Share your progress on Infinity Evolved Expert Mode

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
Mana is essentially free once you achieve the ability to run an Ender Quarry with top tier Speed Upgrade 24/7/365

I have almost 1 million coal and another 100K Coal Blocks. I haven't make 1000 Endoflames to use it all, but I certainly could do so. I only have 4 Endoflames actually. But it's trivial to automate an OpenCrate/Hopper and just keep making mana around the clock. I could spam my little 4-flower setup 500 times if I wanted to. The problem is how to STORE all the mana... Mana Tablets are not a good answer. Right now, I am using up all the mana each morning when I log on, making Terrasteel with it.
I'm doing the same thing. Just 8 endo-flames on a 40/#endoflames timer if memory serves. I dump a ton of coal into the dropper and by the time I get back I have a full mana pool.

The trick to storage is probably....better mana pools I'm guessing. Or more mana pools possibly.
 

Dentvar

New Member
Jul 29, 2019
678
0
0
I'm doing the same thing. Just 8 endo-flames on a 40/#endoflames timer if memory serves. I dump a ton of coal into the dropper and by the time I get back I have a full mana pool.

The trick to storage is probably....better mana pools I'm guessing. Or more mana pools possibly.

and that is why you were faster.
I did not climp the Tech tree so far that I would have the chance to quarry :)
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
One thing that I'm finding very interesting in this pack so far is how interwoven the magical mods are.
This week I've learned some of:
  • Witchery (never touched it before)
  • Blood Magic (never touched it before)
  • Botania (I've...got some experience with it but not much)
I kinda wish more modpacks did this. It does make storage a bit of a pita (I can't keep my botania stuff in one area and my TC stuff in another area because they overlap) but it forces me to get out of my comfort zone regularly.

For instance: my life would be a lot easier if I decided to learn, say, Logistics Pipes. I always give up on it. But if I were forced to learn it, that would be kinda nice.
 
  • Like
Reactions: RealKC and erindalc

asb3pe

New Member
Jul 29, 2019
2,704
1
1
Speaking of base designs... I took over a Walled Village and made it my own... double-half-slabbed the entire thing (because I love the way the stone half-slabs look), and spent a month on all the tech mods.

Fast forward, I'm now in end-game and starting to make Draconic Evolution stuff... and I realize it is required to begin all the magic mods in order to progress. That's fine - I was wondering if I was ever gonna have to do magic. Yep. Gonna have to. sigh

Well, the problem is... I spent a month on tech mods and my base is a tech base. There's no dirt, no grass... but the magical mods are much more "natual", especially Witchery where you need a large grassy area to plant trees and flowers around the Altar...

So I'm thinking I need TWO bases - one for all the tech, and another separate base just for the magic mods, with a much more natural feel to the base. But then I have the problem of chunk loading - we're only allowed a few chunks each on our server and my tech base needs to always be "on" via the chunk loader.

I suppose I can make a second base for magic but won't need to chunk load it. Nothing will work while I'm asleep but I can probably deal with that - such as continuing to make mana at the tech base so it's working 24/7, then transport it to the other base via Mana Tablets or something. It's a hassle, but this is what happens when you don't know how a modpack is gonna go - I didn't plan for a "natural" area to do magic mods in... so if you're reading this and you are still early in the modpack progression, let this be a "word to the wise", something to think about. Don't do what I did!
 
  • Like
Reactions: Dentvar and Pyure

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
Isn't there a botania flower that outputs a redstone signal depending on the fullness of a mana pool or some such? It occurs to me I can fully automate my endoflame setup so that I'm not guessing how much coal to put into the dropper.
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
Speaking of base designs... I took over a Walled Village and made it my own... double-half-slabbed the entire thing (because I love the way the stone half-slabs look), and spent a month on all the tech mods.

Fast forward, I'm now in end-game and starting to make Draconic Evolution stuff... and I realize it is required to begin all the magic mods in order to progress. That's fine - I was wondering if I was ever gonna have to do magic. Yep. Gonna have to. sigh

Well, the problem is... I spent a month on tech mods and my base is a tech base. There's no dirt, no grass... but the magical mods are much more "natual", especially Witchery where you need a large grassy area to plant trees and flowers around the Altar...

So I'm thinking I need TWO bases - one for all the tech, and another separate base just for the magic mods, with a much more natural feel to the base. But then I have the problem of chunk loading - we're only allowed a few chunks each on our server and my tech base needs to always be "on" via the chunk loader.

I suppose I can make a second base for magic but won't need to chunk load it. Nothing will work while I'm asleep but I can probably deal with that - such as continuing to make mana at the tech base so it's working 24/7, then transport it to the other base via Mana Tablets or something. It's a hassle, but this is what happens when you don't know how a modpack is gonna go - I didn't plan for a "natural" area to do magic mods in... so if you're reading this and you are still early in the modpack progression, let this be a "word to the wise", something to think about. Don't do what I did!
Yeah I'm a similar spot as you. I don't normally do magic. Fortunately I left a full half of my base area "pretty natural" so that it can translate into magic if I need it.

How did you progress in Draconic Evolution? I'm guessing the first step (beyond getting the dust) is to go kill the Ender Dragon or something. Is he buffer than usual? (than vanilla?) How prepared should I be?
 

asb3pe

New Member
Jul 29, 2019
2,704
1
1
I'm doing the same thing. Just 8 endo-flames on a 40/#endoflames timer if memory serves. I dump a ton of coal into the dropper and by the time I get back I have a full mana pool.

The trick to storage is probably....better mana pools I'm guessing. Or more mana pools possibly.

I put the Mana Distributor down with 4 Mana Pools touching each side, and pointed the Mana Spreader at the Distributor - now I have four pools to fill up overnight instead of just one. Seems to be perfect, they were empty when I logged off last night and when I logged on this morning they were almost full, but not quite - perfect!
 
  • Like
Reactions: Pyure

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
I put the Mana Distributor down with 4 Mana Pools touching each side, and pointed the Mana Spreader at the Distributor - now I have four pools to fill up overnight instead of just one. Seems to be perfect, they were empty when I logged off last night and when I logged on this morning they were almost full, but not quite - perfect!
Most of this was chinese to me. Which is not my primary or secondary language.
Wikis to the rescue! http://ftb.gamepedia.com/Mana_Distributor

Wow that's a perfect entry-level response to more storage, excellent. I'm still guessing the other mana pools I see in NEI can contain greater amounts or something.
 

asb3pe

New Member
Jul 29, 2019
2,704
1
1
Yeah I'm a similar spot as you. I don't normally do magic. Fortunately I left a full half of my base area "pretty natural" so that it can translate into magic if I need it.

How did you progress in Draconic Evolution? I'm guessing the first step (beyond getting the dust) is to go kill the Ender Dragon or something. Is he buffer than usual? (than vanilla?) How prepared should I be?

Actually, the Dragon isn't involved in the "first half" of Draconic. When I describe the mod to others playing this modpack, I tend to think of it as being split into two halves - the "Awakened Ingot" half, and the non-Awakened half. For those who don't know yet, the "Awakened Ingots" in Draconic can only be made by killing the Ender Dragon and obtaining its drops (some kind of heart thing, I haven't done it yet). And you can respawn the Dragon over and over via some ritual... (there's also that Chaos Guardian thing, but they're basically a suicidal death sentence, so no thanks LOL).

So back on point - the first half of Draconic stuff does NOT require any Awakened items, and thus, you never need to battle the Ender Dragon. Much to my great relief, it turned out that the Draconic Grinder (very useful for killing Withers) along with the Draconic Energy Storage multiblock (i.e. "The Great Big Ball") do NOT require Awakened stuff.

Basically, the Wyvern armor and weapons are "non-Awakened". But the Draconic armor and weapons do require Awakened ingots. Like I say, I think of the mod as being in two halves.

Oh, and the first half of the mod only seems to require the "lower tier" magical items - Thaumium Ingots and Manasteel Ingots. Take a look at "Awakened Core" tho, just to get an idea... that item requires Terrasteel as well as something called a "Void Metal Ingot" from Thaumcraft... and it appears that the only way to get those is to (are you ready for this?) begin Forestry bees. LOL Well.... at least I actually LIKE doing bees... but I didn't expect to have to do them in this modpack. You know what they say when you "ass-u-me" anything. LOL
 
Last edited:

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
Actually, the Dragon isn't involved in the "first half" of Draconic. When I describe the mod to others playing this modpack, I tend to think of it as being split into two halves - the "Awakened Ingot" half, and the non-Awakened half. For those who don't know yet, the "Awakened Ingots" in Draconic can only be made by killing the Ender Dragon and obtaining its drops (some kind of heart thing, I haven't done it yet). And you can respawn the Dragon over and over via some ritual...

So back on point - the first half of Draconic stuff does NOT require any Awakened items, and thus, you never need to battle the Ender Dragon. Much to my great relief, it turned out that the Draconic Grinder (very useful for killing Withers) along with the Draconic Energy Storage multiblock (i.e. "The Great Big Ball") do NOT require Awakened stuff.

Basically, the Wyvern armor and weapons are "non-Awakened". But the Draconic armor and weapons do require Awakened ingots. Like I say, I think of the mod as being in two halves.
Ok so walk me through this first half? How do I get started in DE?

Lets start here maybe: 1) Make some normal draconic ingots?
 

asb3pe

New Member
Jul 29, 2019
2,704
1
1
Ok so walk me through this first half? How do I get started in DE?

Lets start here maybe: 1) Make some normal draconic ingots?

Edit: In case you forgot, make the Draconic "book", it is very helpful to read thru.

My biggest advice is to run the silk touch upgrade on your Ender Quarry, because the way to "max out" your Draconic Ingot supply is to TE Induction Smelt the ore blocks with TE Cinnabar, for quadruple ingots. And trust me - you will absolutely have to quad your Drac ore blocks. You are gonna need a ton of Draconic Ingots.

So Draconic Dust is useless, silk touch your ores and cinnabar them. Skip the dust altogether, go right to ingots. As far as I know, there's no reason to save the Ores, just turn them to Drac Ingots as soon as they come in from the quarry. The ONLY reason I'm still running my quarry is for those 2-3 Drac Ores per chunk.

I may not be the best person to ask about this mod, because I've actually only made two items so far - the Grinder, for my Wither killing setup, and just yesterday I finally achieved the Tier 7 Energy Storage! Woohoo, 2 trillion RF. Even with my two max-size Big Reactor Turbines, it's probably gonna take an entire week to fill the "Big Ball".

But just check the recipes for the Grinder (it wasn't too terrible to make) and the blocks used to make the Energy Storage ("Draconic Block" I think it's called?). Those recipes will give you an idea of what you need to begin the mod.

So that's really all I've done in the mod so far. Due to the recipes, I immediately began working on all four of the magic mods. Due to a few bugs cropping up, I was unable to progress until v.2.3.5 came out, but I'm going full speed now on the magic mods. I basically dropped Draconic temporarily so I could progress thru the magic tree, because the magic is more important now.
 

RealKC

Popular Member
Dec 6, 2015
1,004
534
129
King of the Hill
Actually, the Dragon isn't involved in the "first half" of Draconic. When I describe the mod to others playing this modpack, I tend to think of it as being split into two halves - the "Awakened Ingot" half, and the non-Awakened half. For those who don't know yet, the "Awakened Ingots" in Draconic can only be made by killing the Ender Dragon and obtaining its drops (some kind of heart thing, I haven't done it yet). And you can respawn the Dragon over and over via some ritual... (there's also that Chaos Guardian thing, but they're basically a suicidal death sentence, so no thanks LOL).

So back on point - the first half of Draconic stuff does NOT require any Awakened items, and thus, you never need to battle the Ender Dragon. Much to my great relief, it turned out that the Draconic Grinder (very useful for killing Withers) along with the Draconic Energy Storage multiblock (i.e. "The Great Big Ball") do NOT require Awakened stuff.

Basically, the Wyvern armor and weapons are "non-Awakened". But the Draconic armor and weapons do require Awakened ingots. Like I say, I think of the mod as being in two halves.

Oh, and the first half of the mod only seems to require the "lower tier" magical items - Thaumium Ingots and Manasteel Ingots. Take a look at "Awakened Core" tho, just to get an idea... that item requires Terrasteel as well as something called a "Void Metal Ingot" from Thaumcraft... and it appears that the only way to get those is to (are you ready for this?) begin Forestry bees. LOL Well.... at least I actually LIKE doing bees... but I didn't expect to have to do them in this modpack. You know what they say when you "ass-u-me" anything. LOL
Start researching and crafting lots of things that give you warp until you see in the Thaumonomicon a new tab, the Eldritch tab, in that tab you'll find the End-game of "Vanilla" Thaumcraft and the recipe for the void ingots(and seeds) + the primal focus, primal staff core, all the Outerlands stuff and the Primordial pearl that in vanilla Thaumcraft is used to make the Primordial Crusher
 
  • Like
Reactions: asb3pe

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
Start researching and crafting lots of things that give you warp until you see in the Thaumonomicon a new tab, the Eldritch tab, in that tab you'll find the End-game of "Vanilla" Thaumcraft and the recipe for the void ingots(and seeds) + the primal focus, primal staff core, all the Outerlands stuff and the Primordial pearl that in vanilla Thaumcraft is used to make the Primordial Crusher
The pearl is also used in the advanced alchemical furnace, which is absolutely amazing. That furnace plus a thaumic energistics setup is hilarious. (Yes I somehow progressed that far in TC once.)
 

RealKC

Popular Member
Dec 6, 2015
1,004
534
129
King of the Hill
The pearl is also used in the advanced alchemical furnace, which is absolutely amazing. That furnace plus a thaumic energistics setup is hilarious. (Yes I somehow progressed that far in TC once.)
I've only mentined the recipe that consumes the pearl.
 

asb3pe

New Member
Jul 29, 2019
2,704
1
1
Start researching and crafting lots of things that give you warp until you see in the Thaumonomicon a new tab, the Eldritch tab, in that tab you'll find the End-game of "Vanilla" Thaumcraft and the recipe for the void ingots(and seeds) + the primal focus, primal staff core, all the Outerlands stuff and the Primordial pearl that in vanilla Thaumcraft is used to make the Primordial Crusher

I gave your post a "like" because it is very informative. Thank you. But that does NOT mean I actually LIKE the words you wrote. It sounds more like a nightmare and makes me want to stick to making a Void Bee for my Void Ingots even more! LOL

That whole Warp mechanic really scares me... it seems like it can permanently ruin my whole experience in the modpack (even tho I know there are ways to counteract the effects of the Warp). So I avoid it like the plague that it is... but it seems like you are hinting that we're gonna have to deal with Warp in order to get to the top tier in Thaumcraft? Ugh.
 

RealKC

Popular Member
Dec 6, 2015
1,004
534
129
King of the Hill
I gave your post a "like" because it is very informative. Thank you. But that does NOT mean I actually LIKE the words you wrote. It sounds more like a nightmare and makes me want to stick to making a Void Bee for my Void Ingots even more! LOL
Don't you need to research the magic bees? I'm sure that is probabky gated behind Eldritch
 

Dentvar

New Member
Jul 29, 2019
678
0
0
Speaking of base designs... I took over a Walled Village and made it my own... double-half-slabbed the entire thing (because I love the way the stone half-slabs look), and spent a month on all the tech mods.

Fast forward, I'm now in end-game and starting to make Draconic Evolution stuff... and I realize it is required to begin all the magic mods in order to progress. That's fine - I was wondering if I was ever gonna have to do magic. Yep. Gonna have to. sigh

Well, the problem is... I spent a month on tech mods and my base is a tech base. There's no dirt, no grass... but the magical mods are much more "natual", especially Witchery where you need a large grassy area to plant trees and flowers around the Altar...

So I'm thinking I need TWO bases - one for all the tech, and another separate base just for the magic mods, with a much more natural feel to the base. But then I have the problem of chunk loading - we're only allowed a few chunks each on our server and my tech base needs to always be "on" via the chunk loader.

I suppose I can make a second base for magic but won't need to chunk load it. Nothing will work while I'm asleep but I can probably deal with that - such as continuing to make mana at the tech base so it's working 24/7, then transport it to the other base via Mana Tablets or something. It's a hassle, but this is what happens when you don't know how a modpack is gonna go - I didn't plan for a "natural" area to do magic mods in... so if you're reading this and you are still early in the modpack progression, let this be a "word to the wise", something to think about. Don't do what I did!

I had the same problem. I decided to build different floating islands above my "tech-Base" and since they are floating magicaly, I just put all the stuff up there that is magic.
Ender IO Staff of travel makes it no problem to go fast from once to the other base and chuck loading is also minimized.
Maybe helps to inspire.
 
  • Like
Reactions: Pyure

asb3pe

New Member
Jul 29, 2019
2,704
1
1
Don't you need to research the magic bees? I'm sure that is probabky gated behind Eldritch

Yeah you're prob right, but I haven't looked. Well, if we have to deal with Warp, then that's just the way it is I guess. Gonna have to overcome my fear and dive into the deep end of the pool.
 

asb3pe

New Member
Jul 29, 2019
2,704
1
1
I had the same problem. I decided to build different floating islands above my "tech-Base" and since they are floating magicaly, I just put all the stuff up there that is magic.
Ender IO Staff of travel makes it no problem to go fast from once to the other base and chuck loading is also minimized.
Maybe helps to inspire.

I love the idea. The only reason I don't implement such a thing is because when I put islands in the sky over my base, they create shadows on the ground (even if they're 100 blocks in the air, which is dumb). I've long since made a Magnum Torch, so shadows won't cause mob spawns... but they WILL block sunlight from reaching my Solar Panels. And that is why I rule out the idea of building above my base.