Recommended Progression for Monster?

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kayla sharp

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Jul 29, 2019
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Hi so I've been looking for a progression guide or tips specifically for ftb monster pack, I've not been lucky. I found slipgator on utube and I love him but he makes these gigantic leaps in videos and he's so advanced I can't keep up at all, I'm just desperate for some sort of help on my progression into more advanced mods, any help or suggestion? I can't be more specifc if you'd like
 

Padfoote

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Which mods are you looking at getting into? I've got a general handle on RotaryCraft if you're looking to get into that. Anything else and I should know quite a bit about it.
 

kayla sharp

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Jul 29, 2019
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It's just I'm not sure like when I should start say rotary craft or I should do something else first or ic2 nd all these mods I want to do, some are harder and I feel there should be a progression that'll ease one mod into another and I haven't found that
 

Padfoote

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Mods are normally designed to be independent of each other, and as such there rarely is a method of progression from one to another. It's just picking a mod you want to go with and jumping into it.
 

namiasdf

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RotaryCraft isn't a beginner's level mod. They have attempted to take realism and apply it to a mod, thus adding complexity to the mod.

I would suggest:

(1) Tool mods. Tinker's Construct, etc. These are entry level mods that allow you to gain efficiency in terms of tools.

(2) ThaumCraft. There is an actual progression, in terms of research, etc. that allow you to "progress" through the mod's features.

(3) Ore Processing. Thermal Expansion, Factorization, Industrial Craft, etc. have machines focused around ore doubling/tripling. Important.

(4) Early Energy Generation. BuildCraft engines, RailCraft boilers. If you mouse over something as simple as coal, you can see the many ways you can convert the coal into various energy types. In this example, coal an produce 4k EU. A bucket of lava can produce 20k EU or 8k MJ, depending on what machine/mod you use... Lots to figure out here.


Once you finish these kinds of things, you can delve into the automation world.

(1) BuildCraft transport pipes, Thermal Expansion ducts. Help you to move things around from machine to machine automatically.

(2) Applied Energistics. Automation & inventory management.

(3) Quarries, etc. Resource acquisition automation.


Once you have your feet wet in automation.

(1) Scaling. Now you can build bigger and let your automation run it. This is when you can consider advanced mods, since you have the infrastructure to run it/support your progression. The less minor things you have to worry about, the smoother the learning process will be when you approach these high level mods.

(2) Energy dumps. IndustrialCraft matter fabricator & MineFactoryReloaded laser drills

(3) Other end game type shit.
 

Padfoote

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RotaryCraft isn't a beginner's level mod. They have attempted to take realism and apply it to a mod, thus adding complexity to the mod.

Complexity equating to doing a minor bit of math in this case. And not even difficult math at that.
 
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malicious_bloke

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(3) Ore Processing. Thermal Expansion, Factorization, Industrial Craft, etc. have machines focused around ore doubling/tripling. Important

I should add that very early on you can get this with TiCo. You don't get the same bonuses as you can get from thermal expansion, but ore doubling achieved just as soon as you've acquired sand, gravel, clay and a bucket is very useful.
 
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kayla sharp

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Jul 29, 2019
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Thank you t
RotaryCraft isn't a beginner's level mod. They have attempted to take realism and apply it to a mod, thus adding complexity to the mod.

I would suggest:

(1) Tool mods. Tinker's Construct, etc. These are entry level mods that allow you to gain efficiency in terms of tools.

(2) ThaumCraft. There is an actual progression, in terms of research, etc. that allow you to "progress" through the mod's features.

(3) Ore Processing. Thermal Expansion, Factorization, Industrial Craft, etc. have machines focused around ore doubling/tripling. Important.

(4) Early Energy Generation. BuildCraft engines, RailCraft boilers. If you mouse over something as simple as coal, you can see the many ways you can convert the coal into various energy types. In this example, coal an produce 4k EU. A bucket of lava can produce 20k EU or 8k MJ, depending on what machine/mod you use... Lots to figure out here.


Once you finish these kinds of things, you can delve into the automation world.

(1) BuildCraft transport pipes, Thermal Expansion ducts. Help you to move things around from machine to machine automatically.

(2) Applied Energistics. Automation & inventory management.

(3) Quarries, etc. Resource acquisition automation.


Once you have your feet wet in automation.

(1) Scaling. Now you can build bigger and let your automation run it. This is when you can consider advanced mods, since you have the infrastructure to run it/support your progression. The less minor things you have to worry about, the smoother the learning process will be when you approach these high level mods.

(2) Energy dumps. IndustrialCraft matter fabricator & MineFactoryReloaded laser drills

(3) Other end game type shit.
Thank you that's really some good stuff of what I was looking for thank you so much
 

Kotaro

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Jul 29, 2019
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RotaryCraft can totally be used as a beginning mod, it just requires a bit more thought than putting a machine down and watching it work. If you were to start there, I'd recommend looking into powering a grinder with a steam engine or two for early ore tripling. The speed of the grinder is totally dependent on the amount of speed that you put into the machine, and you can get it blazingly fast in endgame. Also, one steam engine hooked up to a friction heater against a vanilla furnace is a nice way to have a fuel-less furnace right near the beginning.

That being said, in the beginning I usually aim for is a Magmatic Dynamo and a Pulverizer/Redstone Furnace combo from Thermal Expansion. it's powered off of lava, and one bucket of lava can last you a decent amount. I also go straight for making a smeltery from Tinker's Construct. Once you can make steel (several ways, RotaryCraft/Thermal Expansion is the easiest), you can make decent tools without hunting the nether for rare Cobalt and Ardite Ore.

Also, as an aside, using the rock melter from rotarycraft at the beginning is a great way to get lava without the risk of falling into it...
 
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