Request for help

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Mevansuto

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Jul 29, 2019
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The mod list has changes. I'd recommend checking it out if you're interested.


@AlCapella and I were talking for a while. We got a lot done. One problem we didn't solve was Buildcraft. We would remove it, however we want to keep Logistics Pipes. Is it worth it?

I'm leaning towards yes, I love the itemduct compatibility.
 

AlCapella

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Jul 29, 2019
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The mod list has changes. I'd recommend checking it out if you're interested.
@AlCapella and I were talking for a while. We got a lot done. One problem we didn't solve was Buildcraft. We would remove it, however we want to keep Logistics Pipes. Is it worth it?
I'm leaning towards yes, I love the itemduct compatibility.

Thanks Mev. Indeed, the Qi was flowing free in the discussions :)
I was definitely pleased at your thoughts on recipes, the game flow, etc. Let's see how your initial world test goes, before you get cracking on the mechanics. Taint can be configured to be made less aggressive so, that should be okay.

I too love the idea of LP and the itemduct compatibility was a big wow for me too (you heard me there), but, I still think that "LP functionality" can be replicated with a combination of things that other mods offer us. I still say, we/you should try a break from LP and see how creative we can get with our sorting, storage access and retrieval. I mean, we have, enderIO, RemoteIO, Enderstorage, XU, Factorisation and OpenBlocks, translocators.... I can already think of using some of the items from here to get LP functionality. Remote ordering is something that is a big USP, but we can "semi-get it" with the enderpouch. ;)

At least, I think we can safely drop it to begin with, and since LP is mid game mod, depending on server loads, world performance, it can be brought it back at a later date too. But I am hoping people won't miss it by then. ;)
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
The only thing LP does that cannot be duplicated, so far, is the Supplier Pipe functionality of providing a precise amount of something or several somethings to an inventory, and no more. Oh, it's easy to keep something topped off, but to limit it to a precise number? That's surprisingly difficult.

Of course, I have been playing for quite some time without Buildcraft, and thus without Logistics Pipes, and I can't say that I've really missed them since 1.2.5.
 

AlCapella

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Jul 29, 2019
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The only thing LP does that cannot be duplicated, so far, is the Supplier Pipe functionality of providing a precise amount of something or several somethings to an inventory, and no more. Oh, it's easy to keep something topped off, but to limit it to a precise number? That's surprisingly difficult.

Of course, I have been playing for quite some time without Buildcraft, and thus without Logistics Pipes, and I can't say that I've really missed them since 1.2.5.

Oh, I definitely agree that LP is very unique in what it does, and the need that it caters to. And it is like some of the modern conveniences... Once you get very used to it, you feel the lack of it more than you should. :D.
On account of your mod choices, let's just say, you're ahead of the curve on some of the things ;)
 
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Mevansuto

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Thanks Mev. Indeed, the Qi was flowing free in the discussions :)
I was definitely pleased at your thoughts on recipes, the game flow, etc. Let's see how your initial world test goes, before you get cracking on the mechanics. Taint can be configured to be made less aggressive so, that should be okay.

I too love the idea of LP and the itemduct compatibility was a big wow for me too (you heard me there), but, I still think that "LP functionality" can be replicated with a combination of things that other mods offer us. I still say, we/you should try a break from LP and see how creative we can get with our sorting, storage access and retrieval. I mean, we have, enderIO, RemoteIO, Enderstorage, XU, Factorisation and OpenBlocks, translocators.... I can already think of using some of the items from here to get LP functionality. Remote ordering is something that is a big USP, but we can "semi-get it" with the enderpouch. ;)

At least, I think we can safely drop it to begin with, and since LP is mid game mod, depending on server loads, world performance, it can be brought it back at a later date too. But I am hoping people won't miss it by then. ;)

When I get back on my computer I'll configure the taint, make it rarer.

I'm quite tempted by the removal of LP now, but we don't have Fz and I'm hesitant about adding it.

Lycanite's mobs is a problem right now. I don't want them spawning outside of Doom-like Dungeons, but I'm not sure where in the configs I can prevent them from spawning.[DOUBLEPOST=1400324537][/DOUBLEPOST]
The only thing LP does that cannot be duplicated, so far, is the Supplier Pipe functionality of providing a precise amount of something or several somethings to an inventory, and no more. Oh, it's easy to keep something topped off, but to limit it to a precise number? That's surprisingly difficult.

Of course, I have been playing for quite some time without Buildcraft, and thus without Logistics Pipes, and I can't say that I've really missed them since 1.2.5.

You can replicate that with Translocators.

Your pack has always interested me by its modlist, TBH it's the perfect pack for lower end computers and I wish I was able to narrow the pack down that much.
 

AlCapella

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Jul 29, 2019
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When I get back on my computer I'll configure the taint, make it rarer.
I'm quite tempted by the removal of LP now, but we don't have Fz and I'm hesitant about adding it.

Lycanite's mobs is a problem right now. I don't want them spawning outside of Doom-like Dungeons, but I'm not sure where in the configs I can prevent them from spawning.[DOUBLEPOST=1400324537][/DOUBLEPOST]

You can replicate that with Translocators.

Your pack has always interested me by its modlist, TBH it's the perfect pack for lower end computers and I wish I was able to narrow the pack down that much.

  1. Good catch with the translocators. I remembered DW's mod spotlight, as I read your reply. Now how did I miss that one? Obviously I need more sleep :p
  2. Yep, I always felt that the "shneekeypack" deserved a bigger audience. Usage of eclectic mods before they were fashionable. :D
  3. Hmm, that's one thing we forgot to discuss yesterday. What part of Factorization is making you not wanting to add it back in the pack? It has quite a few things going for it w.r.t your pack... wrath lighting, solar power, early game ore quadrupling (not a big deal though), make slimeballs before flying to tinker islands, slag furnace if we are unlucky with certus quartz early game..., routers (other mods do it too, ofc)... and that click noise that plays when the launcher loads up :p Anyhow, it's not a deal breaker, but it has its sweet spots... a bit like Ars Magica 2, which also got the boot :D
  4. Share your existing mod pack/config with me sometime later, I would like to do a rapid test run over the weekend if possible. I am also curious if our existing lycanite config works on turning off overworld spawns as advertised. ;)
 

Mevansuto

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Jul 29, 2019
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  1. Good catch with the translocators. I remembered DW's mod spotlight, as I read your reply. Now how did I miss that one? Obviously I need more sleep :p
  2. Yep, I always felt that the "shneekeypack" deserved a bigger audience. Usage of eclectic mods before they were fashionable. :D
  3. Hmm, that's one thing we forgot to discuss yesterday. What part of Factorization is making you not wanting to add it back in the pack? It has quite a few things going for it w.r.t your pack... wrath lighting, solar power, early game ore quadrupling (not a big deal though), make slimeballs before flying to tinker islands, slag furnace if we are unlucky with certus quartz early game..., routers (other mods do it too, ofc)... and that click noise that plays when the launcher loads up :p Anyhow, it's not a deal breaker, but it has its sweet spots... a bit like Ars Magica 2, which also got the boot :D
  4. Share your existing mod pack/config with me sometime later, I would like to do a rapid test run over the weekend if possible. I am also curious if our existing lycanite config works on turning off overworld spawns as advertised. ;)

3. The fact that it runs on it's own power system, essentially breaking the unified feel. Alternatively I could disable most of the mod, but I fear that'd annoy people more.

4. Will do. I was about to go into the room with the computer in, but the door handle broke. As soon as I find a solution I'll upload it.[DOUBLEPOST=1400334007][/DOUBLEPOST]Can I put the configs on GitHub and would we be able to edit them from there?
 

Mevansuto

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Jul 29, 2019
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One mod I would like to add is Resonant Induction as I'm really found of Calclavia's mods. I'm going to add it in as the only pre-nether form of ore processing, but I'll tier the more powerful stuff for the later game. Atomic Science will also find a place.
 

Mevansuto

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@AlCapella I'm just going to work on adding the UE mods and I found a way to remove Lycanite's mobs from spawning. Then I'll upload it to Google Drive. I've made a new account for this project and I'll share it with you in a minute.
 

AlCapella

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Jul 29, 2019
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Ah, I hadn't considered that part of Factorization. Someone in the forums have mentioned that it is actually TE3 steam dynamo compatible, it's something we can look into briefly on a DW test world.
Good to know you got Lycanite mobs spawn rates under control. BTW, did you get lycanite mobs not spawning in the overworld, or not spawning at all? ;)
Nice. The idea of using a version control system for those configs is nifty! However, I would suggest bitbucket instead of github for now, as they offer free private repos as well. Once things move to a certain level of "maturity" we can open it as a public repo if needed.
Haven't used resonant Induction before. But, you seem to have a good grip with the way the mods work together, so I am sure it's a good choice :)
[Meanwhile, Ars Magica 2 fans are sad about its exclusion from this pack] (just kidding, man...)

Ping me once it's done.
 

Mevansuto

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Jul 29, 2019
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Ah, I hadn't considered that part of Factorization. Someone in the forums have mentioned that it is actually TE3 steam dynamo compatible, it's something we can look into briefly on a DW test world.
Good to know you got Lycanite mobs spawn rates under control. BTW, did you get lycanite mobs not spawning in the overworld, or not spawning at all? ;)
Nice. The idea of using a version control system for those configs is nifty! However, I would suggest bitbucket instead of github for now, as they offer free private repos as well. Once things move to a certain level of "maturity" we can open it as a public repo if needed.
Haven't used resonant Induction before. But, you seem to have a good grip with the way the mods work together, so I am sure it's a good choice :)
[Meanwhile, Ars Magica 2 fans are sad about its exclusion from this pack] (just kidding, man...)

Ping me once it's done.

When they say"steam dynamo compatible" they just mean they can generate steam.

I found a way to do that.

RI is pretty great. Just a pain in the ass to find the correct versions for all of Calclavia's mods.

If you want to include AM2, just say so and it'll be included.
 
C

chbachman

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I'll work on HQM for the packs. The email is the same for my google drive.
 

Mevansuto

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Thanks. I'll PM you the drive account. Try not to mess around with the modlist without consulting me.
 

AlCapella

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If you want to include AM2, just say so and it'll be included.

That line on AM2 was made in jest, since I saw that one more mod made an appearance after yesterday's discussion. ;)
I am happy with how you have envisioned the gameplay; and I can also see that AM2 is not integral to that. I'm sticking with "the plan", so, leave it out for now. If I do feel inspired about AM2's need on your pack, I'll perhaps discuss it further down the line with you. :)