Throwing together a quick pack to introduce a newbie

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Inaeo

New Member
Jul 29, 2019
2,158
-3
0
Writing out a HQM progression is a daunting task, but I wish you the best.

For actual mod input, the mod you mentioned a while back that added grass slabs to world gen is Building Bricks . For reference, a list of the Sprout dependencies can be found here. Hopefully that can cut down on some search time, while giving you the baseline for which you've expressed an affinity.

Not included in Sprout, but in Beyond, was Architecturecraft. It allows slopes and rounds similar to Carpenter's Blocks of the 1.7 era, although the crafting is quite different. It also allows for some nice railings, including downward sloping rails to go along a set of stairs, which I've not seen outside the Platforms mod (included in Sprout).

I had more thoughts than time right now, so I'll keep an eye on your progress until life gives me another little break from the chaos.
 
  • Like
Reactions: Drbretto

Drbretto

Popular Member
Mar 5, 2016
1,886
781
139
There's plenty of time. I will reference this thread when I get to brass tax anyway.
 

Nuclear_Creeper0

Well-Known Member
Mar 30, 2017
1,013
224
79
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.
I understand the thread completely, but you need to keep yourself down to Earth.
You have grandiose ideas.
But you need to understand, that things don't work without other things.
Draconic Evolution doesn't work without massive power gen.
Avaritia doesn't work without massive amounts of resources.
You pointed something out earlier, you want to end the pack with an Avaritia sword in your hand and a draconic evolution reactor exploding?
How is that possible without a quarry early game to collect the massive amount of resources to make those things.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
I understand the thread completely, but you need to keep yourself down to Earth.
You have grandiose ideas.
But you need to understand, that things don't work without other things.
Draconic Evolution doesn't work without massive power gen.
Avaritia doesn't work without massive amounts of resources.
You pointed something out earlier, you want to end the pack with an Avaritia sword in your hand and a draconic evolution reactor exploding?
How is that possible without a quarry early game to collect the massive amount of resources to make those things.
Because we're not talking early game, that's why.

Draconic and Avaritia are your post-scarcity fun toys. You've already GOTTEN there, after 100+ hours sunk into the game. Now you get to play with the fun shiny toys. But before you get to post-scarcity, you have to work for it. Which means no quarries until very late in the pack. Because the quarry is pretty much there exclusively as a gate for Avaritia and DE.

Also, you VASTLY underestimate the scalability of Canola. With some automation, you can get up over 10kRF/t with it, if you understand the processes and where the bottlenecks are. And a cloche. Because cloches are horridly OP.

A single Melon Cloche can power... what, three or four diesel generators? That's 12-16 RF/t. And you can scale that upwards as necessary. At that point, your problem is energy transfer throughput until you get into some beefier mods. HV wires can only transfer so much. Which means you're going to need to run that through something like a cryo-stabilized fluxduct, which has sufficiently involved processing chain that by the time you get to it, you deserve to have it.

Of course, Thermal Expansion sap is also a route to power. Compression Dynamos can accept the Boiler upgrade to make steam. Enderium upgrade on the single refinery is capable of supporting 10 compression dynamos and 1 (and change) steam dynamo, which means 22ish steam dynamos with turbine upgrades. Yea, it's pretty nuts.

There's tons of different ways of producing silly amounts of power. And of course DE has its own ways of producing power once you get things kicked off.
 

Inaeo

New Member
Jul 29, 2019
2,158
-3
0
Right, I think @Drbretto is looking for the end game mods to be projects to tinker with while he sculpts his world. Minecraft isn't a game everyone plays to "beat" the pack they are playing as quickly as possible. Some do, and if that's your thing, power to you. If not, it allows you to take your time, and use methods that aren't necessarily the most efficient, but focus on having fun with the options available to you. Sometimes you build something just because you can, even if it has no other purpose than to make you happy when you walk by it. I think that is the experience intended.

Having large scale power gen and quarry options limited in the early and mid game forces a player to explore the options, use resources wisely, and always be happy when small improvements come. The reward of large scale power gen and resource acquisition comes after it would no longer be needed by most mods in the pack, essentially unlocking the end game content. This does mean it will take longer to acquire the needed resources, but his idea is a long term world in which to build, so having things collect while he's off building an empire is still in line with his agenda. It might not be the same agenda you play with, but please respect that his agenda is paramount, since it will be his pack to play.
 

Hambeau

Over-Achiever
Jul 24, 2013
2,598
1,531
213
Right, I think @Drbretto is looking for the end game mods to be projects to tinker with while he sculpts his world. Minecraft isn't a game everyone plays to "beat" the pack they are playing as quickly as possible. Some do, and if that's your thing, power to you. If not, it allows you to take your time, and use methods that aren't necessarily the most efficient, but focus on having fun with the options available to you. Sometimes you build something just because you can, even if it has no other purpose than to make you happy when you walk by it. I think that is the experience intended.

Having large scale power gen and quarry options limited in the early and mid game forces a player to explore the options, use resources wisely, and always be happy when small improvements come. The reward of large scale power gen and resource acquisition comes after it would no longer be needed by most mods in the pack, essentially unlocking the end game content. This does mean it will take longer to acquire the needed resources, but his idea is a long term world in which to build, so having things collect while he's off building an empire is still in line with his agenda. It might not be the same agenda you play with, but please respect that his agenda is paramount, since it will be his pack to play.

I see what you did there... :D
 
  • Like
Reactions: Drbretto and Inaeo

Nuclear_Creeper0

Well-Known Member
Mar 30, 2017
1,013
224
79
Draconic and Avaritia are your post-scarcity fun toys. You've already GOTTEN there, after 100+ hours sunk into the game. Now you get to play with the fun shiny toys. But before you get to post-scarcity, you have to work for it. Which means no quarries until very late in the pack. Because the quarry is pretty much there exclusively as a gate for Avaritia and DE.
The issue is, if the quarry is a late-game item, you need to wait for the quarry to dig. Kind of like direwolf's cobblestone compressor. Had he set it up earlier in his AoE series he wouldn't have to wait for it to make that 1 Octuple compressed. If the quarry is a really really late game item. You are going to wait a long time for it to dig up all the iron and such for the Avaritia Singularities. Which is why even the hardest of hard pack such as Divine Journey, and Infinity expert have the quarry is a more mid-tier item. Because you need the vast amount of resources to get the late game items take time to collect.
And it's not about the RF/T amount for the generators as much as them compared to the amount you need. Canola+Draconic doesn't work. To create say a Tier 8 Orb takes like 200 something awakened draconium. 200/4= 50
50*350000000= 17.5 Billion RF/10000=1,750,000/20=87,500/1458/60=24. 24 HOURS from Canola to make that Awakened Draconic
Vs 87.5 Seconds with a Million RF/T from a max big reactor.
 
Last edited:

Inaeo

New Member
Jul 29, 2019
2,158
-3
0
The issue is, if the quarry is a late-game item, you need to wait for the quarry to dig. Kind of like direwolf's cobblestone compressor. Had he set it up earlier in his AoE series he wouldn't have to wait for it to make that 1 Octuple compressed. If the quarry is a really really late game item. You are going to wait a long time for it to dig up all the iron and such for the Avaritia Singularities. Which is why even the hardest of hard pack such as Divine Journey, and Infinity expert have the quarry is a more mid-tier item. Because you need the vast amount of resources to get the late game items take time to collect.
And it's not about the RF/T amount for the generators as much as them compared to the amount you need. Canola+Draconic doesn't work. To create say a Tier 8 Orb takes like 200 something awakened draconium. 200/4= 50
50*350000000= 17.5 Billion RF/10000=1,750,000/20=87,500/1458/60=24. 24 HOURS from Canola to make that Awakened Draconic
Vs 87.5 Seconds with a Million RF/T from a max big reactor.
Again, I think you misjudge the pace he's aiming for (I may be wrong, correct me if so).

First off, he's not saying that he wants to make a Tier 8 DE Orb using only Canola. That hasn't been said, and in fact, it has already been stated that he intends power to be a progression. Canola is a starting point, not an ending point. As things progress, more power options become available, which means your available power generation grows as well, until eventually, you're running a DE Reactor. It's not as simple as building a single power solution right off the bat, because that would serve to minimize the lifespan of the world rather than elongate it. Baby steps. Slow it down. Marathon, not a sprint.

Going from that last point, slow it down. It isn't waiting, if you're doing something else with your time, and I know there's always a lot to do. Building the Tier 8 DE Orb to say to built it is a goal for some. Filling it to the brim is a goal for others. The less measurable goal is to make it blend into the world so that it looks like it belongs there. Aesthetics take time and are their own reward. No reason you can't simply build a new town, link it up with your train network, and more while your quarry is doing it's thing.

Again, pace of play is the key here. If you want an Avaritia sword quickly, you're right in setting up the infrastructure early. If you want one eventually, the pack becomes more about the journey to the sword than the item itself. Some people cant slow down enough to play that way, which is fine, but you must respect that his pack is going to be wired differently than the playstyle you present.
 
  • Like
Reactions: Henry Link

GamerwithnoGame

Over-Achiever
Jan 29, 2015
2,808
1,507
224
For my tuppence, I really REALLY like Canola as a starting power gen. I find it immensely satisfying to set up, because you can start of very basic with a manual farm and a single oil generator and squeezer, and work up from there, adding in fermenting barrels, automatic farms and stuff, then upgrading the oil to the crystallised tier, scaling up more, getting to the empowered tier... now, that's just my own opinion, I'm not saying its in any way objective, but that's my PoV.

I also love the IE diesel generation - again, the whole schtick behind that I just love - it feels like the perfect thing to move onto after canola, because it does require a substantial resource investment. And that scales up further, in a nice way.

Bear in mind also for both of these that the aesthetic of the blocks and such plays quite some part in my enjoyment of it.

I will also say that, having seen it in action, the Vertical digger from AA is also a very nice, and quite early game (post empowerer though), localised quarrying solution. It ain't big, it ain't fast, but it does a nice job. Especially if you can get a couple of phantom boosters on there.
 
D

Daihok

Guest
Does the vertical digger leave holes? I have never used it myself. I use AA alot but just never used the vertical digger.
 

Drbretto

Popular Member
Mar 5, 2016
1,886
781
139
Nuclear creeper, everyone else here is right. This is not a rush to the finish. This is a smell the roses pack.

And it's not that your point isn't understood, it just isn't the problem you think it is. There will be plenty if power generation as the game goes on. And once you have something like a quantum quarry running at full speed, you've basically achieved creative mode. I remember last time I ran one, I got so much draconic dust that I was voiding them. You don't need it running all the time.

This will have manual mining for most of the game, but it's not as slow as you think when your running around with a drill that breaks 25 blocks at a time with fortune 3. It's actually just a nice little break from building. Plus there will still be rftools quarry equivalent for mid game.

Anyway, I don't think I can just visualize the HQM thing right now anyway. I think the first version of the oack, I'll just have to reel out the progression myself and write the path later.
 

GamerwithnoGame

Over-Achiever
Jan 29, 2015
2,808
1,507
224
Does the vertical digger leave holes? I have never used it myself. I use AA alot but just never used the vertical digger.
Neither have I, but I've seen it used in @Closet Gamer's awesome AoE playthrough, and its pretty darn effective within its limitations!

It has 2 modes - the normal one, where it just digs up everything and leaves a hole, or ores mode, where it ONLY digs the ores. That I think is really nice. In AoE especially when benitoite is right down at the bottom of the nether, I reckon Ores mode would be super handy.
 
  • Like
Reactions: Daihok

Cpt_gloval

Well-Known Member
Oct 20, 2013
490
135
69
AAs Vertical digger can either grab ores only or grab all. So it can leave a hole if you'd like, great way to clear all spawnable spaces under your base instead of looking for all the hidden pockets in the ground, or is can just grab what you need and leave the rest space untouched.
Remember to invest in the 3 boosters for it though. By default it does a 5x5 down to bedrock. With the boosters it will do a 33x33. I usually grab something like marble or diorite and map out a 33x33 grid on the surface so I know where to put the digger from operation to operation to clear out all available ores.
 
  • Like
Reactions: Drbretto

Drbretto

Popular Member
Mar 5, 2016
1,886
781
139
That vertical digger sounds way better than I thought. I'll have to give that a shot
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
Personally, I'm not all that big a fan of AA in general. It's in the list of 'mods that are kind of interesting, but WAY more cross-mod synergies than I want to deal with' like Mekanism and EnderIO.

Basically, Canola can be set up almost immediately, especially if you find an AA-related building in a village. Granted, you can't move those machines, because they vanish if you try to break them, but you can still use them as is, letting you bootstrap yourself up the tech tree fairly rapidly. And it can produce several hundred RF/t right off the bat, pressing canola then running it through the barrels immediately, and running a small bank of oil generators. At 120 RF/t each, and the ability to supply some six or so generators off of the three barrels that a single presser can support, you're talking 720 RF/t with almost no effort whatsoever.

The other thing that is an issue is the energy lasers. Wireless RF transmission is generally something relegated to end-game for a reason. The item routing system is also extremely powerful if used properly, and not needing to run pipes or conduit make it extremely convenient to set things up.

Oh, and then there's the worms and the greenhouse glass. Between them, you're looking at some really turbo-charged plant growth. Especially if you also use Industrial Foregoing (successor to MFR) for harvesting and replanting. A single 3x3 plot will more than keep up with a presser. Including enough extra seeds to start making the stuff for Empowered Oil.

Mekanism has super-early ore-tripling and steel production. For that alone, it's got issues that are difficult to resolve in a larger pack setup. Add in all the other fun stuff Mekanism does, it kinda blows the power scale off kilter.

EnderIO... I want to like it, I really do. But good lord, it's such an enabler. I mean, just look at DW20 since he got EnderIO. It's basically his default to-go solution for everything related to automation, even when he doesn't need it.

These three mods are fun, don't get me wrong, but in a pack like this, they're going to be capable of short-circuiting the intended progression rather harshly. There's a reason the EnderIO age in AoE is like age 7 or something like that. Almost the last thing you get before going interstellar. And Mek can't even be accessed until AFTER you go Interstellar. for a good reason. But that requires so much Minetweaking that it's a bloody nightmare to maintain.
 

Inaeo

New Member
Jul 29, 2019
2,158
-3
0
Just wanted to point out how disgustingly OP the Rustic Apiary is, for any who haven't played with it (mentioned due to it's being in Sprout). It requires a bit of wood and a single bee (hives aren't too hard to find unless you're messing with world gen), and it outputs beeswax. Beeswax is only really good for candles, which look neat and all, but that's not where the grossness lies. The Apiary provides a bonemeal effect in a radius around itself every so often, increasing in rate as the number of bees inside grows (up to a stack, requires nothing but waiting a small time). I went from "starving village" to "where the hell am I going to put all this bread" in about an hour.

I originally added it to my new pack for some if the aesthetic bits, but it will be my growth acceleration of choice for likely the entire play through. Might have to check if its configurable.
 

Drbretto

Popular Member
Mar 5, 2016
1,886
781
139
I gotta separate this pack from Sprout and Age of Engineering a bit. Does galacticraft have any compatibility issues anyone knows of?

What about that futurepack? I don't know much about it, but I want some kind of space mod in here if it can work.

It kinda makes sense, too. You're building your own kingdom and solving your societies problems. You've built yourself a safe environment. You've ended world hunger. You have a complicated and neat looking inventory storage system. You're generating enough RF into your multiblock, high in your tower where you look out over your people. You're out of problems to solve, what do you do? You go to the moon. Right? I wanna go to the moon.
 
Last edited:
  • Like
Reactions: GamerwithnoGame

GamerwithnoGame

Over-Achiever
Jan 29, 2015
2,808
1,507
224
I gotta separate this pack from Sprout and Age of Engineering a bit. Does galacticraft have any compatibility issues anyone knows of?

What about that futurepack? I don't know much about it, but I want some kind of space mod in here if it can work.

It kinda makes sense, too. You're building your own kingdom and solving your societies problems. You've built yourself a safe environment. You've ended world hunger. You have a complicated and neat looking inventory storage system. You're generating enough RF into your multiblock, high in your tower where you look out over your people. You're out of problems to solve, what do you do? You go to the moon. Right? I wanna go to the moon.
I know its been used in a few packs recently, but have you considered Advanced Rocketry? That's pretty neat, the planets and multiblocks are improved over the version seen in AoE as well. It doesn't have the age that Galacticraft does, but its still pretty neat?