Ore Generation Configs for Progression Balance

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Physicist

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Jul 29, 2019
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If anyone has a nice neat modular config pack for 1.6.4, that would save everyone reading everything below, and would be worth 2 internets.

If not:

I'm making my own 1.6 FTB-like modgroup for just my wife and I. Think pared down DW20 + Gregtech. I was looking through configs, and am trying to figure out which (if any) config options for oregen should be disabled for best play experience. As a point of reference for my style, I like what the Unhinged modpack did to Thermal Expansion and MFR's progression.

In particular I noticed:
Aluminum? Does TC Aluminum break GT by speeding progression? Does GT aluminum break TC until bauxite can be processed properly? Does GT Copper/Zinc Brass mess with anything?
Copper/Tin? TC and Industrial Craft both; does one need disabling to prevent doubled up ore spawns?
Lead/Silver? Factorization and IC, same as above.
Which mod offers 4 coal + iron ingot = steel dust? I don't want that. I hope it's not any I've selected.

What other mods' ores screw with each other and/or GT?

On a side note I'm interested in knowing if anything in particular throws tech progression out of balance, or what config options bring them closer to balance. I'm also looking to add Mystcraft when xcompwiz gets time to update to 1.6.4. I know that oreblock symbols can be disabled in that mod, and am curious if anyone has opinions on those; in my experience they seem rare enough not to throw it totally off, except on an economy based or well-aged server.

Basic Modlist:
Advanced Machines (Don't really know what that one does)
Applied Energistics
Binnies mods
Biomes O Plenty (maybe ore gen with this one?)
Buildcraft
ChickenChunks
Codechickencore
ComputerCraft
Denlib
Denpipes
EnderStorage
Factorization
Forestry
Gregtech
IC2 Experimental
Magic Bees
Natura
Plugins for Forestry
Railcraft (maybe ore gen here too? Does the RC blast furnace break GT, or does GT "fix" it?)
Tinkers Construct
Thaumcraft 4
Thuamic Tinkerer
Translocator (Don't really know what this one does)
Twilight Forest
Underground Biomes (I got the impression this one doesn't change oregen, only stone generation; on that subject, anyone have any configs or template config lines for making forestry backpacks accept all the extra stone this mod makes?)
WRCBE
Maybe:
Extra Utilities
Chargepads (ran into a crash on run, not sure how to make it work, but will try again some time)
 
TiCo aluminum isn't compatible with GT aluminium, so there is no problem.

Tin and copper is generated by TiCo, Forestry and IC2. TiCo generates the least and IC2 generates the most, but you can configure TiCo exactly how you want.

Lead/silver: you have 3 ores that have similar results, silver ore, lead ore and galena ore (GT). FZ generation is in large veins, but rare, ic2 and GT is quite often, but not so big. If you want to use FZ ore processing I'd left its silver ore and disable other ores.

This recipe is added by MFFS v3, with GT it doesn't break balance (you still need its blast furnace). RC blast furnace has similar balance to GT one.

Railcraft generates geodes (black stone + one piece of gems), white stone in forest, sulfur and saltpeter (renewable). Its generation is very biome specific and generally doesn't break balance and makes the world more interesting.

BoP only adds gems, not a problem.

Advanced machines are implosion compressor and rotary macerator.

I don't know if it is fixed yet, but there were issues with underground biomes and hives generation from binnies mods and magic bees.
 
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Some config changes I made, for those curious:
Disabled:
Forestry Copper/Tin
Tinkers Construct Copper/Tin (actually was already default; it possibly detected other mods being installed)
IC2 Lead (There was no IC2 silver)

Enabled:
Underground Biomes creation of vanilla stone biomes (to allow rocky hives. I increased rocky hive gen rate to 5 to compensate for substantially lower opportunity.)

Changed Tinkers Construct Slime Island rarity to 900 (half as common as the default 450)