Skullywag

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Jul 29, 2019
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first off this isnt me moaning about delays (im not even playing ftb at the moment) or trying to annoy anyone or stating im better then everyone else this is me just wanting to know the process as im interested and I feel it would let people know how hard you guys work.

Simply, what is the process for getting a pack together, I have in the past and recently put together packs for personal and private server use, ive literally just put one together about a week ago with 92 mods in it (kind of an ultimate with bells on pack) in 1.5.2 with all mods up to date (even updated a few after the fact) and it took me about an hour to do, sorted out some ID conflicts (even though forge sorts most of em out) fixed some API problems (MMMPS has the wrong IC2 api shipped in it for the latest version) and other such issues. This pack has been in use for a week now and we havent had any real bugs in it just a couple of config tweaks (railcraft hidden block ID and smeltery from tinkers construct for instance). So what in your process adds the time to making these packs, is it the personnel, do you have enough? (I have offered my services but got no response) or is it some other thing im not aware of?

If this info is posted elsewhere please feel free to post a link and ill shut up and go read but I am genuinely interested.
 
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Yarma92

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Jul 29, 2019
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first off this isnt me moaning about delays (im not even playing ftb at the moment) or trying to annoy anyone or stating im better then everyone else this is me just wanting to know the process as im interested and I feel it would let people know how hard you guys work.

Simply, what is the process for getting a pack together, I have in the past and recently put together packs for personal and private server use, ive literally just put one together about a week ago with 92 mods in it (kind of an ultimate with bells on pack) in 1.5.2 with all mods up to date (even updated a few after the fact) and it took me about an hour to do, sorted out some ID conflicts (even though forge sorts most of em out) fixed some API problems (MMMPS has the wrong IC2 api shipped in it for the latest version) and other such issues. This pack has been in use for a week now and we havent had any real bugs in it just a couple of config tweaks (railcraft hidden block ID and smeltery from tinkers construct for instance). So what in your process adds the time to making these packs, is it the personnel, do you have enough? (I have offered my services but got no response) or is it some other thing im not aware of?

If this info is posted elsewhere please feel free to post a link and ill shut up and go read but I am genuinely interested.

I believe its them testing the mods and working with the authors to ensure all mods work well together. Not to mention all the site admin, contacting mod authors for permissions etc, not to mention they try to release the packs as complete as they can but sometimes one or two mods hold them back and they are often the big key mods. Theres alot more work than simply pakacging adds together and fixing configs. The testing they do together highlights bugs between certain mods that are not config based or things that cause other mods to become unbalanced.

TL DR:They dont just put the pack together they test the mods and help with developement.

I hope this clears up some of your questions.
 

NJM1564

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Jul 29, 2019
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This isn't a bug, so not posting this in that thread. I assume it's a config problem

I updated to version 6 of the NO Gregtech version. And my Applied Energistics system could no longer make oak planks because the Thermal Expansion sawmill now produces 4 planks per log. Which makes the sawmill worthless, since that's the vanilla crafting amount and sawdust has no practical use at this point in the game.

There is no change for this listed in the TE's website, including the changelog. So which mod changed this? I checked the TE config and nothing there.

I think I remember that change being mentioned in during a forgecraft stream or youtube vid. It was changed by TE itself. Sawdust can be processed into wood plates which can replace wood planks in a lot of recipes.
But yah the reduction would be bad and I'm hoping I just misheard and it's a bug.[DOUBLEPOST=1371603674][/DOUBLEPOST]
0.7 is going to be .. bigger .. like, seriously. Just between you, me and the Internet, I think Slow's gone mad.

Expect significant news soon.



I read up to "harassing" until I moved on >.>

Will many, or better yet most or even all of these new mods be added to the eventual 1.6 ultamate pack?
 

Tyrellan

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Jul 29, 2019
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Will many, or better yet most or even all of these new mods be added to the eventual 1.6 ultamate pack?
1.5 and 1.6 aren't anymore compatible than 1.4 and 1.5 were. 1.6 going forward should be. The end result is: who knows - developers come and go.
 

NJM1564

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Jul 29, 2019
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1.5 and 1.6 aren't anymore compatible than 1.4 and 1.5 were. 1.6 going forward should be. The end result is: who knows - developers come and go.

Compatible? I'm not talking about versions. I'm talking about weather or not all, most, or any of the new mods (dart craft, misc essentials, exs) added to the 1.5 temp beta pack will be eventually added to ultamate 1.6. Or will they be split off into there own packs or even dropped in there entirety.
 

Tyrellan

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Jul 29, 2019
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Compatible? I'm not talking about versions. I'm talking about weather or not all, most, or any of the new mods (dart craft, misc essentials, exs) added to the 1.5 temp beta pack will be eventually added to ultamate 1.6. Or will they be split off into there own packs or even dropped in there entirety.
Yes you are. You asked if they would be available; and the answer is if they continue to update their mods - sure; they probably will be. If they don't, then no - they clearly won't.

Quick example: Redpower 2 and Xycraft. Neither are in 1.5.2 because the dev's are still either working on them (redpower) - or decided to wait for 1.6 (xycraft). There's just no way to know what will happen when 1.6 comes out.
 

slowbro69

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Jul 29, 2019
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for some reason my launcher wont update to the new modpack version does any one know why it wont update to v0.06
 

JezuitX

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Jul 29, 2019
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Lately modding for Minecraft is like trying to hit a moving target. It's great that vanilla is evolving and adding new stuff, but it's a pain in the butt for getting a bunch of awesome mods to work together for more than a few months.
 

Tyrellan

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Jul 29, 2019
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Wow - so I killed a zombie; looted a loot bag - opened the loot bag, and there was a portal gun in it. o_O Seriously? (using 0.6)


Lately modding for Minecraft is like trying to hit a moving target. It's great that vanilla is evolving and adding new stuff, but it's a pain in the butt for getting a bunch of awesome mods to work together for more than a few months.
That should be fixed in 1.6+. Mojang is releasing a API specifically for mods. I thought one of the dev's said that that means, a 1.6 mod will work in 2.9 (for instance) - but don't quote me on that. They did for certain tho, say that it'll be really easy to update and tweak mods.
 
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