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Golrith

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Nov 11, 2012
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I may be dense, but I can't understand the need for including Xycraft. Adds a load of ores to let you make "pretty" blocks for decoration, oh, and some food? How does that fit with the Feed the Beast theme?
 

sciguyryan

New Member
Jul 29, 2019
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I may be dense, but I can't understand the need for including Xycraft. Adds a load of ores to let you make "pretty" blocks for decoration, oh, and some food? How does that fit with the Feed the Beast theme?

It will have a lot more than that, its just not finished yet. The ore gen is in now so people can collect resources for later use.
 

Jeza

New Member
Jul 29, 2019
36
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Farmcraftory

http://www.minecraftforum.net/topic...utions-mods-farmcraftory-v205-updated-to-142/

adds some subtle but interesting changes to food growing that work well alongside vanilla minecraft mechanics.
Isn't this already done in forestry (I know that Farmcraftory adds new fruits but the automation is already present in Forestry)?[DOUBLEPOST=1353538430][/DOUBLEPOST]What has happened with logistics pipes? I heard that it was no longer being developed but am not sure if this is true. This would be a massive shame as it makes (in my opinion the funnest auto sorting and auto crafting systems)
 

AngryHermit

New Member
Jul 29, 2019
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Was wondering if its possible to add in Charging tables and also DenPipes by default?

Charging Bench: http://forum.industrial-craft.net/index.php?page=Thread&threadID=7900

DenPipes: https://github.com/denoflionsx/DenPipes/wiki

Charging tables because it allows users to charge large quantities of batteries/armor/whatever in one block instead of having many different storage boxes.

Denpipes because it adds the ability to have different types of pipes next to each other to allow more compact projects.
 

DrCeph

New Member
Jul 29, 2019
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After consideration of the reasons against the Transformers mod, I'd like to humbly plug this one:

Petroleum Generator (0.4a):
http://forum.feed-the-beast.com/thr...or-a-forestry-esque-bc-ic-crossover-mod.2246/

This generator will produce EU directly from Buildcraft Fuel/Oil, which can be either pumped in using buildcraft liquid pipes, or manually deposited using containers (currently only buckets, capsules/cells to come). This fills a gap left by Forestry which has an EU generator for Biofuels and a MJ engine that runs on EU; but no EU generation using Buildcraft's oil resource. When combined with the Forestry mod this covers all aspects of the buildcraft power/fuel to EU conversions, with delicious inefficiencies and appropriate balance/scaling using Forestry's BioGenerator as a basis.

FULL DISCLAIMER: I am the developer of the above mod, which is released as open source software for the use and enjoyment of all.
 

Rented

New Member
Jul 29, 2019
10
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A water propagation fix-

As detailed here under "Details for developers and those who care"
http://www.minecraftforum.net/topic/1197409-water-spring-propagation-fix/
The one he provides isn't up to date but seeing as you're bulding a modpack I assume it isn't difficult to do it yourself and mod a single function to the tune of adding a " - 1". Simplest mod ever.

The change is EXTREMELY minor (literally adding 2 characters to the code), and fixes the long-standing bug of water source blocks not filling in when on top of other source blocks (why it's a bug and not a 'feature' is also demonstrated in those details). This fixes a great many of the 'random currents' that are permanently created in oceans and lakes from any disruption of the water, as well as makes some fairly common activities such as building a pool far less absurdly tedious. And honestly it just looks better, when you remove your old house-boat from a lake in favor of building a mansion on a hillside and it leaves a permanent crater in the water of the lake... it just seems rather ridiculous.
 

Jeza

New Member
Jul 29, 2019
36
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I wish there was a version of equivalent exchange where I could swap my diamonds which I mined into less valuable ores such as copper of which I am in dire need of...
 

NosajDraw

New Member
Jul 29, 2019
237
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A water propagation fix-

As detailed here under "Details for developers and those who care"
http://www.minecraftforum.net/topic/1197409-water-spring-propagation-fix/
The one he provides isn't up to date but seeing as you're bulding a modpack I assume it isn't difficult to do it yourself and mod a single function to the tune of adding a " - 1". Simplest mod ever.

The change is EXTREMELY minor (literally adding 2 characters to the code), and fixes the long-standing bug of water source blocks not filling in when on top of other source blocks (why it's a bug and not a 'feature' is also demonstrated in those details). This fixes a great many of the 'random currents' that are permanently created in oceans and lakes from any disruption of the water, as well as makes some fairly common activities such as building a pool far less absurdly tedious. And honestly it just looks better, when you remove your old house-boat from a lake in favor of building a mansion a hillside and it leaves a permanent crater in the water of the lake... it just seems rather ridiculous.

I'm guessing though, this make lakes and the sea infinite water sources, which may or may not be what people want when they add a pump to extract water. But certainly makes sense if as it currently stands a 3x1x1 pool of water is infinite.
 

Rented

New Member
Jul 29, 2019
10
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I'm guessing though, this make lakes and the sea infinite water sources, which may or may not be what people want when they add a pump to extract water. But certainly makes sense if as it currently stands a 3x1x1 pool of water is infinite.
Pumps mostly just make a giant mess when used on rivers/lakes/oceans anyways as the banks and bottom are rife with infinite water sources. But yeah, it's true that it'd make draining/clearing large sections of water require more advanced techniques.
 

Reenigne

New Member
Jul 29, 2019
58
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0
Was wondering if its possible to add in Charging tables and also DenPipes by default?

Charging Bench: http://forum.industrial-craft.net/index.php?page=Thread&threadID=7900

DenPipes: https://github.com/denoflionsx/DenPipes/wiki

Charging tables because it allows users to charge large quantities of batteries/armor/whatever in one block instead of having many different storage boxes.

Denpipes because it adds the ability to have different types of pipes next to each other to allow more compact projects.

Didn't realize Denoflions started calling it "Denpipes" that's funny. This appears to be the same group of pipe improvements as the formerly named "Valve pipes plus more". I love these pipes!
 

AngryHermit

New Member
Jul 29, 2019
14
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0
Didn't realize Denoflions started calling it "Denpipes" that's funny. This appears to be the same group of pipe improvements as the formerly named "Valve pipes plus more". I love these pipes!
Yea I found it on railcraft's 'boiler' page and figured why not? Make things easier to route pipes.
 

Dex Luther

New Member
Jul 29, 2019
294
2
1
I'd like to suggest IDResolver and of course GuiAPI, which IDResolver is dependent on.

If it was added to the modpack by default, it would avoid issues like this happening: http://forum.feed-the-beast.com/threads/idresolver-reveals-ftb-modpack-id-conflict.2313/

IDResolver could be installed by default with the modpack to assign proper priority levels to mods allowing them to overwrite IDs they are designed to replace. This would also help avoid issues when users decide to start using the 'Edit Mod Pack' button to remove mods or add some of their own favorites.
 

DrCeph

New Member
Jul 29, 2019
77
0
0
A water propagation fix-

As detailed here under "Details for developers and those who care"
http://www.minecraftforum.net/topic/1197409-water-spring-propagation-fix/
The one he provides isn't up to date but seeing as you're bulding a modpack I assume it isn't difficult to do it yourself and mod a single function to the tune of adding a " - 1". Simplest mod ever.

The change is EXTREMELY minor (literally adding 2 characters to the code), and fixes the long-standing bug of water source blocks not filling in when on top of other source blocks (why it's a bug and not a 'feature' is also demonstrated in those details). This fixes a great many of the 'random currents' that are permanently created in oceans and lakes from any disruption of the water, as well as makes some fairly common activities such as building a pool far less absurdly tedious. And honestly it just looks better, when you remove your old house-boat from a lake in favor of building a mansion on a hillside and it leaves a permanent crater in the water of the lake... it just seems rather ridiculous.

I like the sound of this one - I've always found it strange that I can drain a lake but a small puddle stays full forever!
 

CrazyAL

New Member
Jul 29, 2019
44
0
0
I didn't see Additional Pipes on that list anywhere. Was it taken out?

I assume this will be added to FTB, but thought I would give a shout out for Additional Pipes mod too. The distribution pipe and insertion pipe would be sweet to have right now, I'm sure I'm not alone on that ;)
 
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