so i'm still getting the download bug any fixes?? (i have read the "unable to launch" thread in the bug forum but that isn't what i have)
ee3 actually has 1.7.10 downloads, ive accessed them, they are just really hard to findIt says Equivalent Exchange 3 is in the pack, but according to its forum page it's never been updated to 1.7.10...?
bp is at the moment a complete dupe of rp2 without power and frames which is handled by remain in motion and a couple others, pr is a re script with different mechanics and crafting recipes not used in rp2 therefore is put over pr as bp is closer to rp2 than any other mod i have ever seen. also eu and br were not ultimate mods but i guess theyle make it in the pack plus, its alpha not even beta yet stop whining.Very odd to see bluepower being picked over ProjectRed. BluePower is a highly alpha mod with highly bugged bluestone wires, if your going to pick it, atleast consider adding ProjectRed: Core/Integration/Compatability so we have gates/wires to play with.
Realy sad Apple Core isnt included once again either, its such a simple yet very usefull food UI.
Where is the frame mod? Where is the RF flight mod? Why Extra Utilities and Advanced Generators, but not Big Reactors?
if xycraft actually comes out will it be added, i loved fabricatiors and tanks and such, even if it killed servers it was coolThat was the plan but the feeling now is that that was a mistake. Loads of people still want to play those sort of packs so we should still be creating them
I'm probably going to release the first edition of my guide relatively soon.If you want a walkthrough over documentation this might interest you https://docs.google.com/document/d/1_suVZdSI91JimQTsgR3ejRt1HbxOM87Sh1OO2Fou6zM/edit
For example EIO was not included because many of the features are redundant (Buildcraft, GregTech, extra utils all have replacements for EIO conduits), it is quite resource intensive and it caused balance issues.
bp is at the moment a complete dupe of rp2 without power and frames which is handled by remain in motion and a couple others, pr is a re script with different mechanics and crafting recipes not used in rp2 therefore is put over pr as bp is closer to rp2 than any other mod i have ever seen. also eu and br were not ultimate mods but i guess theyle make it in the pack plus, its alpha not even beta yet stop whining.
GT dates back to a time when there was a lot of blurring between mod and modpack. Whereas a mod gives pieces of an experience, a modpack provides the experience as a whole.
Some modders crossed over into trying to provide the full experience. GregTech's a perfect example of this, by adjusting "basic" mechanics to make the mod function a certain way.
Nowadays we have a better distinction: modders offer amazing configuration abilities, and packmakers have things like ModTweaker/MineTweaker to make adjustments as needed to provide specifically-tailored gamer experiences.
I'm glad GT is in this pack by default. The argument goes both ways. Instead of forcing players to add it if they want it, by default they get closer to the Ultimate experience. Its easier to disable a mod you don't want than to add one you do, and anyone who can't play a pack because they can't hit the disable button...well, some people you just can't work with.
what I'm hearing is that it was a mistake to add gregtech to a modpack that is based entirely around gregtech. It doesn't really sound like this is your sort of pack at all, friend.It's not easier to disable a mod, because the whole modpack is made AROUND Gtech, so it's not like you can disable it and get the same experience without spending a crap ton of time reconfiguring everything with another tech mod at it's core.. So basically if you disable Gtech you end up with a bunch of mods that are meant to be played with something else.. I'm playing DW20 and it's awesome, but i was expecting a modpack like this to come out like before, in which I could add my own Tech mods (Specially Mekanism) to replace the usual core (Thermal and BC) without too much trouble, now it's like making a mod pack from scratch...
what I'm hearing is that it was a mistake to add gregtech to a modpack that is based entirely around gregtech. It doesn't really sound like this is your sort of pack at all, friend.
Ender IO is not in because it wasn't in Ultimate(Don't ask me why Pams is in there. It shouldn't be. >.>)Captainnana, none of those have replacements for EIO conduits; none of those quite match the quality and functionality, nor can any of them all go through the same block. Balance issues can be fixed, I am sure there would even be some of us willing to help tweak and test if more info were posted. Resource intensive, however, I can understand. I have not noticed when using EIO, but if it can be laggy I understand excluding it if the pack is meant to be lightweight.
Btw, I kinda like playing with Gregtech occasionally, so it would be nice to have EIO with it.
There are a few odd choices in the pack. It could certainly have done with a public review. A beta where suggestions are actually lessened to. There's bin a severe "we will do what we want" mentality being displayed around here lately.
I should also mention that during the creation process of this pack we had a team of around 15 beta testers from the public who were all people who were told it would be centered around gregtech. If they had suggestions etc. they were more than welcome to suggest them so this is definitely not one person having the final say about everything. Another thing is that Jaded and Eya did not make this pack, it was primarily made by tfox83.Oh really?
I could link you posts made by Jadedcat, something along the lines of "snowball's chance in hell" (paraphrased), stating that this type of pack is not what FTB will be spending their time creating from now on. The mere fact that this pack exist is proof enough that they do listen to suggestions.