Throwing together a quick pack to introduce a newbie

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Drbretto

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I couldn't remember the name of advanced rocketry so I worded my post in a way to compel someone to tell me what it was called, lol. But yes, I'm considering that as well.

I don't know much about it, but does it have anything like that galacticraft take off, though? I didn't know AoE already uses a space mod, though. So much for differentiating, lol. Still, I wanna go to the moon, so one or the other is happening.

Anyone with experience with both wanna help me understand the difference?
 
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Drbretto

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Now I'm wondering if I should just "edit" an AoE pack with all the building stuff and minecolonies from sprout for now. Is there a good resource out there I can look at online that will give me an idea of how they handle progression? I've heard some complaints here about grindiness, but that might actually fit my idea of going through smelling the roses.

Or is it grindy like the recipes are just a pain in the butt to put together?
 

ShneekeyTheLost

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Now I'm wondering if I should just "edit" an AoE pack with all the building stuff and minecolonies from sprout for now. Is there a good resource out there I can look at online that will give me an idea of how they handle progression? I've heard some complaints here about grindiness, but that might actually fit my idea of going through smelling the roses.

Or is it grindy like the recipes are just a pain in the butt to put together?
It is grindy like the recipes are just a pain in the butt to put together. For example, you have to use AA's Empowerment system to create a Forestry Machine Casing, with a butt-ton of bronze-related stuff including a Bronze Plate from Tinker's and some other stuff. Which then goes into a Carpenter along with other things to make the next tier machine block.

It's slow in that it takes forever waiting for crafting recipes, or staring at a grid and hand-jiving them into place. 95% of the pack is doing one of these two things. And precognitively knowing you need x resources at some point twenty five hours of gameplay from now and you need to start it now because otherwise you'll need to wait another twenty-five hours to collect enough resources to continue to proceed. That helps too.
 

Drbretto

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It is grindy like the recipes are just a pain in the butt to put together. For example, you have to use AA's Empowerment system to create a Forestry Machine Casing, with a butt-ton of bronze-related stuff including a Bronze Plate from Tinker's and some other stuff. Which then goes into a Carpenter along with other things to make the next tier machine block.

It's slow in that it takes forever waiting for crafting recipes, or staring at a grid and hand-jiving them into place. 95% of the pack is doing one of these two things. And precognitively knowing you need x resources at some point twenty five hours of gameplay from now and you need to start it now because otherwise you'll need to wait another twenty-five hours to collect enough resources to continue to proceed. That helps too.

OK, that's not what I want then. I want to guide progress like it does, but I don't want it to be so restrictive. I just want to create a suggested path, that's all.
 

triggerfinger12

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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 haven't had an issues with it as far as I have used it.
 

ShneekeyTheLost

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OK, that's not what I want then. I want to guide progress like it does, but I don't want it to be so restrictive. I just want to create a suggested path, that's all.
I have an idea that you may like:

Instead of gating behind obnoxious recipes, gate behind resource scarcity.

In CoFH World, you can overwrite worldgen. Here's what you do:

Coal: Reduce cluster size to 5, increase cluster count to 30. You have 50% more coal clusters, but they are each two thirds less rich (from 17 to 5), giving an overall lower quantity of coal per chunk. Granted, this isn't the most critical, as charcoal is always going to be a thing, but it gets him starting to think about other resources to do business with since coal will be a less common resource than in vanilla. However, you actually increase the odds of him coming across at least *some* coal. But it also reduces the amount of coal he can get just by 'skimming'. You're going to need to have to move a lot of stone to get substantial quantities of coal. Which is the point.

Iron: Reduce cluster size to 4. Adjust Max Height to 50 and Min Height to 20. Here we again cut the quantity of ore per vein by two thirds, but instead of increasing the number of clusters, we adjust the height in which it can spawn, which is both a good thing and a bad thing, as far as the player is concerned. On the one hand, because there is a more narrow band in which the ore can spawn, the ore will 'feel' more common within that band. As with Coal, you are going to have to move more stone to get the same amount of iron ore, however you're going to find it more frequently in general. But that doesn't change the fact that there's only about a third the iron per chunk that there used to be. This will slow down his progression into mods, virtually every single one of which requires substantial quantities of iron to get going. Now for the dirty, sneaky part. Most players tend to branch-mine around Y12ish, high enough that they aren't going to dig into lava pools, but low enough to get diamonds. BUT iron will NEVER spawn on the same Y level as Diamonds, so if he digs too deep, he simply won't find any iron. He'll need to go up to find it. This means your Y12 branch mine will occasionally net you some gold, diamond, lapis, and redstone, but never iron. You will need multiple branch mines to get all the resources you will need.

Gold: Reduce cluster size to 4, increase cluster count to 10. This will halve ore per vein, but double the number of veins you can find, making it a wash. However, it gives the player *something* more often, which gives him the rewards needed to keep going, just like a little skinner box should.

Redstone: Reduce cluster size to 2, increase cluster count to 20. You quarter the amount of redstone per vein, and increase the number of veins by roughly a third, giving FAR less redstone in the world. This, along with the iron, keeps your friend always having to delve deeply into the mines in order to progress technologically. Even better, Redstone max is 16 and Iron minimum is 20 which means they will never spawn on the same Y level. Intentionally. However, you will encounter veins more frequently, giving out redstone in penny-packets. Since later machines can significantly increase the amount of redstone per ore processed, your limited supplies of redstone will 'feel' roughly the same as your higher level machines require more redstone as you increase your redstone output per ore processed. However, this is going to hamstring entry into most mods in general pretty severely, and requiring far more time in the mines than in front of a crafting grid. Either do not include ExUtil2 or if you do, disable Red orechid to prevent obviating this.

By doing this, you retard the technological progression due to lack of raw materials handy. However, he's going to have metric tons of cobble, and renewable resources are renewable, which means he can build out of wood and stone for his villagers, and keep everyone fed (manually) without too many problems. But it's going to feel really good to finally be able to get some things automated, because of how much work you put into getting those resources. Instead of having your face in a crafting grid or machine GUI 90% of the time, you're down in the mines 90% of the time. It still extends gameplay, but at least it is moderately more engaging.
 

KingTriaxx

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I have a similar but different approach to Shneekey, which would be take advantage of both Railcraft and dense ores. Railcraft includes poor ores, without removing regular ones, but they occur in huge clouds. Dense ores is the same as it was in older versions.

Iron for example, using Shneekey's settings, the top 20 y-levels don't generate regular ore, but instead use only the poor iron ore, but can generate in large areas. It makes it very tool inefficient, but means you'll get some iron mining in those areas. So you can burn through a bunch of stone picks and get enough iron to make iron tools. Then the next twenty you get the vastly reduced spawning he suggested. Then at the bottom ten to get clusters of 1-2 in size, but they're all denseores. This way even when you start quarrying, you're not chewing through dense black holes worth of stone to get any iron, but the ability of quarries to eat up huge areas makes them vastly more efficient than continuing to manually mine.

Another thought to keep progression from getting too quickly out of hand, would be to use Silent's Gems rather than Tinker's. Tinker's is still kind of hilariously too strong, and unless you're adding say Dense Steel Blocks (9 Dense Steel Plates in a block.) to push it back, the Tool Forge and a hammer basically obviates any progression slowing in extremely short order. Especially in a pack with say Forestry and Immersive Engineering. Going mining? No problem, IE crates full of Forestry Backpacks, and I can hilariously quickly strip mine across 30 levels.
 

Drbretto

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Oh, it will definitely be silent's gems over tinkers. No offense to tinkers at all, but I just couldn't get into it. I really liked Silent's Gems. Honestly, I've just never been a fan of vanilla repair and enchanting systems. I think they're clumsy and annoying. Silent's Gems lets you repair your stuff by crafting it with more gems, which not only repairs the items but actually mixes in the materials and even changes the colors. Plus, you get those little mini magic mario balls you can shoot out of it.

I do like messing with the ore spawning, though. I was 100% intending to do that, and both of your ideas work well. I'll definitely be looking into that. On top of that, I was thinking about making at least some of the recipes a bit prohibitive. Maybe have some of the high-tiered ones use, say, iron blocks instead of ingots where appropriate, or whatever. That doesn't add any extra time crafting items to craft items to craft items. You can just pull out blocks from your compacting drawers and use that instead. But, I also just love the idea of mining on multiple levels. I did a bit of that in Sprout where I had to mine copper separately from diamonds and all that (I branch mine at y=11, personally, btw. If I run into the lava, It's easier to just pour some water on it and stay at the same level and it makes it easier to know where to go back and get some lava or obsidian)
 

Drbretto

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Anyway, here's a starting list to work off of. I'm just heading down the list on the packs I like and throwing them on this list as a reference/rough draft of what I want to see. This is just brainstorming. A ? means maybe, and could be substituted with something else.

These categories may or may not make any sense, lol

Power/automation/progression/main mods:
Actually Additions (Acutally baubles)
EnderIO
Extra Utilities
Immersive Engineering (immersive petroleum)
Minecolonies
Everything McJty (RF tools, control, dimensions)
Deep resonance
Openblocks (this may be the wrong category, but would need to disable sky blocks and gravestone in favor of a better gravestone mod)
Advanced Rocketry
Dark Utilities
Draconic Evolution
Super Circuit maker
COFH suite - (do not misspell this in google from your work PC)
PSI
Railcraft
Nuclear Craft
Avaritia

Biology:
Mo Creatures
Mowzie's Mobs
ToroQuest
Ice and Fire : Dragons

UI/utility:
Bed Bugs
Better FPS
(optifine)
Chunk Animator
crafting tweaks
Fast Leaf decay
FTB utilities
Waila/hwyla/etc
ItemZoom
Journeymap
JEI/JER
Morpheus
Mouse Tweaks
InventoryTweaks
Stimmedcow: NoMoreRecipeConflict
Better Foliage
controlling
NetherPortalFix
Cooking for blockheads
RPG-HUD

Storage:
Bibliocraft
Big doors
iron backpacks
Storage Drawers
Quantum storage
Refined storage
Refined Relocation

Decoration:
Building Bricks
Chisel
Chisels and Bits (+ drawers and bits, extra bit manipulation)
cosmetic armor reworked
Earthworks
Flat colored blocks
Architecturecraft
decocraft
xNICEx
Advanced Chimneys

Other/equipment/basic stuff:
Akashic Tome
Aquaculture
Better Builder's Wands
Chest Transporter
Crafting Craft
Silents Gems/Gemulation
Grappling Hook Mod
Improving Minecraft
Level Up
Levels
LIT (Little insignificant things)
Literal Ascension
Malisis blocks/doors
More Materials
Similsax Transtructors
Tomb Many Graves
Water Strainer
Jetpacks
Funky Locomotion
morph-o-tool
Ranged Pumps
wireless redstone
Everlasting Abilities
Mob Grinding utils

Worldgen/configuration:
BoP
RTG
Biometweaker
CrafTweaker
ModTweaker
default options
in control
LooTweaker
Recurrent Complex
Roguelike Dungeons
Natura


Edit: This list has been trimmed and tweaked a bunch of times, but it's starting to shape up. Still looking for anything I'm missing or any glaring issues.

Especially interested in any more conveniences, like UI changes, more info in tooltips and whatnot. I think I have it all covered, but if I missed anything, lemme know.
 
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triggerfinger12

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Advanced Generators? Advanced Generators is slightly OP; very cheap without any recipe changes, even if worldgen is changed.

Extreme Reactors? Extreme Reactors is more OP, but much more gated. Slight recipe changes would fix this, but this is not factoring in the worldgen.

Morph-o-tool? Yes. :)

Minetweaker? Craftweaker? ModTweaker? One in the same.

OTG? ATG? RTG? Doesn't matter to me.

Twilight forest? Is that still a thing? I don't think so for 1.11.2.

Jetpacks? I would say yes, but you may decide no.

Flint instead of wood? I don't see why not, although I do prefer vanilla.

Inventory Tweaks? I like it a lot. :)

(Optifine) I have had issues with it myself, so I would leave it up to other people.

Industrial Craft 2? I like it a lot, despite the criticism that it gets.

Quark. Please, no. Please. I beg of you.

How do I pick between Galacticraft and Advanced Rocketry? I prefer Galacticraft; it's much more in-depth, but AR has its moments. I like that the rockets are free-form, and it has more planets by default (Although there are several mods that add planets to Galacticraft). Personally, I say, "Why not both?"
 

Drbretto

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Anyone know of any other interesting structure mods? Like recurrent complex kinda of deal, but more stuff? Or are there like addons for recurrent complex with more things to find?

What about alternatives to Waystones? I like waystones, but maybe something new would be cool. preferably something I can build not just for me but for other people as well. With Waystones, other players don't have access. I liked colorful portals, but as far as I can tell, it was never updated to 1.10.2
 

Drbretto

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Advanced Generators? Advanced Generators is slightly OP; very cheap without any recipe changes, even if worldgen is changed.

Extreme Reactors? Extreme Reactors is more OP, but much more gated. Slight recipe changes would fix this, but this is not factoring in the worldgen.

OK, cutting advanced and keeping Extreme. That can be a later-game power generation thing. While the pack is in Alpha, I won't bother changing the recipes until I've explored it myself.

Quark. Please, no. Please. I beg of you.

Please explain, lol.

I can cut out some of the recipes like they did in Beyond, but there was a few little things that I really liked.

How do I pick between Galacticraft and Advanced Rocketry? I prefer Galacticraft; it's much more in-depth, but AR has its moments. I like that the rockets are free-form, and it has more planets by default (Although there are several mods that add planets to Galacticraft). Personally, I say, "Why not both?"

That might have just pushed things towards Advanced Rocketry. Building my own rocket has appeal, and I kinda prefer it to be LESS in depth. I think the issue I had with galacticraft before was that it looked a little too in depth.

I don't want both, I don't think. I don't want too much extra junk spawning in the world that I'll never use. I really want to pick one.

Minetweaker? Craftweaker? ModTweaker? One in the same.

Like literally one and the same? I just pick one of these and they all do the same thing? Which one is easier for me to learn?

OTG? ATG? RTG? Doesn't matter to me.


Yeah, this one will be all me. I'll test stuff. I just wanted to put it on the list for reference.

Edit: Main list updated. removed Adv generators, galacticraft and some question marks
 
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Drbretto

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Also my mistake for not being able to start small and stay there, so the pack evolved since the first post and if you're not in my brain, it's probably confusing, lol.
 

triggerfinger12

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Please explain, lol.
I hate the different wooden chests and colored beds, and it's a hate that shall never be satisfied until Quark is removed from that list. The worst part is that I haven't found a config for it to change these parts.
Like literally? I just pick one of these and they all do the same thing? Which one is easier for me to learn?
ModTweaker is an addon for CraftTweaker, and CraftTweaker is a continuation of MineTweaker.
 

Drbretto

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Gotcha on both. That's a good point about the colored beds and wooden chests. Those are especially annoying with minecolonies because instead of just requiring a bed, they actually require a red bed. But red isn't super hard to find, so I wasn't too worried. I also hated the chests, but, if you craft the chest by itself in any crafting window, it creates the vanilla chest. I was assuming there was a way to disable both of these things, though. If there isn't, then I need to take a good hard look at that mod and see if it's worth it.

So, it looks like I'm looking for CraftTweaker and ModTweaker. Will edit the list!
 

Drbretto

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Oh, and as for mousetweaks, crafting tweaks and inventory tweaks, the ? is because I remember one of them has something I don't like, but I can't remember which one.

Now, crafting tweaks has the buttons on the left that make it easier to craft stuff, namely the button that will even out the stacks of each thing in the node.

Mousetweaks has the shift-right click drag feature that I like.

I'm running these two right now on the 1.11 pack, and I like it.

But I don't remember what inventory tweaks adds to the table here? Is that redundant?



Edit: From what I can see, it does look redundant. Taking out inventory tweaks.
 
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LordPINE

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Minetweaker and crafttweaker are the same mod, crafttweaker is just the new name. Modtweaker is an addon for craft/minetweaker, allowing to tweak machine recipes. Crafttweaker just does vanilla style recipes (crafting table and furnace).