Problem Question about FTB Beyond features

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Wonton_Freak

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Jul 29, 2019
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Hi there FTB Community!

So I just rented a server from fragnet and have my fresh FTB Beyond server set up while on an overdose of hype after seing its release.

Now in hindsight, I see there's a few major and crucial (IMO) mods missing, like Thaumcraft, Biomes'oPlenty, Mystcraft, Galacticraft and Twilight Forest. Just to name a few.

Now, I do see that the mod list is longer than the Infinity Evolved one, but I don't know what half of them do (haven't played since 2015)

Do anyone know if there are any mods that replace these features?:
"Mid game teleportation from Link Books"
"Early/Mid game teleportation from Portal Gun"
"Progression based world exploration like Twilight Forest"
"Deep magic progression system like Thaumcraft"

Kind Regards
¨~ Chris
 

Inaeo

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Jul 29, 2019
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Many of the "crucial" mods you listed either haven't updated to 1.10 or are no longer in development. Thaumcraft hasn't released for 1.10 yet, and is slated to join Beyond once it does. Mystcraft is out, but RFTools can create custom dimensions, and frankly is easier to deal with to do it (although it requires RF to create and run them). Twilight Forest wasn't moving to 1.10 at all last time I looked, although that was a while ago. Either way, it's not available now, so couldn't make the pack. Galacticraft and BoP were left out due to stability and lag issues from what I've read in the forums so far.

Midgame transportation can be achieved via. RFTools teleporters, Blood Magic Teleposers, and a number of other ways I'm sure.

Early game teleporters are a bit on the rare side, but IMO teleportation is something to be left out of early game - if you're desperate for them, you can push the tech needed to unlock the basic RFTools Teleporters pretty easily, though you're likely going to have to use it sparingly for a time while your power generation catches up. If you don't mind going low tech for faster travel, the Tinker's Construct slingshot (it shoots you backwards) and a pair of slime boots can help. If you pair that with a hangglider, you can cover some.serious distance in decent time.

Progressive exploration isn't really covered from what little of Beyond I've delved into. There may be mods you can add to your server to cover it, but I'm afraid they don't come stock in the pack.

While you're waiting for Thaumcraft to drop, try your hand at Roots, Embers, and Blood Magic. Blood Magic got an overhaul in the move to 1.10, so it's the same but better/faster/less stabby. Roots and Embers are new to the scene, but both seem interesting and different enough to be fresh. I may be forgetting another magic.mod (Botania, if you count it as magic), but there's quite a bit to sort through.

Welcome back to MC. The creepers have missed you. If you haven't already, take a moment to get a feel for the new combat system in Vanilla 1.10 - it can make some old.mods feel a bit different, and it can seriously screw you if you just spam-click to attack all the time.
 

Wonton_Freak

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Jul 29, 2019
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Wow, first I have to say that was such a helpful reply. It pretty much covered everything I was thinking of. Follow up question though, Does RFTools or blood magic have any teleporters that are mobile?

The thing I used to do in FTB Infinity was to spawn in a world, and run around like crazy opening thaumcraft crates until I found a Portal Gun, reason was that when you're out mining, you can just drop a portal, go back to base, drop stuff and go back to mining without running.

Never heard of Roots and Embers though, I'll look it up to see what it's about, I know about blood magic from the old packs but never tried it.

Again, thanks
¨~ Chris
 

Cptqrk

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Aug 24, 2013
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RFtools does have a mobile "return to placed block" item, or you could go with Draconic Evolution. While not super early game, and based on luck on finding the ore, it's my main go to teleporter due to the ability to store multiple locations across multiple dimensions at the cost of an ender pearl per teleport.
 

dragonmaster0283

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Jul 29, 2019
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To add to the above. For the Go out mining and Tele-Back to Base, you have a couple of options.

RFTools - Charged Porter. It will teleport you back to any Receiver you bound to it. It can be upgraded to allow multiple receivers to be bound to it. NOTE: You cannot go back to where you teleported from. If you want to work both ways, you will need to carry a Receiver/Transmitter/Dialing Device along with a power provider with you and plop down when you wish to return to base and then can dial it back up from your base to go back where you left off.

Draconic Evolution - Advanced Dislocator. Its a tad expensive but can be bound to specific points in the world and uses enderpearls as fuel. There are normal Dislocators but those can only be bound to a single point and have limited uses.


As for the "link book" pedestals. You can do that with Draconic Evolution and using the normal Dislocators. First need to bind a dislocator to where you want the pedestal to take you, then place the dislocator on the DE pedestal and can click to where you bound it too.
 

Wonton_Freak

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Jul 29, 2019
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Hi and thanks again for the great answers guys, I've decided to just wait out the teleportation until I get to the draconic one so I'll just have to live with it for now (even though my mining area is 1,5k blocks away from base lol)

I've played about 16 hours of beyond so far and my friends and I have managed to set up a small base and are looking into what mods we'll try. They've chosen the Roots one, and I think I'm just gonna stick with Tinkers and Thermal Expansions for now.

One thing I've noticed though, is that there's no extratic? So we can't make parts with enderium and also OpenBlocks is missing <- biggest letdown, I want my Tanks xD

Anyone know a good replacement for the OpenBlock tanks and are they modular ?

¨~ chris
 

InThayne

Well-Known Member
Oct 14, 2013
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You could also just use FTBUtilities built in home and warp functions. Use /sethome to set and /home to use. Warps take either OP or cheats to set them I think but anyone can use them once enabled.

Edit- I stared at extratic for the longest time trying to figure out what that was (I was pronouncing it like 'erratic'). Anyways try the singularity tank (32 bucket volume) from mob grinding utilities, but I don't think they form multiblocks ( I haven't got that far yet but they are easy to make).
 
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GamerwithnoGame

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Jan 29, 2015
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It's worth you having a more in-depth look at Tinkers Construct 2 - while the materials may look the same on the surface, the process of choosing what to make tools from actually goes a LOT deeper than you might think :) there's no one supermaterial for everything, they all have their own unique traits, and you might find you don't miss Extra TiC! I also think there is actually some limited cross-mod support already present in terms of item materials.

As for expandable multiblock tanks, you are out of luck thus far (though Deep Resonance tanks have some multiblock functionality), but if you're looking for sheer volume stored, Extra Utilities 2 has your back. The Iron Drum can hold 256 buckets, the reinforced large drum hold 4096, and the one above that... is quite large ;)
 

Softwerker

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Jan 24, 2017
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It's worth you having a more in-depth look at Tinkers Construct 2 - while the materials may look the same on the surface, the process of choosing what to make tools from actually goes a LOT deeper than you might think :) there's no one supermaterial for everything, they all have their own unique traits, and you might find you don't miss Extra TiC! I also think there is actually some limited cross-mod support already present in terms of item materials.

As for expandable multiblock tanks, you are out of luck thus far (though Deep Resonance tanks have some multiblock functionality), but if you're looking for sheer volume stored, Extra Utilities 2 has your back. The Iron Drum can hold 256 buckets, the reinforced large drum hold 4096, and the one above that... is quite large ;)

Or you get a Quantum Tank for near infinite Storage^^
 
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Wonton_Freak

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Jul 29, 2019
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So they did a full rewrite of tinkers? I have quite a bit experience from the TC in Infinity but I didn't know they changed it from there.

What about the Railcraft Iron/Steel tanks I can't find them even if the mod is there, did they remove them?

¨~ Chris
 
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Henry Link

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Railcraft is still a work in progress. Eventually the tanks will be back in the mod. But it is still being worked on as are other parts of railcraft.
 

Inaeo

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Tinker's Construct has added a Tank Controller which allows you to build quite substantial multiblock fluid storage. If you use the glass, you can gauge the levels visually.

As above, though, XU has single block mass storage nailed down.
 
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Wonton_Freak

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Jul 29, 2019
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Hi again guys, I have a few more questions regarding the new tinkers construct. I've managed to get access to some high end materials and have been experimenting with creating a few tools.

For pickaxe I went with cobalt head, ardite rod and paper binding. I've so far managed to put 1 mod in luck, 5 in reinforcement and 5 in speed, giving the pickaxe a mining speed of 31,66. The pickaxe is Godlike level (powerleveled using a ExtraUtils user) but it still feels kinda "Slow" I do remember tinkers had a bug in an older version where if you got over a certain speed treshold the tool speed would "reset" is this still the case?

For weapon I'm not sure what to use, I tried making a cleaver with Manyullym blade, cobalt plate and ardite/paper rods but I don't feel like it's way to punishing if I miss a hit because of the recovery time.

Do you guys have any favorites? Would be interesting to discuss this as I feel like I'm stuck here atm

Regards
¨~ Chris

PS: Also, how would I go about leveling the crossbow when my bolts get the exp? :p
 

Henry Link

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Do yourself a favor and skip the cross bow. The reload on it is just horrible. Go with either the long bow or short bow instead. I used electrum for the bow limbs (fastest draw speeds). Used manyullyn arrow heads, reed shaft & slime leaf fletching. As for leveling the bow, the only real modifier it needs is redstone for draw speed and maybe reinforcement to be rid of the durability. It needs to leveled by killing things with the bow. Literally by swinging at them with the bow. For this I would set up a drop or crusher mob farm that would lower the mob to 1/2 or 1 heart. The swing and the hit doesn't level the bow. The kill with it does.
 

Wonton_Freak

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Jul 29, 2019
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Do yourself a favor and skip the cross bow. The reload on it is just horrible. Go with either the long bow or short bow instead. I used electrum for the bow limbs (fastest draw speeds). Used manyullyn arrow heads, reed shaft & slime leaf fletching. As for leveling the bow, the only real modifier it needs is redstone for draw speed and maybe reinforcement to be rid of the durability. It needs to leveled by killing things with the bow. Literally by swinging at them with the bow. For this I would set up a drop or crusher mob farm that would lower the mob to 1/2 or 1 heart. The swing and the hit doesn't level the bow. The kill with it does.

Oh, I'll try making a Longbow instead then. Would it not be better to use treated wood for shaft so that the arrows regen?

What do you think of melee weapons then, should I make a broadsword instead of the cleaver?
 

Henry Link

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Like you I, I used the cleaver and had the same issues. I did compensate by adding redstone to it. But it still had some long recovery time. But my long bow became my primary weapon. Even close up because the draw speed was quick. As for the arrows I opted for the reed then leveled them up to add 5 reinforcements. Once that was done any other modifiers went to quartz for more damage or lapis for luck. BTW: 5 reinforcement gives you infinite arrows.
 

KingTriaxx

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Do the hammers still have the bonus against undead? If so, combining that with Silver for the Holy effect should make for an awesome undead killer.
 
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Wonton_Freak

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Jul 29, 2019
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Do the hammers still have the bonus against undead? If so, combining that with Silver for the Holy effect should make for an awesome undead killer.

Wait, people actually use hammers as a weapon? :p I always just thought it was a super pickaxe (Out of enderium back in infinity)

Btw, I've created an artificial lake for my dam but I see buildcraft is missing. Are there any other means of filling this empty hole with water? :p

¨~ Chris
 

asb3pe

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Jul 29, 2019
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Railcraft is still a work in progress. Eventually the tanks will be back in the mod. But it is still being worked on as are other parts of railcraft.

This pretty much sums up v1.10.2, its still not ready for prime time. I still say v1.7.10 will, in the future, be viewed as the "peak" of modded Minecraft, with the best selection of mods and modpacks. FTB Beyond is a boring modpack, plain and simple... in my opinion anyways. However, I should also state that modded Minecraft began boring me back in the 1.7.10 days, so make of my opinions what you will... I'm probably just getting bored and tired of the same old stuff over and over again.
 

GamerwithnoGame

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This pretty much sums up v1.10.2, its still not ready for prime time. I still say v1.7.10 will, in the future, be viewed as the "peak" of modded Minecraft, with the best selection of mods and modpacks. FTB Beyond is a boring modpack, plain and simple... in my opinion anyways. However, I should also state that modded Minecraft began boring me back in the 1.7.10 days, so make of my opinions what you will... I'm probably just getting bored and tired of the same old stuff over and over again.
I guess its all down to timing as well - we were really spoiled with 1.7.10 - by the end of its cycle (which it hasn't really fully reached yet!) its had SO many mods, so much choice. But its been in place for a long time. 1.10 simply hasn't benefited from that because the interim versions of 1.8 and 1.9, while they actually spawned some interesting mods themselves *looks at Intangible and TC5 wistfully*, have not been able to be ported across in many cases. 1.10 was so different that it was like starting again, AGAIN.

I would ask this: how did 1.7 look when it FIRST came out. I bet it looked boring next to 1.6.4! How long was it before we got the versions of mods that we know and love now? Hell, Thaumcraft 4.2 was a revamp that sometimes felt like a new mod, and that occurred within the 1.7 cycle! But expectations are SO high now, that anything less than excellent is "boring". People don't seem to understand that its rarely a simple matter of a few code changes here and there to bring a mod across - which is why there are the constant questions of "why isn't X in it?" "where's Y?" - because they don't seem to get it. I'm always inclined to ask them to try it themselves if they think its so easy, but that's neither kind nor helpful so I try and keep my mouth shut. But it does aggravate me that there were those baying like hounds for a 1.10 pack - "we want it nooooooooow!" and its often those same people who are going "its booooooring...". Well YOU asked for it, buddies! Oooh it just... nnffff. *frustrated grunt*

So I would say this:

GIVE. IT. TIME.

You never know when the next mod will come along that throws something completely new at you, which changes the way you look at HOW the game can be played. The mechanic of the spatial pylons that tied together ME^3 and ME^4 completely blew me away - it really did feel like a whole different game.