Throwing together a quick pack to introduce a newbie

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triggerfinger12

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I would be willing to test the larger pack when you get to that stage, you would kind of get an input from the people that have junk computers. :p The one condition is that you give the periodic goal/thing to test because I'm bad at coming up with those kinds of things myself : /
 

Drbretto

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I could actually use some testers. I have picked up on a lot of what you can do so far, but there are definitely holes in my game. Every other pack I've thrown together, I've put on on my server before even testing it and find out later that I should have looked deeper into the configs and whatnot.

That will come soon. I need to build that buildcraft quarry on this minipack before I can concentrate on this. I lost a couple of days due to a storm that ripped through my state cutting out power to about 3/4's of it. Many places are still out. My work, where I am right now, is working off a generator.

But, I'm back up and can get to it tonight, so hopefully will have that quarry done and recorded by the weekend, then I can focus hard on putting this pack together. Definitely keep on throwing in ideas, though. I will re-read this whole thread when I get started for real.
 
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Drbretto

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Yeah, I actually might. That would push me to really look into the details, too.

But, the focus is still my personal pack for me and two of my friends. But that doesn't mean others won't be into a similar experience.
 
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GamerwithnoGame

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Yeah, I actually might. That would push me to really look into the details, too.

But, the focus is still my personal pack for me and two of my friends. But that doesn't mean others won't be into a similar experience.
I've been watching this thread for a bit and it sounds interesting! Would you be able to put a summary of what you're aiming for and what mods are definites at this point? My brain is giving me hassle with keeping track :(
 

Drbretto

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I kinda did a few posts up, but I'll shrink it.

Primary focus is on building a working kingdom using minecolonies as your "people". It's tech base progression, but I'm happy to throw in some magic based mods, and I want all the block manipulation mods I can get, particularly like the scope of mods like that in Sprout.

I also want to disable any OP passive power generation to encourage an actual progression there, starting with AA for basic startup, moving on up through all the cliched mods into draconic evolution and avaritia, and I want to look into the recipes to see if I can guide the player through them in some kind of logical and not too linear manor. I want the power generation to be grounded at first, then it can move on up to futuristic and powerful.

And, of course, some unique combination of world generation mods and structures to explore, and things like leveling up bonuses and whatnot. Basically Sprout without the quests, has a baby with FTB beyond.
 
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Nuclear_Creeper0

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I also want to disable any OP passive power generation to encourage an actual progression there, starting with AA for basic startup, moving on up through all the cliched mods into draconic evolution and avaritia, and I want to look into the recipes to see if I can guide the player through them in some kind of logical and not too linear manor. I want the power generation to be grounded at first, then it can move on up to futuristic and powerful.
Uhm, the problem with having AA Canola to start is it's very bad power, its free and renewable buts bad. Only like 1K RF/t max. Which is not enough to keep a void ore miner/quarry running constantly and as you said FTB Beyond and Sprout both of which have Quarries. I wouldn't really make Canola the starting power. Another cool setup is IE Diesel generator which produces more, and enough to run said quarry.
 

Drbretto

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Uhm, the problem with having AA Canola to start is it's very bad power, its free and renewable buts bad. Only like 1K RF/t max. Which is not enough to keep a void ore miner/quarry running constantly and as you said FTB Beyond and Sprout both of which have Quarries. I wouldn't really make Canola the starting power. Another cool setup is IE Diesel generator which produces more, and enough to run said quarry.

That's the point. That's not passive. That's just renewable.

By passive, I mean solar panels that grant 4096 RF/t that I made on my beyond world. None of that. The only viable passive RF generation should be immersive engineering.

Edit: And unless buildcraft comes up with a 1.10.2 version, there won't be any quarries but the RFTools equivalent. And by then, you'll have better power production. Personally, I intent to build and fully automate a rainbow generator.

Edit 2: I might allow a quantum quarry, but it'll have to be super hard to make or something to make it pretty much an end game device.
 

Drbretto

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for me, BTW, the tech isn't about generating power for the sake of it. It's supposed to be practical. Like, on my sprout game, I built the power system not just so I could watch the capacitors fill up, but because I used it to power lanterns that protected my village. That's the kind of experience I want to tailor this pack towards, but progress it beyond that. I want a fancy castlethat looks cool and is technologically advanced as well. That kind of thing.

And at the same time, I want all the building tools I can get. Eventually in any tech pack, you'll have basically built yourself to creative mode. And at that point the focus will be on aesthetics, as well as continuing to live in this universe whose nature you have essentially conquered.
 

Drbretto

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Uhm, the problem with having AA Canola to start is it's very bad power, its free and renewable buts bad. Only like 1K RF/t max. Which is not enough to keep a void ore miner/quarry running constantly and as you said FTB Beyond and Sprout both of which have Quarries. I wouldn't really make Canola the starting power. Another cool setup is IE Diesel generator which produces more, and enough to run said quarry.

I just re-read this again. I have to shake my head, lol

I don't think you understand what progression is. For real. It's not about the end. It's about getting there. You're supposed to start small and advance up. If I were to let there be a quantum quarry in this, I'd want it to be basically impossible to build until you're about 100 hours into the world. I want to build an automated canola farm/processing station just to charge my drill at first, then advance to better stuff later.
 
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Nuclear_Creeper0

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I just re-read this again. I have to shake my head, lol

I don't think you understand what progression is. For real. It's not about the end. It's about getting there. You're supposed to start small and advance up. If I were to let there be a quantum quarry in this, I'd want it to be basically impossible to build until you're about 100 hours into the world. I want to build an automated canola farm/processing station just to charge my drill at first, then advance to better stuff later.
The problem is not the power itself, but the other mods you mentioned. Aka Draconic and Avaritia both of which take stupid amounts of power. Much much much more than diesel generators or canola can produce steadily.
Making awakened draconic takes like 1.2 billion RF.
Avaritia itself doesn't take power but making things like Singularities take a ton of resources which you would get from a quarry, but since most of the higher tier power is locked away behind walls making Avaritia nearly unreachable.
 

Drbretto

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The problem is not the power itself, but the other mods you mentioned. Aka Draconic and Avaritia both of which take stupid amounts of power. Much much much more than diesel generators or canola can produce steadily.
Making awakened draconic takes like 1.2 billion RF.
Avaritia itself doesn't take power but making things like Singularities take a ton of resources which you would get from a quarry, but since most of the higher tier power is locked away behind walls making Avaritia nearly unreachable.

Right. That's because they're end game mods.

You don't ONLY have canola generators. You just START with canola generators. You build a base based on that, then you move on to the next power source that generates more, which open up new doors. And so on until you're capable of producing enough power to do Draconic Evolution, etc.

The point of that is, if you start off by generating a billion RF/t, there's never a reason to run off canola power in the first place.

My intention is to build all of the ExU2 generators and generate mass amounts with the rainbow generator. But I'm not sure what else I'll put in between. I'd like that to be one option, but other options could also eventually be available.
 

Nuclear_Creeper0

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Right. That's because they're end game mods.

You don't ONLY have canola generators. You just START with canola generators. You build a base based on that, then you move on to the next power source that generates more, which open up new doors. And so on until you're capable of producing enough power to do Draconic Evolution, etc.

The point of that is, if you start off by generating a billion RF/t, there's never a reason to run off canola power in the first place.

My intention is to build all of the ExU2 generators and generate mass amounts with the rainbow generator. But I'm not sure what else I'll put in between. I'd like that to be one option, but other options could also eventually be available.
No, the point is the number of required resources. Making the required power gen to run a quarry a late-game thing just adds time to the world, waiting for the quarry to dig, without adding anything to the experience.
For example: Once you get to the 5th age in AoE, Environmental tech is unlocked giving you access to the Void Ore Miner, because if they made it say the 8th or 9th age. You basically would be waiting for resources to collect to make the high tier things such as the creative capacitor bank.
 

Drbretto

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No, the point is the number of required resources. Making the required power gen to run a quarry a late-game thing just adds time to the world, waiting for the quarry to dig, without adding anything to the experience.
For example: Once you get to the 5th age in AoE, Environmental tech is unlocked giving you access to the Void Ore Miner, because if they made it say the 8th or 9th age. You basically would be waiting for resources to collect to make the high tier things such as the creative capacitor bank.

Dude.

Journey, not destination.

No quarry.

Unless MAYBE super end game.

At which point the amount of energy required to run it will be trivial.

You don't seem to understand the idea here at all. You haven't understood it this whole thread.

Edit: The point is to take our time progressing through each mod before moving onto the next one that makes the previous one obsolete. Or more accurately, to progress to more and more options. Not linearly, either. Just a few bottlenecks here and there. Nothing so restrictive. But, maybe, you can't craft a quantum quarry, you get gifted one after you've built a bunch of other stuff from other mods is all. And by the time you get it, you're ready to power it.
 
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triggerfinger12

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Uhm, the problem with having AA Canola to start is it's very bad power, its free and renewable buts bad. Only like 1K RF/t max. Which is not enough to keep a void ore miner/quarry running constantly and as you said FTB Beyond and Sprout both of which have Quarries. I wouldn't really make Canola the starting power. Another cool setup is IE Diesel generator which produces more, and enough to run said quarry.
Just so you know, it's very easy to set it up that it does A LOT.

EDIT: Also, even on Age of Engineering it was VERY slow on RF generation until about 100 hours in. And, FYI, it does have DE installed so it is NOT requiring small amounts of power.
 

Drbretto

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I'm thinking if I did an HQM for this, which I'm not committing to yet, I think I'd like to kind of separate it into probably no more than 3 tiers. Think like:

Chapter 1: Actually Starting - quests that guide through a basic camp setup, an AA drill and the first couple of upgrades, a basic autofarmer and finish this basic startup quest, you're rewarded with the block that starts up Minecolonies.

Chapter 2: A little bit Extra - starts you up on some basic ExU2 early game goodies, particularly some of the stuff that's new in ExU2, like the glass cutter or something - just to point out its existence. Maybe rewards you with some dark glass or something, getting back to that in a bit.

Maybe Chapter 3-5 something introducing Immersive engineering and some other stuff, and one that will start pushing you through the basics of Silent's Gems (I really liked this mod when I did it on Sprout) so you get geared up.

All these chapters would be doable at your own pace. All revolve around introductory stuff. If there are multiple ways to do your autofarm, maybe it'll encourage a way, but you can feel free to do it any other way, and the quest turn-in could just be a couple stacks of wheat, encouraging the automation but not requiring it.

Anyway, once you complete the opening chapters, you'd be gifted, say, a mob grinder from mob grinding utils. This is officially the moment where you could start compiling lots of ender pearls, and this will encourage stuff you can do in that you'd normally open up once you're getting those, etc. And a while mid-game tier.

Then, finish the mid-game tier and give you an Nether Star or something, which unlocks that tier and encourages getting started on the end game mods, which then gifts you with the quantum quarry core.

No need to reinvent the wheel on progression. Just gently guide.
 
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Drbretto

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I kinda just committed to that, didn't I?

I'm building this pack the same way I play minecraft, lol. I do one thing and it leads to 3 more I have to do.
 
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