Suggestion/ Request

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Unorthodox

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Jul 29, 2019
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Is there any possible way that FTB can make a mod pack with every compatible mod possible from all of the different mod packs?
 

RedBoss

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Possible yes. But think about a modpack in the same way that you think about a music mix compilation (or mixtape since I'm an 80s kid) . Usually a music comp has a theme or goal. Top 40 hits, sports jams, romance classics, old school mix, etc. In the current mix Unleashed is probably closest to a Pop Hits type compilation.

Now imagine someone gave you a music mix with every type of music. From Gregorian chants, to 90s hip hop, orchestral music, dubstep, kid's songs, country music, Australian Aboriginal tunes, weird Al, interpretive jazz, 50s tv show soundtracks, just everything. It would make no sense. It would have no theme. You'd probably get annoyed by the sheer volume of hings you wouldn't want to listen to.

Now apply this perspective to what you're proposing. It's highly unlikely to happen. Mainly due to the challenge of getting probably 150 or more mods to play well together. Then the issues of mods that don't want to be in the same pack. And then the added strain to basic systems.

Possible but nearly improbable
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Henry Link

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Also, don't forget FTB gets the mod author's permission to redistribute their mod in the form of pack. There are lot of mod authors who will not give their permission for this. Hence those mods will never be included in any FTB pack.
 

Unorthodox

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I wasn't referring to new mods, i was suggesting the combination of existing mod packs which FTB offers, which they obviously already have mod author's permissions to use.
 

Yusunoha

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well, instead of a modpack like this, I do would like it if the configurations for modpacks could be made more global, so if you want to add a mod from one modpack to the other, you just simply copy the mod and config file. but I know this is very difficult to do, because each modpack has their own kind of theme and difficulty, thus different kinds of configurations
 

Hambeau

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Jul 24, 2013
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I wasn't referring to new mods, i was suggesting the combination of existing mod packs which FTB offers, which they obviously already have mod author's permissions to use.

From what I know, as a newbie from just days before Unleashed/Unhinged came out, the aforementioned two packs are the result of two mods authors not wanting their mods included in the same packs. In other words, the authors do not give their permission to be used with every available pack.

Unleashed/Direwolf20, as near as I can tell are very close, but according to what I've seen on Direwolf's YouTube videos he has the slight advantage that the he is running undistributed upgraded versions of mods which are being developed and tested by their respective authors for Vanilla 1.6 on his server. They will hopefully make it to Unleashed when they're finished.
 

Hambeau

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well, instead of a modpack like this, I do would like it if the configurations for modpacks could be made more global, so if you want to add a mod from one modpack to the other, you just simply copy the mod and config file. but I know this is very difficult to do, because each modpack has their own kind of theme and difficulty, thus different kinds of configurations

One of the things that may make it into Vanilla MC 1.7 is the use of UUIDs to replace block IDs. This appears to do away with the possibility of a block in one pack using the same ID as the block in another.

For example, right now in MC Block ID 1 is stone. After 1.7 is out, if everything in the snapshots is still in place, that block would become "minecraft:stone". An internal database would assign numerical IDs based on load order and translate the text name to the assigned numerical value internally, similar to how DNS makes it possible to only have to know the url of a web page, not it's actual IP address.

If a new mod comes out, as long as they follow the convention "[modname]:[itemname]", block ID conflicts should become a thing of the past.

According to the Mojang forums, this is one of the steps to the fabled "mod API"
 
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Eyamaz

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Jul 29, 2019
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I've been making modpacks since tekkit was released and it's much easier now than it was then, so maybe you can do this yourself.

First, go download all 300+ mods you apparently want in your megapack and put them all in your mods folder.

Start up minecraft.

Now sort out every single ID conflict to be sure all your mods blocks/items/dimmensions/etc work.

Now playtest the interaction between all your mods for crashes, dupes, recipe conflicts, exploits, etc.

Then go get permissions and release your pack as a private code public pack.

Oh, and btw, you have to provide all support for your pack yourself with all errors and updates.

GL:HF

(btw, I do this on a daily basis, a pack like you want is just silly prone to bugs. Not to mention trying to figure out which mod causes said errors so it can be reported properly.)
 

Unorthodox

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Jul 29, 2019
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I've been making modpacks since tekkit was released and it's much easier now than it was then, so maybe you can do this yourself.

First, go download all 300+ mods you apparently want in your megapack and put them all in your mods folder.

Start up minecraft.

Now sort out every single ID conflict to be sure all your mods blocks/items/dimmensions/etc work.

Now playtest the interaction between all your mods for crashes, dupes, recipe conflicts, exploits, etc.

Then go get permissions and release your pack as a private code public pack.

Oh, and btw, you have to provide all support for your pack yourself with all errors and updates.

GL:HF

(btw, I do this on a daily basis, a pack like you want is just silly prone to bugs. Not to mention trying to figure out which mod causes said errors so it can be reported properly.)


Wow guy you seem pretty upset that i would request a modpack from a modpack/launcher team.
 

Yusunoha

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Jul 29, 2019
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One of the things that may make it into Vanilla MC 1.7 is the use of UUIDs to replace block IDs. This appears to do away with the possibility of a block in one pack using the same ID as the block in another.

For example, right now in MC Block ID 1 is stone. After 1.7 is out, if everything in the snapshots is still in place, that block would become "minecraft:stone". An internal database would assign numerical IDs based on load order and translate the text name to the assigned numerical value internally, similar to how DNS makes it possible to only have to know the url of a web page, not it's actual IP address.

If a new mod comes out, as long as they follow the convention "[modname]:[itemname]", block ID conflicts should become a thing of the past.

According to the Mojang forums, this is one of the steps to the fabled "mod API"

I also heard 1.7 is going to be a whole new 1.3 meaning it'll be quite alot of work for the modders to update their mods.
it'd be nice if this is going to help with putting together mods, but I always have the feeling for one thing getting fixed/solved, another problem comes up

Wow guy you seem pretty upset that i would request a modpack from a modpack/launcher team.

because what would be the point for FTB in creating a modpack like this? FTB has themes to their packs and they build the modlist around it and try to keep this theme going when they update the pack. but the pack you're suggesting doesn't has a theme at all, and keeping a pack like this updated will give them a whole lot more work compared to other modpacks.
it's basically as Eyamaz says, if you want a modpack like this, you can build it yourself, and if you want to share it with others then create it into a private pack
 

Hambeau

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I also heard 1.7 is going to be a whole new 1.3 meaning it'll be quite alot of work for the modders to update their mods.
it'd be nice if this is going to help with putting together mods, but I always have the feeling for one thing getting fixed/solved, another problem comes up

Any major change such as this is bound to upset the status quo, but if it leads to an easier process for those involved to work their particular variety of magic in the long run I'm all for it.

Creating tomorrow's advances cannot occur if we limit ourselves to yesterday's restraints.
 

Dorque

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Any major change such as this is bound to upset the status quo, but if it leads to an easier process for those involved to work their particular variety of magic in the long run I'm all for it.

Creating tomorrow's advances cannot occur if we limit ourselves to yesterday's restraints.


True, but we must always temper this with not fixing what ain't broken.

I submit that Windows Vista/8 both had the same goals ;)
 
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Unorthodox

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Jul 29, 2019
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because what would be the point for FTB in creating a modpack like this? FTB has themes to their packs and they build the modlist around it and try to keep this theme going when they update the pack. but the pack you're suggesting doesn't has a theme at all, and keeping a pack like this updated will give them a whole lot more work compared to other modpacks.
it's basically as Eyamaz says, if you want a modpack like this, you can build it yourself, and if you want to share it with others then create it into a private pack

would you please explain to me how Thaumcraft, Mystcraft, Twilight forest, and IC2 (which are all in the mod pack i use now) fit a theme? They don't, because all 4 of those mods are completely different with no relation to the other. How would keeping a modpack like this updated be anymore work than keeping all of the other mod packs updated? It wouldn't be, they've already got the config settings and they obviously already change the very same mods to the most current version in other modpacks. What would one more copy and paste of that folder hurt? If i felt like building the modpack myself and maintaining it why would i make a request?

You kids act like it's a crime to make a request; this thread wasn't started because i wanted any of your two cents about the request. If you don't like the request i made feel free to go to the next topic instead of getting butthurt that i even made the request. It wasn't a request to any of you, it was a request to the people who matter.
 

Bibble

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Jul 29, 2019
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would you please explain to me how Thaumcraft, Mystcraft, Twilight forest, and IC2 (which are all in the mod pack i use now) fit a theme? They don't, because all 4 of those mods are completely different with no relation to the other. How would keeping a modpack like this updated be anymore work than keeping all of the other mod packs updated? It wouldn't be, they've already got the config settings and they obviously already change the very same mods to the most current version in other modpacks. What would one more copy and paste of that folder hurt? If i felt like building the modpack myself and maintaining it why would i make a request?

You kids act like it's a crime to make a request; this thread wasn't started because i wanted any of your two cents about the request. If you don't like the request i made feel free to go to the next topic instead of getting butthurt that i even made the request. It wasn't a request to any of you, it was a request to the people who matter.

Well, thematically, Thaumcraft and Twilight Forest have advantages of both having narrative arcs of a sort, and both being very isolated (there's little interference with vanilla, or other mods to mess up). IC2 has it's place pretty much due to being an old hand. It was one of the first mods that many people (prior to FTB) began their experience with. The functionality may have been surpassed, but it's removal would cause more hassle than it's worth. Mystcraft, while it does have it's own (albeit currently incomplete) narrative arc, seem mainly to be included for admin reasons (making quarry ages, etc. does tend to help servers).

The main point is that a fully inclusive pack WOULD, undoubtably, be more work. Firstly, it would need it's own testing time, and, while the configs MAY work across everything, they would need to be tested and re-checked. In addition to this, there would be the question of where you draw the line. Do you include all of the mods from Jaded's Magic Farm pack? Because some of them radically change the gameplay. Similarly with all the biome mods. You could argue that you include all of the mods in the official packs, but then, that's basically what Unleshed is. The reason GregTech was removed (as I recall, not starting a war, more disclaimers, etc.) was that it was divisive and seemed to be changing the "feel" of the game on it's own, so it was given to a pack dedicated to it.

The primary point here is that, you made this post. It has been seen by various members of the team. It has been considered, or you can post in Mod Pack Suggestions. If the team don't agree with you, then the pack won't be made official. There's nothing stopping you from sorting it out yourself, but the team have deicded that they are not going to publicly pursue it at this time.
 

Trunks9809

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The reason GregTech was removed (as I recall, not starting a war, more disclaimers, etc.) was that it was divisive and seemed to be changing the "feel" of the game on it's own, so it was given to a pack dedicated to it.

Actually, Greg requested that GregTech not be distributed alongside some of the other mods. Which also kills any hope of a truly unified pack.
 

RedBoss

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The people who matter are the players. FTB wouldn't compile a modpack that they feel no one, or very few people would want to play. So the fact that an overwhelming majority would consider what you propose to be unfeasible is certainly VERY important. You also made an open question. QFT:

Is there any possible way that FTB can make a mod pack with every compatible mod possible from all of the different mod packs?

The answer is yes its possible. Its VERY possible to mix about 300 mods together in a crazy, system debilitating pack. But its not going to happen. Its not a crime to make a request. We were simply trying to help you understand how daunting and improbable your request was. The amount of ID conflicts, horrible cross mod interactions, and potential for horrible code makes your request something more of a mental exercise as opposed to something that will actually bear fruit.

But since you still want a pack with tons of mods, there is a private FTB pack called Overload. Its has 179 mods. That's 40-50 more than most FTB packs at least. Its rife with bugs and support probably won't be coming from the official FTB support but here's the reddit thread with instructions on downloading. Enjoy. I think this is as close to what you're looking for as you're going to get.

http://www.reddit.com/r/feedthebeas...es_a_pp_called_overload_179_mods_included_so/