Titbits from 1.7.10 mods

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b0bst3r

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Jul 29, 2019
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Here's a list of things to look forward to in 1.7.10 mods in no particular order, the list is not extensive or exhaustive and I apologise if I cause any offence to a mod/dev:

EnderIO has some new cool stuff like the farming station (think harvester/planter in 1 block), Killer Joe (think attack turtle with equipable slot), New Generators, New Fluids, New very very cool armor :D

Mekanism has one really big change you may not like so much, the Electrolytic Separator now uses 1600RF/t from 50RF/t in 1.6. This was done (and removed from config so you can't change it) to address balance issues. It's a pretty well balanced change making the mod not so heavy on free gas gen power.

Thermal Expansion has tiered machines and augments (machine upgrades), New Caches (think electronic barrels) but the biggest change has to be NO energy conduits, NO fluiducts and NO item ducts. They were removed with a view to bringing them in later in their own mod (nothing has surfaced yet).

Applied Energistics 2 - perhaps is the biggest change in any mod I've played yet, if you get into modded 1.7.10 having played AE on 1.6 and think ooooh lets do AE then you're probably going to stop and hate it. It's nothing short of a complete re-write, but a re-write almost into a new mod. I mean the basics are still there but there is so much new and the structured fundamentals are also very different. It takes a while to get your head around, but once you have a grasp of channels and lose the AE1 mentality of just throwing cables on for fun you'll love what Algo & Co have done to it.

Extra Utilities has gone completely mad on generators, not only do you have the set from 1.6 but you have 2 more sets of them at a 8x and 64x. The 64x completely devour fuel at an incredible rate but give you insane amounts of power - the 64x nether star gen gives off 2,560,000 RF/t but will also give you Wither III should you get too close. Also you get round objects (can't remember if they were in 1.6) yeah that's right ROUND things.

Will carry on shortly I got interrupted and have to go out I don't want to type it all again :)
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
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Nice summary, although, yeah, "Tidbits" is what you are after, not "boobie pieces".
 

PODonnell

New Member
Jul 29, 2019
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My apologies for my immaturity..... You learn something every day.


Those blasted brits and their"odd" coloquialisms. (JK)
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
Point of clarity:

The Mekanism changes to the Hydrogen Generator is set up to introduce a new fuel system using Ethylene, which will eventually have a multi-block turbine to use to produce Big Reactors level output, although rather heavy on the fuel consumption. It is also being used to make plastics for various higher-tier components. And it CAN be changed using the hydrogen energy density config setting. It just isn't immediately obvious.
 

RJS

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Jul 29, 2019
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Thaumcraft 4.2 has introduced an entirely new mechanic of 'Warp', gained as a result of researching 'forbidden magics'. As you accumulate warp, you gain symptoms ranging from minor headaches that give you research points, to catching fire in high light levels and withering mobs that you look at, to even creepier stuff. Also added is a new armour set, the thaumium fortress armor, that comprises of helmet, chestpiece and leggings, with the helmet somewhat customizeable with different facemasks and with the option to add goggles of revealing functionality to it. Other, darker stuff has also been added, but I'll leave that to the discoverer...
 

Yusunoha

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Jul 29, 2019
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seems Ender IO is becoming alot like Minefactory Reloaded
I don't really mind, I just hope it can keep up the quality with all these new additions
 

midi_sec

New Member
Jul 29, 2019
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Nice summary, although, yeah, "Tidbits" is what you are after, not "boobie pieces".

speak for yourself buddy. I was here for what was advertised, and am disappoint. :(

seems Ender IO is becoming alot like Minefactory Reloaded
I don't really mind, I just hope it can keep up the quality with all these new additions
This makes me happy, because MFR is slowly getting on my poo poo list.

It's a very convenient mod. Too convenient.
 

Tylor

Well-Known Member
Nov 24, 2012
500
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I'm not sure I'm happy that each mod tries to have complete tech tree. Devs essentially duplicate each other's work, and I'm confused on how I am supposed to play them. Should I use one mod and remove others? Should I have several and use simplest/cheapest option for particular task (such as farming) from all of them?

I wish there were more mods like TiCo or AE that concentrate on one particular thing and do it really good.
 
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