Sorry to the moderators is this thread is in the wrong spot or should have been split up into multiple questions - I didn't wanna spam the forums with a bunch of questions since I'm sure the answers to a few of them are pretty simple, but here goes:
1) I am seriously overwhelmed by the number of mods in the FTB Unleashed pack. I've fooled around enough that I think I'm starting to figure out which ones I'll be using the most and which ones I may eventually turn off, but for the majority of the folks here: do you play with all the default mods in the pack ON? Or do you switch off the ones you don't use?
2) On that note, I've seen that while some mods add ores and whatnot to worldgen, others are just new uses for existing materials: are there any mods that are absolutely no-go for switching them on after generating a world? What about mods that it's recommended you don't turn off once you've generated your world?
3) SO. MANY. Machines. Do you folks end up setting up massive machine rooms that to anything and everything, or do most experienced players just stick to the machines that do what they need done? I mean, it seems awfully neat to have a bank of [insert example] machines in my main workshop, but if I'm probably not ever going to need them, isn't it just better to save the resources and not build them? Or is that shortsighted?
4) One of the things that drew me to FTB was Buildcraft Quarries - I love digging out a massive hole down to the bedrock and then filling it back in with a multi-level armored stronghold complex thingy. Recently, having seen how cool some of the pipes and wires can potentially look in FTB worlds, I was wondering - aside from the vanilla beacon, are there any good...like...BEAMS or similar things that might look cool when shooting up through the center of such a fortress? Like having a massive bundle of glowing cables and item-filled pipes managing all my stuff that runs through the center of the fortress like a massive artery of awesome? Ideas?
5) Portal Turrets are neat, fun, and useful! Unfortunately, I keep returning to my entrance to find them...gone. Do they run out of ammo/power and de-spawn? Are they prone to falling over and losing that 1 HP of life that they have? Are there known bugs that cause the turrets to vanish if you venture too far away?
6)Applied Energistics. Now there's a mod for packrats like me. I've checked a few FAQs, Wikis*, and guides, and even watched a few LPs on Youtube but haven't yet found the answer to the mystery of how one might actively load items from the network into an item like a chest. Let's say I have a color-coded ender chest attached to my multifarm to supply it with fertilizer. If I set up an identically-color-coded chest elsewhere and hook it up to the ME network a) how do I tell the network to fill it with fertilizer b) what happens when it fills up? After a bit more tooling around in Creative, I figured this one out, so no worries (I think!)
7) Speaking of Multifarms - I love these things! Googling info on them is hard, on account of the hundreds of forum posts about "why won't my multifarm work," but my question is more one of strategy - what crops are best suited for multi-farming? Thaumcraft Golems are also pretty cool, and don't require power/water/fertilizer, but I like the cleanness of the multifarm. Obviously, Tree/rubber farms are top options, but what about wheat? Netherwart? carrots/potatoes (do I even need those? I don't think I do, but maybe I've missed something), and sugarcane and cactus and...I guess there's other crops too? I found a bunch of freakin' cotton seeds in my inventory, so there's that. What's best left to multifarms, what
s better for golems, and what should I just skip over?
Thanks in advance , or, in the event that this was a mis-placed thread, sorry for the inconvenience, mods
*Has anyone else noticed that there's like 4 or 5 FTB wikis, and they all basically have identical articles between thems? What's up with that?
1) I am seriously overwhelmed by the number of mods in the FTB Unleashed pack. I've fooled around enough that I think I'm starting to figure out which ones I'll be using the most and which ones I may eventually turn off, but for the majority of the folks here: do you play with all the default mods in the pack ON? Or do you switch off the ones you don't use?
2) On that note, I've seen that while some mods add ores and whatnot to worldgen, others are just new uses for existing materials: are there any mods that are absolutely no-go for switching them on after generating a world? What about mods that it's recommended you don't turn off once you've generated your world?
3) SO. MANY. Machines. Do you folks end up setting up massive machine rooms that to anything and everything, or do most experienced players just stick to the machines that do what they need done? I mean, it seems awfully neat to have a bank of [insert example] machines in my main workshop, but if I'm probably not ever going to need them, isn't it just better to save the resources and not build them? Or is that shortsighted?
4) One of the things that drew me to FTB was Buildcraft Quarries - I love digging out a massive hole down to the bedrock and then filling it back in with a multi-level armored stronghold complex thingy. Recently, having seen how cool some of the pipes and wires can potentially look in FTB worlds, I was wondering - aside from the vanilla beacon, are there any good...like...BEAMS or similar things that might look cool when shooting up through the center of such a fortress? Like having a massive bundle of glowing cables and item-filled pipes managing all my stuff that runs through the center of the fortress like a massive artery of awesome? Ideas?
5) Portal Turrets are neat, fun, and useful! Unfortunately, I keep returning to my entrance to find them...gone. Do they run out of ammo/power and de-spawn? Are they prone to falling over and losing that 1 HP of life that they have? Are there known bugs that cause the turrets to vanish if you venture too far away?
6)
7) Speaking of Multifarms - I love these things! Googling info on them is hard, on account of the hundreds of forum posts about "why won't my multifarm work," but my question is more one of strategy - what crops are best suited for multi-farming? Thaumcraft Golems are also pretty cool, and don't require power/water/fertilizer, but I like the cleanness of the multifarm. Obviously, Tree/rubber farms are top options, but what about wheat? Netherwart? carrots/potatoes (do I even need those? I don't think I do, but maybe I've missed something), and sugarcane and cactus and...I guess there's other crops too? I found a bunch of freakin' cotton seeds in my inventory, so there's that. What's best left to multifarms, what
s better for golems, and what should I just skip over?
Thanks in advance , or, in the event that this was a mis-placed thread, sorry for the inconvenience, mods
*Has anyone else noticed that there's like 4 or 5 FTB wikis, and they all basically have identical articles between thems? What's up with that?