Throwing together a quick pack to introduce a newbie

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Drbretto

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Mar 5, 2016
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Based on what I'm seeing here. I have a pack for you, it has all the mods and then some. Things like TE, EnderIO, Actually Additions, Applied Energistics 2, Immersive Engineering/Petroleum. I put it together as a personal thing to see if I could somehow fill the Tier 8 Draconic Energy core.

Based on what you're seeing where? Everything you just said goes against everything I said I was looking for. This may well be a wonderful pack you're describing, but it's 100% all by you for you.
 
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Nuclear_Creeper0

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Mar 30, 2017
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Based on what you're seeing where? Everything you just said goes against everything I said I was looking for. This may well be a wonderful pack you're describing, but it's 100% all by you for you.
No, the general idea I had when I made the pack was to test things and do automation. With the Tier 8 thing as a side project.
As for what you're looking for, I wouldn't recommend showing things 1 by 1, so much as showing general functions such Grinders/Crushers give you dusts. Not specific grinders/crushers give you dust. Different pipes can be used depending on what you're doing. Only showing him EIO conduits and TE Expanions ducts means that's what he'll default to. Rather than knowing the project being worked on, and using the pipe that best fits the project.
 

ShneekeyTheLost

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Dec 8, 2012
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No, the general idea I had when I made the pack was to test things and do automation. With the Tier 8 thing as a side project.
As for what you're looking for, I wouldn't recommend showing things 1 by 1, so much as showing general functions such Grinders/Crushers give you dusts. Not specific grinders/crushers give you dust. Different pipes can be used depending on what you're doing. Only showing him EIO conduits and TE Expanions ducts means that's what he'll default to. Rather than knowing the project being worked on, and using the pipe that best fits the project.
That's what you are missing, though...

First off, including EnderIO by itself is probably a really bad move at this point. Because then he'd just get used to conduits and never use anything else. And then whine, moan, and complain about not having them in 1.12 like what seems to be everyone else.

What he is doing is basically introducing his friend to the history of modded minecraft, from the origin going forward. So he's going to be including classic mods like IC2 and BC and Forestry, then including other mods like the CoFH Suite and Immersive Engineering/Petroleum to see how advances have gone in Modded Minecraft.

He isn't wanting to demonstrate to his friend the completely stupidly overpowered things you can do in Modded Minecraft. He's showing his friend the *foundation*, then build up from there.
 
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Hambeau

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Jul 24, 2013
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Of course they do, but that's not the point, not really. The point is to demonstrate this fact in a manner which is incontrovertible. Think of it like introducing your kid to the whole baking soda and vinegar volcano. You already know what is going to happen. But it's introducing it to the kid in an entertaining manner that is the important part.

"So yea, you like those pipe, eh? Cool. Here, try these ducts now."

And watch his expression as he is introduced to a fantastic new horizon. It's like seeing a child with his first telescope and actually seeing the storm on Jupiter for himself.


OP asks for 1.11 mods, provide 1.12 mod. And multi-post. Good job.

If this is the case, do we introduce the kid to old IC2 and wait for the inevitable BOOM!? :D
 
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APEX_gaming

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Jul 23, 2017
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if you're in 1.9+, I would go for RS over AE2, it's much easier to grasp on/ is superior in nearly every way to AE2
 

Drbretto

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Mar 5, 2016
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Slight change in scope.

The training world will be very short and pretty much just to get his feet wet with buildcraft. I'll also get him hooked on the drill. Just that, to keep it super focused and give him that foundation. I have my alterior motives as well.

After that, no AoE+. I missed a lot of these mods myself. I'm going to make a long term pack out of the stuff I've liked and some of the stuff I've missed. I wouldn't call myself a rookie any more, but I did get into this more recently than most if you so some of the old cliche's aren't cliches to me yet. Some of it will come down to a matter of personal taste, though, so don't feel bad if I don't take all suggestions. I'm going to be picky, but even suggestions I don't take are a big help, so keep em coming. Just think longer term game.

Edit: and probably 1.10.2 again as I won't need buildcraft anymore.
 
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Nuclear_Creeper0

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Mar 30, 2017
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If you're going for a long time pack. You need End-Game mods, such as Avaritia and Draconic Evolution. Maybe even some RF Tools dimensions, if that peaks your interest.
Personally, if I were you, I would just wait until EnderIO comes out for 1.12 and make the pack then.
 

triggerfinger12

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Apr 17, 2017
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Just as a suggestion, you may like to show him Astral Sorcery at some point. I'm sure he'll like the aesthetics, and the mod truly is a work of art. Maybe not too quickly though; you don't want him to get too attached to magic ;)
 

Drbretto

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Mar 5, 2016
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If you're going for a long time pack. You need End-Game mods, such as Avaritia and Draconic Evolution. Maybe even some RF Tools dimensions, if that peaks your interest.
Personally, if I were you, I would just wait until EnderIO comes out for 1.12 and make the pack then.

I have more details in my showcase thread, but the following pack will have those mods. And mentions that rftools is also a primary focus.

The training minipack is up and running. He hasn't started yet, but I put myself in creative mode fir this. I'll build my quarry and record it, then leave it up fir him to reference as he plays stound with it while I design the big pack, which will definitely have avaritia and draconic evolution as end games. The next world won't end until I blow it up with draconic evolution with an avaritia weapon equipped.
 

Inaeo

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Jul 29, 2019
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I would love to see a working mod list as you go forward with this. Any thoughts on world gen (RTG, ATG, BoP, Natura, COFH custom, etc)? Are you adding any magic (I know it's not your thing, but fresh eyes)? Any particular theme, or just mods you've been meaning to play with.

My computer is melting down, and I can no longer play most packs, but Vanilla will still run decently, so I'm putting together a thin pack of my own right now. Hopefully I can get it to run with just a handful of mods, because I can't go back to Vanilla now that I'm spoiled by modded content.
 

Drbretto

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Mar 5, 2016
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I haven't gotten into specifics yet, but I can try to articulate what I think the feel should be and I'd be happy to get some input on it. To be clear, the minipack is already in progress, I'm talking about the larger pack to follow, as assume we're on the same page on that.

First, the stuff from sprout. We're not interested in the questing, really. We've done quests before. It's ok. But it has two things I love. One is the best set of tools for creative building that I've seen in a pack. Mainly things like the half slabs for everything, colored blocks, extra bit manipulation, etc etc.

And secondly, I love that it keeps the RF production somewhat grounded at least at first. So I wouldn't, say, build myself a nice little solar panel that passively generates 4096 RF/t and it's basically free power forever. I intend to encourage an actual progression that encourages many different types of power to be used. Ideally, I'd kind of like to build a rainbow generator. But, I want something to progress TO, so I still want the end game mods to be out there, I'll just have to put them behind some kind of a progression wall.

I ultimately want it to come off like a group of people wake up naked in the middle of this world, and it starts off as gilligan's island and ends up with a complete mastery of the elements.

It will also feature minecolonies as a main proponent of base-building. The idea, same as my plan for Sprout, is to build a working castle village populated by the minecolonies citizens and my individual buildings that will be odes to different mods. I also still like things like level up and whatnot.

But, I also want some of the flexibility that comes from the kitchen sink packs, which does mean including some magic based mods, even if not jsut for me, but for the other two people on the server to play with.

And I will definitely be scrutinizing world generating mods. You know how much that means to me. I don't know what I'm going to do yet, but it will most likely be something I haven't done before.
 

Nuclear_Creeper0

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Mar 30, 2017
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And I will definitely be scrutinizing world generating mods. You know how much that means to me. I don't know what I'm going to do yet, but it will most likely be something I haven't done before.
For world gen, a few possible options are BoP, ExtraBiomesXL, among others. I would recommend Biomes O Plenty as your first choice with over 75 New biomes added including a few nether biomes and a Volcanic Island. Now my head is thinking about a Volcanic Island Base.... Why do you do this to everyone?
 

Drbretto

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Mar 5, 2016
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lol.

Well, I've had a lot of experience with BoP already, but that doesn't mean it won't win out. My last two packs used ATG and RTG and I do kind of miss the more fantasy-looking environments with normal world generation. But, I'm going to test out a bunch of stuff and try to mix and match to make something that looks unique, if at all possible.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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You can combine RTG with BoP. There's another mod that permits RTG to use BoP's assets to make a more coherent world. My only problem with BoP is the inability to remove certain worldgen (the gems, to be specific) from a config file. You have to do so from world creation as the user, which makes me, as a mod pack developer, quite upset. However, it may do quite well for your purposes.

I'd also suggest strongly the Ruins mod. It dots the land with little structures, giving a post-apocalyptic feel to your world. You can even create your own custom structures to include. Not all of these structures are safe, by the way...
 

KingTriaxx

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Jul 27, 2013
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Not even CofH configs? That's pretty surprising.

I really liked the way Highlands built it's worlds, but another new team has taken over the latest porting and so it's slow going for a new version.
 

Drbretto

Popular Member
Mar 5, 2016
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You can combine RTG with BoP. There's another mod that permits RTG to use BoP's assets to make a more coherent world. My only problem with BoP is the inability to remove certain worldgen (the gems, to be specific) from a config file. You have to do so from world creation as the user, which makes me, as a mod pack developer, quite upset. However, it may do quite well for your purposes.

I'd also suggest strongly the Ruins mod. It dots the land with little structures, giving a post-apocalyptic feel to your world. You can even create your own custom structures to include. Not all of these structures are safe, by the way...

I have actually combined BoP and RTG before as well. I think the in-between mod was either climate control or.... now I can't remember the one I actually used. I did it on an edited FTB Beyond pack. It does make some pretty mountains, which is my jam, but neither RTG nor ATG create anything like the vanilla mountains, which have a more fantasy-vibe to them.

I will definitely look into ruins, though. I want lots of structures to find. Even the dangerous ones. Especially the dangerous ones.

Edit: One of the mods on Sprout that adds all the different slabs for building, along with other stuff, also has some worldgen properties that will smooth out grass with half-slabs. I think if I combine that with vanilla/BoP generation, it'll make some new stuff I haven't really seen before.
 
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