Starting my Monster experience

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Near

New Member
Jul 29, 2019
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Hey, I'm planning in starting a Monster World, I have a good, wood, above ground, base set up. (which I'm planning on making an underground laboratory system and hallways and rooms for all of the mods) I need some basic tips on what to do right away to get me started and set to pop. (Raising Arizona reference). If it would be some mod insight and basic mod tips, or just help with machines, I'm currently making an Alphabetized and Individual mod guide for Monster and this is what I have done:

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And I just think it's a fun thing to do, and that if I copy it down I don't have to go looking up a million things on the Internet. So if I could get some tips and tricks on getting my experience set up, that would be great!
 

steve g

New Member
Jul 29, 2019
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something ive discovered and not many people do here for early power: pink generators + magical crops = very easy early game power. all you need is a few vanilla dyes, seeds and some magic essence (either grown with essence seeds, or mined). once you have enough of those, you can start growing your own pink dye, and building the pink generators is easy too (some redstone, 1 iron ingot, couple of furnaces, cobble and a few blocks of pink wool). once you have a few of those, 40rf per tick per generator should be enough to keep a starting set of machines going very early on in the game.
 

Eleganten

New Member
Jul 29, 2019
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So, basically, what you want is tips on how to get started in terms of mods and machines?

If so, there are several routes.
I am not yet familiar with all of them, and I have no experience with magic mods, at all.

What I do:
Gather enough resources to craft a pulverizer, a redstone furnace and an induction furnace (all from thermal expansion)
Power those with a furnace generator (extra utilities) and connect them all with leadstone energy conduits (thermal expansion)
The generator outputs 80 RF/tick, and I prefer using coal blocks (9*coal in a crafting table) as those last longer than single coals.

One of my first goals is to get a Stone Hammer (Tinker's Construct) and by adding a diamond and a gold block to it, you can add an extra modifier.
I usually add a single diamond, an emerald and then max it out with Redstone for increased mining speed.

Next on the list is flight, usually a jetpack (industrial craft) and a pickaxe (tinkers) with as much lapis on it as possible (fortune modifier)

Next up moar power, and this is where Big Reactors comes into play. Look up some reactor builds online, but know that a 3*3*3 reactor will suffice this early. (1 yellorium fuel rod)
Add in some more Thermal Expansion machines, and you are set to start working on automation.
 

Near

New Member
Jul 29, 2019
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I don't know crap about machines or Rf/tick or anything... I have iChun's morph mod installed too...
 

RealSketch

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Jul 29, 2019
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You should register on the Official FTB Wiki @Near, we welcome all helpful contributions and you seem like you could contribute greatly.
Unfortunately I have already created a guide on Advanced Genetics, as well as documented the entire mod, but you are more than welcome to improve them. :)
You should also document mods that you're are knowledgeable, such as Additional BuildCraft Objects? Every article on the wiki helps FTB grow.
 
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Near

New Member
Jul 29, 2019
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Well @RealSketch, I'm doing EVERY mod I have added in Monster. It's a big project, and it's going to be done all by hand
 
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RealSketch

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Jul 29, 2019
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Hey @RealSketch, you and I should shoot some Skype PMs to eachother?
Is this because you don't know how to reply to comments on the wiki? :p
The FTB Forums provides a nice alternative to what you mentioned, conversations.
If you want I can get you in a wiki talk convo with other members that contribute to the wiki?
 

Near

New Member
Jul 29, 2019
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Dude, I feel like a baby, and this is the world... It's all, like, extremely confusing and large to me. It's just easier and faster for me to Skype