Question about Magic worlds+IC2

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SilentNomad

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Jul 29, 2019
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Hello,

First off Im a noob at modding, so I wanted to ask more experienced people first. Can I add industrialcraft and advanced machines to magic worlds without causing major problems? Thank you ^^;
 

xzude

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Jul 29, 2019
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i just did it and i had an error at first so i copyed the config files for every add mod, ic2,advanced machines,nuc control and a few others.. loaded my old world all there.
 

Bibble

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Jul 29, 2019
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They have all been known to work together, the only issue you might come across is ID conflicts, where two mods try to use the same ID for an item/block. This is usually shown in the log, and changeable in the configs of the mods.
 

Colt_Darkfire

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Jul 29, 2019
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It will all work perfectly fine apart from ID Conflicts which by the sounds of it you fixed by getting the configs from the other FTB Pack with IC2 this is a good idea because it will always work because each mod has set id's under the FTB pack that the other mods dont use.
 

makeshiftwings

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Jul 29, 2019
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I was wondering why IC2's not included already. I guess you could say it's too techy for a "magic" pack, but then why does it include Buildcraft, Railcraft, Steves Carts, Thermal Expansion, etc?
 

Colt_Darkfire

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Jul 29, 2019
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Because alot of that stuff isint done with Electricity and actual Power imo IC2 has alot more in sort of tech then any of the others except maybe steves carts cause Thermal Expansion and Buildcraft are run on steam and fossil fuels you can consider them your more archaic forms of energy so your looking at a differience in tech of about 200 years apart i mean fossil fuels have been used since the 1800's and IC2 goes into Nuclear Reactors and Nanosuit tech whicbh we dont even have so its considered more modern tech and future tech :p
 

SilvasRuin

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Jul 29, 2019
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I think Buildcraft is included for the sake of Thermal Expansion, Forestry, and Railcraft as they rely on Buildcraft a great deal. It's probably more of a matter of most of the other mods relying on the one. That said, have you seen refineries? They refine oil in those tiny blocks by hovering rectangular prisms around it that glow at it. That's either black magic or voodoo. Not to mention it transfers kinetic power around its networks via little blue corner turning lasers.

I don't think anyone will deny that Forestry goes significantly beyond science. It uses a rainmaker machine, and many people have described its farms and harvesters as "magic blocks." Forestry's automation probably cannot work without Buildcraft pipes to direct everything where it needs to go.

Redstone seems rather magical. It was the first feature (and then later pistons) to allow for any kind of mechanisms, automation, or hint of industry, but the source of the energy is... hard to deny as magical. Thermal Expanion's machines can do some pretty "magical" things already, but throw the Redstone Conduits and Energy Storage Cell into the mix and it really loses the feel of science. It's because almost half of Redpower (it's even in the name) is focused around the compact circuits and enhancing Redstone that I'll be a little surprised if it doesn't make it into the Magic World pack too. So basically I'm blaming Redstone here, but I'm not at all sad that Thermal Expansion gives Magic World a lot of what it would otherwise lack. So far the only alternative for ore processing and yield increase in this pack is the Infernal Furnace, which does not achieve 200% yields at all. That would improve if Factorization were included, but so far Thermal Expansion and Redpower are the only mods I've seen that can have buckets automatically filled somehow for something other than a Crucible, which means no Factorization factory is really complete without Thermal Expansion (or Redpower) handling the buckets.

Railcraft uses the magic of Enderpearls to teleport passengers on, has rails that magically link carts together, mess with momentum in all sorts of ways, and the High Speed Rails apparently run on the power of Blaze Rods. It has an industrial feel to it, yes, but many of its components manage to feel quite mystical. On a more practical note, Railcraft seems to me to be one of the most reliable distant transportation options for you, items, fluids, etc. Mystcraft works too, but not completely without Railcraft accompanying it. Not to mention it's the mod that adds World Anchors. Restricting it from one of the packs would be just not fair.

Steve's Carts' assembly block has nothing science-y about it, at least not in its current incarnation. It also has invisiblity somehow using an Eye of Ender, invincibility, and uses galgadorian metal which clearly has magical connotations. Steve's Carts is one of those mods that feels like it's in limbo between science-y and magicky.

Golems are Thaumcraft's transportation system, but so far they still fall behind in usefulness for several tasks. You could make an underground golem tunnel to rely items across distances, but that's bound to be more resource intensive (both game resources and your computer) than either Buildcraft pipes or Railcraft carts, and slower than both as well. Thaumcraft's solution for long-distance item transportation, so far, is to add more golems and more chests compared to more pipes with an occasional gold pipe and with more rails, possibly high speed rails. No matter what the method, golems included, World Anchors will be needed. I don't think golems can see through Mystcraft portals either, so unlike for Railcraft, Mystcraft portals are not a solution. Sorting systems are even worse. You can sort with golems, but you're basically going to have to make a large convoluted room full of chests and stone golems and a web of indicator blocks. It's doable, but it just can't compare to a line of Item Unloaders or, even better (usually), Diamond Pipes. Even if you refuse to see any magic in the other mods, they at the very least help fill in the gaps and let you accomplish the things that Thaumcraft doesn't (yet at least) manage to do.

Meanwhile IC2 goes out of its way to avoid claims of magic, even fluffing it so that lapis lazuli is somehow highly conductive.



I'm far more curious/confused as to why Factorization is not included. Half the mod is undeniably magical, from the Wrath Igniter onward.
 

makeshiftwings

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Jul 29, 2019
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SilvasRuin - I don't know; none of those strike me as trying to be "magical"; they're just using the wacky vanilla Minecraft items "scientifically" to build stuff. BC3's new stuff is especially sciency, with lasers, circuits, logic gates, etc. The Forestry machines are made with vacuum tubes and circuit boards, not eldritch symbols and bound demons. And they work without obvious moving parts because no one wanted to be bothered trying to fit all that animation into the mod, not because they're magic boxes. ;)

Only Mystcraft, Thaumcraft, and TwilightForest really seem to aim for a magical feel. The rest is all science. I'm not really complaining, since a modpack of only those three things would be a little boring, but it just seems a little arbitrary to include all the BC-compatible machines and exclude all the IC-compatible ones.
 

SilvasRuin

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Jul 29, 2019
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Im assuming by alternative you mean an alternative to Thermal Expansion for double ores not IC2 right?
Yes, I did mention "yield increase" in that context. The enhanced resource yield was what was important there.

Makeshiftwings, I'm a little puzzled at how you don't see IC2 as being far more entrenched in science/sci-fi/mad science than Buildcraft and related mods.
For context: IC2 would definitely be Science Fiction or the like as it tries to explain how everything works... even if it's not entirely accurate with the real world.
Buildcraft makes no effort to explain how its devices function, and involves a lot of kinetic power (and a bizarre method of transferring such) and burning things for steam or fuel. Electricity is not a thing for Buildcraft beyond the Electrical Engine. It's closest to Steampunk, not Science Fiction. (What electricity Steampunk has usually takes the form of tesla coils or arching lightning, often in weaponry rather than power networks.) Steampunk leans industrial, but the thing with Steampunk is that while it involves "technology" a great deal, said technology is definitely fantastical in nature and an explanation is generally not even intended beyond a hand-wave, placing Steampunk closer to Fantasy in nature even if it superficially looks more like Science Fiction.

The way I would see it, if someone really wanted "pure" theme packs, there would need to be three of them, adding one for Steampunk. I don't think very many people would advocate that though, both for simplicity's sake and so that the three packs wouldn't be restrictively small. The Steampunk elements can fit loosely into either other theme without being too out of place, and thus I expect Buildcraft and its related mods to show up in both. If you have trouble picturing Steampunk and sorcery alongside each other, look at settings such as Howl's Moving Castle. "Magi-science" is not a rare concept, and Steampunk is easier to merge with Magic than Science Fiction is... though there are exceptions (*coughShadowruncough*).


I'm sorry if I'm a little long-winded. I'm having a hard time figuring out how to make my thoughts concise here. But this is why Buildcraft and co. don't bother me in the Magic World pack.
 

makeshiftwings

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Jul 29, 2019
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Electricity is not a thing for Buildcraft beyond the Electrical Engine.

And the lasers, circuit boards, electronic logic gates, chipsets that you make at an electronics assembly table, etc.

I found another thread where it was said that the real reason they put it in was because they wanted players to be able to have automation but they thought the Thaumcraft golems were still too buggy to handle large factories, which sounds like a more valid reason.
 

Pawz

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Jul 29, 2019
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Is IC2 actually available for 1.4.5? I thought it was only 1.4.2. The FTB Magic pack is 1.4.5
 

Zelfana

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Jul 29, 2019
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Without IC2 you have to use normal armor and weapons and Twilight Forest has some challenge to it that way. And without BC it would be just Twilight Forest, Mystcraft and Thaumcraft. Can't really call that a pack now can you? BC and its derivates don't add any overpowered augmentations to combat, they just make automating things easier. You could automate a lot of things with vanilla redstone but it would take more time.

Now, tell me if you use IC2 for anything else but to have cheaty diamonds with UUM, electric tools and quantum armor, I'd like to hear. Anything else is done better with other mods as far as I can see.

Is IC2 actually available for 1.4.5? I thought it was only 1.4.2. The FTB Magic pack is 1.4.5
All the mods in the beta pack are updated, they are just waiting for RedPower to update before releasing it for 1.4.5. I installed almost all of them manually for 1.4.5 for testing purposes.
 

SilvasRuin

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Jul 29, 2019
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And the lasers, circuit boards, electronic logic gates, chipsets that you make at an electronics assembly table, etc.
Nothing in Buildcraft uses the word electricity or electronic, though you have a point with the mention of circuits.

I found another thread where it was said that the real reason they put it in was because they wanted players to be able to have automation but they thought the Thaumcraft golems were still too buggy to handle large factories, which sounds like a more valid reason.
I don't disbelieve you, but could you provide a link? I'd like to see the quote in-context. And was anything said about Railcraft, Forestry, Steve's Carts, and Thermal Expansion? It seems a bit odd if that was their only reason but they included Thermal Expansion and Steve's Carts.


Edit: Ah, I found the relevant quote.
None of the other magic mods had any way to automate things. It was decided to include one non-magic mod that would let you automate the magic mods.
http://forum.feed-the-beast.com/threads/magic-world-ic2.3073/#post-32628

Curious, he said "one non-magic mod". That's surely referring to Buildcraft as that's the core of the automating, but that implies the others would be included even without Buildcraft. Now I'm confused. Was my perspective half-right or something?
 

makeshiftwings

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Jul 29, 2019
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I was right about to post the link and then you found it. ;) Yeah, honestly that answer sort of confused me... I took it as "one of the two main power frameworks" since it includes Buildcraft and all of the mods that use BC-compatible power but not IC or any mods that rely on IC power.
 

SilvasRuin

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Jul 29, 2019
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I think he meant automation as in inventory management and sorting, but then I come back to the question of the exclusion of Factorization and its Interdimensional Barrels and the very clearly magical Router? (And the Wrath Igniter, Wrath Lamps, Dark Iron in general, and that freezing wand...)
 

makeshiftwings

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Jul 29, 2019
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Without IC2 you have to use normal armor and weapons and Twilight Forest has some challenge to it that way. And without BC it would be just Twilight Forest, Mystcraft and Thaumcraft. Can't really call that a pack now can you? BC and its derivates don't add any overpowered augmentations to combat, they just make automating things easier. You could automate a lot of things with vanilla redstone but it would take more time.

Now, tell me if you use IC2 for anything else but to have cheaty diamonds with UUM, electric tools and quantum armor, I'd like to hear. Anything else is done better with other mods as far as I can see.

Why so grumpy? I used pretty much everything in IC2 back when I played on a modpack-that-shall-not-be-named server. Mostly because I like building gadgets and factories. The uh... "combat" of Minecraft never really seemed particularly challenging and was mostly pointless... the only thing I ever really felt the need to fight were blazes to get blaze powder and I mostly used a bow and fire resistance potions for that anyway, you don't need quantum armor.

Though I'd agree with you that now, thermal expansion automation is easier, especially if you use the GregTech recipes that make IC things more expensive. Last server I had was before Thermal Expansion was finished though, so IC was what everyone was using.[DOUBLEPOST=1354603741][/DOUBLEPOST]
I think he meant automation as in inventory management and sorting, but then I come back to the question of the exclusion of Factorization and its Interdimensional Barrels and the very clearly magical Router? (And the Wrath Igniter, Wrath Lamps, Dark Iron in general, and that freezing wand...)

It might be like Zelfana and I were saying... the only really magic-focused mods that FTB have been working with are Twilight Forest, Mystcraft, and Thaumcraft, and that wouldn't be a very impressive mod pack, so they had to pad it out a little.

I'll probably end up using the Ultimate Combo Modpack when that finally comes out that will include FTB and the Magic Pack together, since I really like Thaumcraft but would like to have the tech mods as well.
 

Rakankrad

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Jul 29, 2019
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Personally, I look at the Magic World pack more like a "Fantasy Steampunk World" pack. That way, it can still use some of the more advanced mods (like BC) while keeping the magicky feel.