Add Global Warming
Too much polution and you start taking damage from smog, and eventually lose because world has become a frying pan
Too much CFC's from aersol cans and the ozone disappears and the world turn into a frying pan
Reversible by using the ozoneamatic (GT recipes requiring 64 iridium plates)
ALL IC2 + GT machines create some sort of pollution so you need to watch how often you are using them.
Proper ventilation in underground factories is also necessary.
And much much more!
Coming in FTB 1.6.0
But :
I'm going to suggest something wich is a mod, but i don't see any other place to post it.
It's config improvements :
IC2 :
# Enable sounds
B:soundsEnabled=false
to :
# Enable sounds
B:soundsEnabled=true
I' ve seen the IC2 sounds are disabled by default. Why not activate the sounds of a mod? Having machines being silent is weird, especially the jetpack. I can understand that some pepole may find the sound of macerators or electric furnaces annoying, wich make activating the sounds actually debatable, but it adds a lot to the game ambience, and allow you to know if your stuff is running or not.
And the sound of the generator is soooooo relaxing. I've a generator running in my base only for the sound of it. (yes i'm weird)
GregTech :
usefullrecipes {
B:Compress2Storageblock=true
to :
usefullrecipes {
B:Compress2Storageblock=false
Opinions about this can be really different, and i can accept the two, but having to use the compressor for storage blocks can be annoying for lots of players, as it's a change on a vanilla system. Do what you want with it, i'm just suggesting.
Modular Powersuits :
general {
B:"Gregtech Recipes"=true
B:"IndustrialCraft Recipes"=false
D:"Joules per IC2 EU"=50.0
B:"Thermal Expansion Recipes"=false
B:"Universal Electricity Recipes"=false
B:"Vanilla Recipes"=true
to :
general {
B:"Gregtech Recipes"=true
B:"IndustrialCraft Recipes"=false
D:"Joules per IC2 EU"=50.0
B:"Thermal Expansion Recipes"=false
B:"Universal Electricity Recipes"=false
B:"Vanilla Recipes"=false
This is definitly the weirdest thing i've seen on the configs. On a modpack where evryone keep talking about balancing, Modular powersuits vanilla recipes are activated by default, allowing to craft really cheaply some epic stuff. I asked why on the forums and they told me that it was because, since on some servers they use non Greg-hardmode configs, and have a modular powersuit config with easy recipes too, to be sure that players can see the easy recipes in NEI, they must be activated on the config of the players. This is completely stupid :
First, this problem would exist with Gregtech too, and the two modes (easy and hard) aren't activated at the same time in the Gregtech config (and it's impossible), so it's just messing with a config while you don't do anything with another, so there will be anyway NEI recipes conflicts.
Also, the vanilla recipes are really OP. I don't think any smart server admin would activate them. If you still want to go with that "easy recipes activated so i can be sure players will have the recipes used by the server visible in the NEI", activate the IC2 recipes. They aren't as OP as the vanilla ones, so it should be fine.
ExtrabiomesXL :
It's just some giant mess in here. Lots of biomes are disabled by default, and i don't really like it. It's supposed to be because there is too much snow biomes. A interessting solution would be to add
biomes o plenty. I'm not asking to replace extrabiomesXL with biomes o plenty, igniting another EBXL vs BOP flamewar, but have the two mods together. Why would it solve our "too much snow biomes" problem? BOP add so much biomes (wich are really cool, just look at the pics on the thread (and it add also a lot of cool blocks and items)) that EBXL ones will be diluted into the mass of BOP biomes, lowering a lot the snow biomes density. It will also stop all kind of EBXL vs BOP flamewars. Actually, I'm mostly posting this because i'm not for EBXL or BOP, but i like both and i'd like to have the two together.
Thaumcraft :
# Enables a version of the Thauminomicon in creative mode that grants you all the research when you first use it.
B:allow_cheat_sheet=false
to :
# Enables a version of the Thauminomicon in creative mode that grants you all the research when you first use it.
B:allow_cheat_sheet=true
This will allow creative mode players to have a cheat thauminomicon with all the research done, allowing to have info for testing stuff without having to do all the researchstuff (wich is incredibly long and annoying when you just want to use the thaumonomicon for information needs) and save a lot of time, because, if you can get all the items in the creative mode, all use instructions, and other info is in the book. (there is no thaumcraft wiki)
Enderchests :
#Set to true to make the vanilla enderchest unplaceable.
disable-vanilla=true
to :
#Set to true to make the vanilla enderchest unplaceable.
disable-vanilla=false
Well ... this is really debatable. I like the vanilla enderchest, but it is quite cheap to craft. On the other side, it can't connect to tubes and break into obsidan when broken. The main difference with the other enderchest is that it allow all players to have a different chest network (like the enderchest from the mod with the diamond lock), but on the same chest, so it acts like a trans-dimentionnal safe. Change it or not. I don't really care about this, i'm mostly here to remember to evryone that it exists.
A last thing, about portalgun config:
Not something wich have to be changed, because it will need to be different for all players, but you can choose the colors of the bacon gun and potato gun portals in the config. It seems that nobody knows about this, since evryone use the default colors on servers.
I think that's all.
EDIT : The forums hate me. I always have to edit because it adds a ton of goddamn blank lines in middle of my post.