A few days ago, Slowpoke and TFox from the FTB Team hosted a Townhall meeting over at Twitch, discussing upcoming changes to the FTB Beyond pack as well as Expert Mode. During that meeting they also answered some questions made by the community. You can find more details of all of this meeting at the bottom of this post.
About FTB and Vazkii in general
We've talked with Vazkii a lot about his mods, yet this comes back again and again. To make it clear: we do not have any problem with Vazkii's mods whatsoever. We actually think them to be excellent. But just because we think either a mod or a mod developer is excellent, doesn't necesarily mean we think it's fit for one pack or another.
About Beyond, community feedback and its next update
The whole team got together this afternoon prior to this stream and, based on all the feedback we've been getting regarding the pack, we're going to be making some changes [Update: these changes have been implemented in version 1.2.0]
Psi
Let's talk about this one first, since it's the easiest one to go over. We're gonna revert the recipe changes, back to the mod's original one, and that will remain like that on normal mode. This change will go live on the next public beta (1.2.0), which should release around friday. To be clear, it's not that we think anything has changed, but the argument of ComputerCraft being available like that but not Psi is completely valid (More detail on that down below). That's why we're reverting this completely.
Quark
Here we're also reverting some, but not all, of our changes. Now, tfox has noted that out of the available config changes that Quarks offers in its config, we'd disabled about 30% of that mod as it stands up until now. We're gonna go through all of those changes individually, and we'll explain our reasoning for why we made that decision at the time, and what are we going to do about it moving forward:
Actually Additions
Black Quartz will remain as an element craftable with nether quartz and coal. There are many reasons we had for taking this decision, but the main one would be this one: we consider the ore is not needed for the progression.
It may make sense on a vanilla instance with only AA, but on a modpack with a lot of more content, it's way easier to just go to the nether and gather some Nether Quartz; you only need 3 diamonds (arguably, not even that). You don't even need flight for obtaining the ore!
You may hate it, but ultimately it's not like this is the only thing that you have to go to the nether for. There's plenty more stuff needed in there: Blaze Rods (you currently cannot obtain blaze powder from deserts like on 1.7, since Thaumcraft is not available yet), some TechReborn ores, Cobalt and Ardite from Tinkers, wither skeleton drops, and Nether Quartz itself, amongst others.
Also, we didn't want the ore to be present for expert mode.
Regarding the mod's village chests being empty, we're not sure about what happened there; we need to make some testing, since we were never reported on that before... [Note: Ellpeck replied about it]
RFTools Dimensions
The thing about RFTools Dimensions is that the way it's implemented is great, specially compared to the 1.7 iteration of it. It's pretty good, player now has the ability to delete his created dimensions, you can limit how much they can have created at the same time... It's really great for servers. The only big issue we have with it right now is Expert Mode. This is one of the differences between making Beyond and making Infinity: when we were making Infinity, we didn't have a clue that Expert Mode would eventually be a thing. We know that now, it's gonna be a thing; so we can look ahead a little bit, and make a few adjustments to the normal version of the pack. And we could, of course, throw in the mod and completely disable it for Expert Mode; that's an option as well. But there's a couple of stuff regarding Expert Mode that we will discuss below in this post, and that may allow us to include Dimensions into Beyond currently.
Dark Utilities
Both the Portal charm and Sleep Charm being disabled was an oversight on my [tfox's] part; we had some issues on early testing where people would get stuck in vanilla beds, and we tried disabling that amongst other stuff as an attempt for solving it. In the end, it didn't fix that issue, and it was never re-enabled. We'll fix this in the next update.
If there's one thing this community's great at it is picking up on the stuff that we missed out, and we can take that advice (and in so, fix it). Now, related to the bug, there's Bed Bugs... we're actually planning on testing that mod; it probably won't make it next update, but the one after that most likely will. It's on our list.
Thermal Dynamics
TD will be added to the pack; and that won't be too far away in time. Once we get it, and we can test it, it will get added to the pack.
Akashic Tome
As a note, we saw some people suggesting this small mod on reddit, that collects all instruction manuals and guides from mods in one item, and we're adding that to the pack.
About our plans for Expert Mode
We already have planned when it's getting to the beta testers, when it's getting into FTB One, and when it's getting released for the public. We cannot really commit on this since it's not entirely dependant on us only, but also on the mods themselves. What most people reading this is interested about is the public release, which we're hoping to release around mid-June. We know last time it took quite a bit more than 3 months, but now we do have more people involved on it; and so it's coming together a bit faster.
This leads to one of the bigger parts regarding this: We want to leave it clear, this is not necessarily going to happen, but it's what we want to happen. And it's dependant on certain stuff beyond our control. But we're legitimately talking about not releasing Expert Mode at all for 1.10.2; tfox is very keen to see if we can release it on 1.11.2, since there are quite a few advantages to it.
On Power Generation
We're in the middle of an analysis around power generation right now, and we'll be using that to make certain tuning changes when it comes to all the different power generations for Expert Mode. What we intend is that if you, for example, have 5 different generators that all burn a single piece of coal each, and all of them have the same cost for building the actual generator (which currently happens, with no need of much tweaking recipes), then each one will produce different amount of total energy at a different rate: One may produce way more power than the rest overall, but at a much slower rate, and on the other side of the spectrum you'll have one that generates power really quickly, yet being considerably inefficient at it. Then you'll have the choice on what fits better on your current scenario regarding materials, resources, etc. We still need to check how much we can change around towards achieving this, but that would mostly be the idea we have.
A little note regarding Actually Additions and Expert Mode
About FTB and Vazkii in general
We've talked with Vazkii a lot about his mods, yet this comes back again and again. To make it clear: we do not have any problem with Vazkii's mods whatsoever. We actually think them to be excellent. But just because we think either a mod or a mod developer is excellent, doesn't necesarily mean we think it's fit for one pack or another.
About Beyond, community feedback and its next update
The whole team got together this afternoon prior to this stream and, based on all the feedback we've been getting regarding the pack, we're going to be making some changes [Update: these changes have been implemented in version 1.2.0]
Psi
Let's talk about this one first, since it's the easiest one to go over. We're gonna revert the recipe changes, back to the mod's original one, and that will remain like that on normal mode. This change will go live on the next public beta (1.2.0), which should release around friday. To be clear, it's not that we think anything has changed, but the argument of ComputerCraft being available like that but not Psi is completely valid (More detail on that down below). That's why we're reverting this completely.
Quark
Here we're also reverting some, but not all, of our changes. Now, tfox has noted that out of the available config changes that Quarks offers in its config, we'd disabled about 30% of that mod as it stands up until now. We're gonna go through all of those changes individually, and we'll explain our reasoning for why we made that decision at the time, and what are we going to do about it moving forward:
- Colored beds being disabled: Reverted.
Originally, during beta testing there were some issues with Morpheus and with some recipes (only taking the vanilla bed; more details on this down below with chests and others), which came to us from our beta team. Because of that, we just disabled that functionality. We're gonna turn it back on, see if those issues were changed. I'll try to contact vazkii, see if he can add an option for also naming his beds "Bed" (as in the vanilla one), so we can actually still use Morpheus (because what Quark does breaks Morpheus). If the texture issue is fixed, and we can get the name changed, this'll be added back in.
- The "More Bookshelves" feature being disabled: Staying off due to overlapping.
There are quite a few recipes where you have to take ball o mosses and click them on the bookshelves, and it would only work with vanilla or Chisel bookshelves. And there was also some overlap there, same texture and same look, so we decided to turn it off. That's something we've always done, if there's duplicate content we take one of them off.
- The "varied chests", "varied trapdoors" and some few more being disabled: Reverted.
We also had some recipe issues here, because these tweaks changed the oreDictionary. And yes, we could go with a script and overwrite the oreDict, but it would cause several issues with many other mods; if other mods don't use the oreDict, it brings some issues. So, what we've decided to do now is to make all of those available, and placing one alone in a crafting grid will allow you to transform it into the vanilla variant, which will work on recipes. We could've used this as a solution two months ago, but at that time it hadn't been brought to our attention how much people would want those specific features.
- "Chest buttons" being disabled: Staying off due to overlapping features.
We've disabled them due to having Inventory Tweaks, which offers shortcuts for essentially almost the same (sorting being disabled automatically on quark, without us changing anything), and because we prefer the way InvTweaks implements them. So we're not reverting that change, since we're happy with how it works right now.
- Arms on armor stands: This will be turned back on.
- Chickens shedding feathers: We're turning this back on (for now)
We want to make some testing on that, see how this actually performs before taking a final decision.
- "Convert clay blocks to clay balls": This will remain disabled.
That's purely a vanilla mechanic that we prefer to leave in, since we're happy with how it works normally. As a personal opinion [from slowpoke, later on in the stream], clay is one of the best things modpack developers can use to balance recipes: this is because it's one of those few things that are limited on how easily you can automate mining of it, which greatly helps towards balancing stuff around.
- "Creepers turn red as they explode": we're leaving that off since it causes issues with resource packs.
- "Deploy ladders downwards": Will remain off, willing to add a separate mod providing this functionality in a slightly more gated way
We're leaving that off due to balance concerns, but we'd be glad to add a mod that puts a slightly higher cost per ladder; similar to what OpenBlock's rope ladder did on 1.7, requiring string: it's a little gate on day one, because you have to go kill some spiders or finding some string in the world, compared to just breaking a few logs for having such an assistance in stuff like exploring ravines and similar deep places with ease. Quark's recipe felt a little bit too easy.
- "Enderman teleporting you to them when you're on a 2-high block gap": We're leaving that disabled.
It's a balance change, everybody in the team is happy with leaving that as it is currently.
- "Glass Shards": This will be turned back on.
- "Greener Grass" currently disabled: We'll leave this off, since it causes issues to resource packs.
- "Sheeps having armor while wearing wool" currently disabled: Will be kept like that.
This will remain disabled, everybody on the team agrees in that being a balance change.
- "Stair crafting": We're ok with enabling it, won't do it yet though due to a dupe bug with Thermal Expansion we cannot currently solve.
Ok, this will differ from the actual recording. We did say we were readding them, but since Thermal Expansion's Sawmill has a recipe for "1 wooden stair -> 1 wood block", which can lead to a dupe bug (6 wooden block -> 8 stairs -> 8 wooden blocks, repeat). We might reconsider it if KingLemming adds some nerf for the machine when TE and Quark with that feature enabled are together.
- "Better Vanilla Textures" being disabled: Will remain turned off, but you can tweak it on your client with no problem.
Nope, it will remain as it is. If you want it, you can turn it on (it's a client side config, so you shouldn't have issues with servers!).
- "Panorama Maker" being disabled: Will be kept turned off.
It will remain disabled, mostly due to it not being usable with Custom Main Menu.
- "Sitting on stairs" being disabled: Will be kept turned off.
This will remain disabled, since it seems really buggy for us (we've watched many cases of players suffocating due to it, misclicking on them, etc.). Simply something we're not interested in having.
- "Blazes naturally spawning in the nether" and "Guardians naturally spawning in oceans" being disabled: We'll keep those off, due to balance concerns we have.
- "Generate clay blocks underground like dirt is" being disabled: That'll remain disabled due to my [slow's] call. I don't really like that concept.
- "Biotite ore" being disabled: We're re-enabling it, but it won't generate.
Recipes have been adapted due to this: You can get a Block of Biotite from burning a Quartz Block. Then, that block can be crafted back into Ender Biotite, which now is used on some Quark stuff (weather sensor, making biotite blocks again, and converting cobblestone into basalt.
- "Basalt generation" being disabled: Only generation was disabled, the block is still there.
You should be able to obtain it by using a Chisel on other variations, and also with biotite and cobblestone since that's enabled now. We use Chisel's basalt on worldgen because we like how it generates around lava lakes, that's it.
- "Pirate Ships" being disabled: We're bringing them back, but we're making them rarer.
Actually Additions
Black Quartz will remain as an element craftable with nether quartz and coal. There are many reasons we had for taking this decision, but the main one would be this one: we consider the ore is not needed for the progression.
It may make sense on a vanilla instance with only AA, but on a modpack with a lot of more content, it's way easier to just go to the nether and gather some Nether Quartz; you only need 3 diamonds (arguably, not even that). You don't even need flight for obtaining the ore!
You may hate it, but ultimately it's not like this is the only thing that you have to go to the nether for. There's plenty more stuff needed in there: Blaze Rods (you currently cannot obtain blaze powder from deserts like on 1.7, since Thaumcraft is not available yet), some TechReborn ores, Cobalt and Ardite from Tinkers, wither skeleton drops, and Nether Quartz itself, amongst others.
Also, we didn't want the ore to be present for expert mode.
Regarding the mod's village chests being empty, we're not sure about what happened there; we need to make some testing, since we were never reported on that before... [Note: Ellpeck replied about it]
RFTools Dimensions
The thing about RFTools Dimensions is that the way it's implemented is great, specially compared to the 1.7 iteration of it. It's pretty good, player now has the ability to delete his created dimensions, you can limit how much they can have created at the same time... It's really great for servers. The only big issue we have with it right now is Expert Mode. This is one of the differences between making Beyond and making Infinity: when we were making Infinity, we didn't have a clue that Expert Mode would eventually be a thing. We know that now, it's gonna be a thing; so we can look ahead a little bit, and make a few adjustments to the normal version of the pack. And we could, of course, throw in the mod and completely disable it for Expert Mode; that's an option as well. But there's a couple of stuff regarding Expert Mode that we will discuss below in this post, and that may allow us to include Dimensions into Beyond currently.
Dark Utilities
Both the Portal charm and Sleep Charm being disabled was an oversight on my [tfox's] part; we had some issues on early testing where people would get stuck in vanilla beds, and we tried disabling that amongst other stuff as an attempt for solving it. In the end, it didn't fix that issue, and it was never re-enabled. We'll fix this in the next update.
If there's one thing this community's great at it is picking up on the stuff that we missed out, and we can take that advice (and in so, fix it). Now, related to the bug, there's Bed Bugs... we're actually planning on testing that mod; it probably won't make it next update, but the one after that most likely will. It's on our list.
Thermal Dynamics
TD will be added to the pack; and that won't be too far away in time. Once we get it, and we can test it, it will get added to the pack.
Akashic Tome
As a note, we saw some people suggesting this small mod on reddit, that collects all instruction manuals and guides from mods in one item, and we're adding that to the pack.
About our plans for Expert Mode
We already have planned when it's getting to the beta testers, when it's getting into FTB One, and when it's getting released for the public. We cannot really commit on this since it's not entirely dependant on us only, but also on the mods themselves. What most people reading this is interested about is the public release, which we're hoping to release around mid-June. We know last time it took quite a bit more than 3 months, but now we do have more people involved on it; and so it's coming together a bit faster.
This leads to one of the bigger parts regarding this: We want to leave it clear, this is not necessarily going to happen, but it's what we want to happen. And it's dependant on certain stuff beyond our control. But we're legitimately talking about not releasing Expert Mode at all for 1.10.2; tfox is very keen to see if we can release it on 1.11.2, since there are quite a few advantages to it.
- Tfox: The main thing with this is, I do want to keep normal and expert modes as one. But if we commit to release expert on 1.11.2, we may have to lose a little bit of content compared to what we do have right now. We have a few different options: one of them being splitting the modes into two separate packs. That opens up a lot of possibilities for us: for example, changing more configs that would, as of right now, change the way normal mode is played (which we do not want to). However, this would mean losing something we introduced to the modded scene: the ability to switch between one type or the other without having to restart the game entirely. So, now we're wondering whether we want to keep that, or just go and make a separate pack for Expert Mode.
On Power Generation
We're in the middle of an analysis around power generation right now, and we'll be using that to make certain tuning changes when it comes to all the different power generations for Expert Mode. What we intend is that if you, for example, have 5 different generators that all burn a single piece of coal each, and all of them have the same cost for building the actual generator (which currently happens, with no need of much tweaking recipes), then each one will produce different amount of total energy at a different rate: One may produce way more power than the rest overall, but at a much slower rate, and on the other side of the spectrum you'll have one that generates power really quickly, yet being considerably inefficient at it. Then you'll have the choice on what fits better on your current scenario regarding materials, resources, etc. We still need to check how much we can change around towards achieving this, but that would mostly be the idea we have.
A little note regarding Actually Additions and Expert Mode
- Slowpoke: Actually, let me tell you this when it comes to Actually Additions. If you like AA the way it is, be prepared to get very upset; because I'm about to bust that mod completely for expert mode. So don't expect to be getting the type of power you currently get out of that mod when it comes to expert mode because you won't be getting it. Sorry, I'm breaking that mod completely. It's way outkilled almost everything else at that level as it stands right now.