...
...oh, you're using EnderIO? That could be a problem. The turbine dynamo was designed with tesseracts in mind, which have infinite throughput, unlike EnderIO's alternatives. I mean, sure, you could probably set up a massive capacitor bank that has a high enough RF/tick/side to cope with a turbine... but if you don't have access to tesseracts (or at least cryo-stabilized fluxducts), you may well be better off with a gazillion shaft junctions and rotational dynamos.
If you want to leave out all the big RF mods, you won't have much use for the turbine dynamo anyway. No harm done.So, when I'm trying to make a modpack (just for my personal use) with Reika's mods, it's best to plan at least the Thermal-mods into it, too?
(wanted to leave all the common machine-mods out, like ender io and such, so now I'm wondering after coincidentally over this posting)
If you're talking Electricraft batteries, I'm not certain offhand, but as fas as I know, they'll just stop filling when they become full, effectively wasting power. They may try to send power being fed into them somewhere else; I don't really know.I see, good to know
Still trying to figure out to have at least a bit of power-using mods, but in any case another question. Really new to reactorcraft, electricraft and rotarycraft.
- If the capacity of the batteries and reactors ever go full, will it just stop working or in worst case explode?
(as more I try to figure out how reactorcraft works, as more ways for possible explosions I seem to find, hehe)
Creative test worlds are your friend with ReC
Too soon man...Because batteries don't explode in real life. (except Samsung's)
This is why we should not use the garbage client Curse provides, anyone who uses it exclusively (and doesn't allow alternate ways to play a mod pack) doesn't care about the player.Dead thread, I command you to ARISE!!!
What irks me as of late? Curse launcher showing updates available for mods that are not compatible with the version of forgecraft you are currently using...
Update.. load... ModX needs newer forge.. Close.. Downgrade... Load... ModY needs newer forge... rinse repeat...
This is why we should not use the garbage client Curse provides, anyone who uses it exclusively (and doesn't allow alternate ways to play a mod pack) doesn't care about the player.
or, you know, maybe update forge to a newer version? Is there some specific reason you don't want to update forge?Dead thread, I command you to ARISE!!!
What irks me as of late? Curse launcher showing updates available for mods that are not compatible with the version of forgecraft you are currently using...
Update.. load... ModX needs newer forge.. Close.. Downgrade... Load... ModY needs newer forge... rinse repeat...
Well I quite like the curse launcher. In my experience, it's turned cobbling together a simple modpack from scratch from a 3-hour affair to five minutes. To install a mod, you just gotta search for it and press a button. Mod updates in this pack you cobbled together? Well with multiMC and the like, you'd have to search through each mod one by one, going first off of in-game update notifications (if you haven't disabled those at least) then going through the list, checking if each mod has been updated, manually downloading each update from the site, put the new versions in the folder and remove the old ones. To update mods in curse? go down the list and click the update buttons. Takes five minutes to update every mod in your list.This is why we should not use the garbage client Curse provides, anyone who uses it exclusively (and doesn't allow alternate ways to play a mod pack) doesn't care about the player.
Most people never think to, and those that do are leery of it because there's always the chance that you update Forge and everything just up and breaks. I've had it happen to me more than once; upgrade Forge for a new version of, let's say Forestry and, suddenly, every other mod in my folder freaks right the hell out. Updates to mods are a gamble, but they're nowhere near the Vegas odds of a Forge update, especially a major one.or, you know, maybe update forge to a newer version? Is there some specific reason you don't want to update forge?
or, you know, maybe update forge to a newer version? Is there some specific reason you don't want to update forge?
Most people never think to, and those that do are leery of it because there's always the chance that you update Forge and everything just up and breaks. I've had it happen to me more than once; upgrade Forge for a new version of, let's say Forestry and, suddenly, every other mod in my folder freaks right the hell out. Updates to mods are a gamble, but they're nowhere near the Vegas odds of a Forge update, especially a major one.
Forge release breaking changes with their minor revision releases. This means that forge updates can easily break mods whose authors are, perhaps, working on the next major MC release, studying for exams, getting married, on holiday, busy with other things, dealing with the death of a loved one, or any one of the millions of other things that people who are giving us their work for free might otherwise be dealing with in their real lives.
So no, updating forge in a pack is not and should not be lightly considered.
As already mentioned, Forge is very hit and miss. But the biggest issues come where Forge x.y.z is the recommended version, but there's a mod which requires x.z.y, and it changes a method (or something) and everything breaks. Which, unless you have experience with mod pack development, can cause a whole host of issues.Forge release breaking changes with their minor revision releases. This means that forge updates can easily break mods whose authors are, perhaps, working on the next major MC release, studying for exams, getting married, on holiday, busy with other things, dealing with the death of a loved one, or any one of the millions of other things that people who are giving us their work for free might otherwise be dealing with in their real lives.
So no, updating forge in a pack is not and should not be lightly considered.