So, if I manually add in a couple of Reika's mods to aid my quest until I'm resourceful enough to shoot for GregTech, will I have screwed up things completely? Will it even work?
As someone who has played a pack with RotaryCraft and GregTech, they do not play nicely gameplay-wise. It basically makes you able to completely ignore all of GT once you get a few of the steam machines.Not sure exactly what you mean, but assuming the game boots and runs, you won't be getting the gameplay experience that Greg or Reika intended.
Is binnie's mods still broken when paired with gregtech?
Once I thought that almost any mod would destroy Rotarycraft's gameplay and balance, but then I saw some of Reika's world tour videos and I was inspired. He even uses those rf to rotarycraft dynamos and engines and has loads of cross-mod "exploits". I'm just defending RotaryCraft, I can't say the same about Greg.Not sure exactly what you mean, but assuming the game boots and runs, you won't be getting the gameplay experience that Greg or Reika intended.
Ok someone fix the ores (the correct mining levels so not that nobdoy thinks that by default you can mine all ores in GT it makes me sad) and get Thermal expansion to be atleast middle game creating it less efficent and useful as most GT machines are better than (in most cases) ANY thermal expansion machine (expect steam and LV and nobody is going to touch GT when they get TE machines going so, even though they are not good at all when comparing the GT machinery), and the railcraft blast furnace should not be able to create steel (if the extra utilities generators are unghanced change them at instant or delete them, There is enough OP RF generation so make some of the RF generation less efficent) and disable the AE2 grinder (as when everyone gets all TE it's basicly the end of the pack so just god damn delete the damn thing if you can't make it actually a mid game mod (just do something to it so we don't have a standard stubid stubborn modpack again made from clone of other modpacks, TE kills modpacks because everyone thinks they have all things they would ever get in this modpack when they have all the TE they wanted, if this is not true to you, youre a filthy cheater) and some GT nerfs could be brought back (not really a issue) so... i think that is all i got right now, would be nice if someone does these, as they will make the modpack a better experience and expand it's lifetime just over all. BTW i did beta test this pack... so i do know theguybunny who fucked up the ore gen, Blame retep from the GT forums.
I:MaxHeight_120=120
I:MinHeight_40=40
I:MinHeight_80=80
That wasn't really my intention with the post, my point was that everyone in this thread is everyone saying what should be in the modpack and everyone is saying something different for the most part. There is no solid answer to what should and shouldn't be included in this or any modpack, what I don't really like is when people, as happened quite a bit in this thread tell us that we are incorrect for not including or indeed including a mod.
We made these decisions for a reason and while suggestions are welcome there is no correct way to do this, there is however a correct way to suggest things. And it's not by telling us we've done it wrong.
Don't get me wrong we're not afraid to admit when we've made mistakes (as I've done in this thread, we should have made a kitchen sink pack sooner) but there needs to be solid reasoning and a bit more time spent before we blindly include mods.
On another note thank you for the kind words guys but you really have @tfox83 to thank for this pack more than me!
The default hight changed a few versions of GT ago. Min height 40 is now the right one, the 80 does not work anymore. It was lowered since many complained about not finding any tin ores.Ah. When you said oregen, I thought you just meant the levels at which they spawn. Not the exceptionally derpy ores themselves.
Just try to put one on a Carpenters block and break it. Go on
As for tin, config says
As I could never find any underground, I assumed the higher MinHeight was correct.Code:I:MaxHeight_120=120 I:MinHeight_40=40 I:MinHeight_80=80
Also, I meant buff. not Nerf. Bronze is harder to get than iron. My bad. Please don't put me in the corner again!
In short I didn't want to make this pack too difficult but it seems that is what people want. After reading a lot of feed back I may shift course with this pack and focus more on GT integration with most of the mods. I would like to get everyone's opinion on that of course. So could everyone please post what direction you would like to see this pack go, and not what mods need to be added or removed. Thank you!
EnderIO - breaks GT progression and too redundant to TE. Also uses more resources than TE in an SMP environment.
Well it might be unique and different but lot more simple and easy to use, which i am not really a fan of (without the danger of dying from explosions and your machines exploding as well when you put a wrong cable is not that fun, it removes the thinking part that makes some mods great)
and the SAG mill would not work for most ores (neither does TE pulverizer)
and the conduits? bit too nifty i am afraid, and they are pretty easy to manufacture in large quantities and they transport silly amounts of RF (which is pretty silly in it self),
but yeah i got bored of easy mods so i would like this pack go to the more difficult direction, but not make it impossible to get a new player in to it, but to keep it more enjoyable in any way. Watched a video of this pack, first it was fun, but then they figured out that TE is unghanged and it started to feel like any other pack.
And what breaks GT progression you ask? Any mod with easy steel and easy ore doubling such as TE, TiC, EnderIO, some Reika's mods, Mekanism and cheap ore dictionary job, cheap power gen and easy power transport.
EnderIO - breaks GT progression
and too redundant to TE. Also uses more resources than TE in an SMP environment.
Much much more easier mode... EnderIO by it's default recipes breaks the progression, you would need to minetweak it so much to get it not to break the progression.
The problem with EnderIO is, that it only adds functionality other mods already have, the pipes are the only things that are kind of unique but way to overpowered, recipe tweaks won't help you with this one and the EnderIO. The only real reason, why people want to get this mod is to make the whole pack easier, because they really enjoy the easy piping system and are not ready for something with great game depth like the Gregtech pipes, because people always want to keep their habits even if they could try something new and maybe better.Much much more easier mode... EnderIO by it's default recipes breaks the progression, you would need to minetweak it so much to get it not to break the progression.
All ore is GregTech ore and GregTech itself adds processing of all ores to TE machines. Therefore the only solution to ore doubling being easy via other means is to make those other means have recipes whose cost is inversely proportional to their ease of use.and ore doubling of non gregtech ores causes a problem? Easy fix: increase gregtech ore to non gregtech ore ratio.
All ore is GregTech ore and GregTech itself adds processing of all ores to TE machines. Therefore the only solution to ore doubling being easy via other means is to make those other means have recipes whose cost is inversely proportional to their ease of use.
The problem with EnderIO is, that it only adds functionality other mods already have, the pipes are the only things that are kind of unique but way to overpowered, recipe tweaks won't help you with this one and the EnderIO. The only real reason, why people want to get this mod is to make the whole pack easier, because they really enjoy the easy piping system and are not ready for something with great game depth like the Gregtech pipes, because people always want to keep their habits even if they could try something new and maybe better.
User friendlyness does not kill creativeness. Infact, some of those EnderIO blocks would be required for some of my most creative builds (Some alternatives exist within TC/TT). Infact, i'd agrue that all automated gathering machines are a way way WAY bigger offender for killing creative builds *looks at MFR/quary's/etc*. (Note: With creative I mean an unusual thought requiring build, not creative mode) So lets remove all forms of automated resource gathering and move to autonomous activators/block breakers and funky locomotion and cogs, yes? No? Oh, because this is different? How so? To difficult?
That is sorted in the next update.guys, i want to ask what use for mod "advance solar panel" if from beginning i cant make solar panel ic2 (nei not showing up the recipe and i see config also disable) ?