Using Unleashed pack and I was wondering two things.

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Furious1964

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Nov 10, 2012
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1) What machine do I need if I want to cover (or fill) a 64x64 pit with water.
2) 3 packs were updated to 1.6.4 and I was would like to know if Unleashed will soon follow.
 

rhn

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1) What machine do I need if I want to cover (or fill) a 64x64 pit with water.
2) 3 packs were updated to 1.6.4 and I was would like to know if Unleashed will soon follow.
1) Easiest way IMO would be to cover the area 1 block under the water level with something like dirt. Then place water along two meeting edges(just every other block). It will all fill in then. Remove the dirt again and the water will flow down and look/act exactly like the pit was filled with water. Shovel of the earthmover makes filling/removing the dirt easy and Emperors chalice from Xenos Reliquary makes filling in the water super easy.

2) The new Unleashed replacer mod is apparently called Monster and from the last bit of info we got it should be done any time now(was estimated 1 week from last monday). But info and details have been rather scarce so it might still be some time. The only real info(on this forum atleast) can be found here:
http://forum.feed-the-beast.com/thr...ers-mod-pack-mod-list-new-feature-pack.35508/
Why exactly the thread was locked recently I am not sure. Sure there was a few "uncivilised" posts in it, but in general I thought people were giving good feedback to what they were expecting/wishing from the Ultimate/unleashed replacer, which there haven't really been any opportunity for earlier.
 
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Furious1964

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Nov 10, 2012
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I was wondering more if a machine could do it (like the Filler for Dirt). Will probably have no choice but to do it that way. I tried using a Filler, but it placed Water Source Blocks into the same one spot.

Also, not pleased that I'll have to start my world over again. Will look into maybe seeing if I can salvage it by fiddling with the mods of Unleashed/Monster. It took me a long time to get where I am now and this is just discouraging.
 
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Tristam Izumi

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Jul 29, 2019
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Also, not please that I'll have to start my world over again. Will look into maybe seeing if I can salvage it by fiddling with the mods of Unleashed/Monster. It took me a long time to get where I am now and this is just discouraging.
I'm a bit surprised that everybody isn't to the point where we expect each new major version of Minecraft to completely break modded worlds.
 
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Furious1964

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Not to be demanding, but I would like to expect a little continuity. FTB is a great project and I appreciate it, but how hard would it be to just update those mods in the most popular packs? IMHO, if the FTB Team is in contact with those modders, it shouldn't be.

And it didn't surprise me; I was told a while back that it would happen but still, I expected some continuity. It's a little frustrating and I know some people are frustrated to the point of quitting FTB altogether.
 

Tristam Izumi

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It's impossible (an unethical) to force mod makers to ensure compatibility between different versions of Minecraft, especially when there can be extremely major changes to the backend of both Minecraft and the mods themselves. And this is totally discounting the fact that sometimes some mod makers decide to leave the community, so a mod doesn't get updated, making such a transition impossible to begin with.

Even if you made a 1.6 pack that contained all the same mods (and block/item IDs) as Unleashed, you still would have major issues porting an Unleashed world to such a pack. IndustrialCraft, Thaumcraft, and Thermal Expansion have all undergone complete rewrites, and many others have changed how they handle tile entities and liquids due to changes in Forge. The API for MFR has also been redone, so anything related to that will break during the move.

And you were told that they would *try* to do it, but that was before it was known how much was going to change in Minecraft, Forge, and all the mods contained in Unleashed.
 

QKninja

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Not to mention forge changed liquids to fluids, so any liquids you had would be destroyed. And fundamental changes to the way minecraft works under the hood means that even if a mod does a direct port, and doesn't change any features, it would still be incredibly difficult to try and keep a world with that mod in it. In short, it's no one's "fault," it was just pretty much impossible to do.
 

Bomb Bloke

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Personally this is why I feel we'd all be better off if Mojang stopped updating. Typically all a mod pack user gets out of their updates is some "new" content that was often already available via a mod they already had... only they need to abandon their world to get to that new content.

The obvious answer to that is "don't update then", but it only stands to reason that mod authors are always going to write for the most recent MineCraft release, so those encountering crash bugs again need to abandon their worlds to get fixes.

Granted Mojang updates aren't the only reason why you'd need to make a new world every now and then, but I'd peg them as the main one, and for mod pack users I see next to no benefit from them.
 
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rhn

Too Much Free Time
Nov 11, 2013
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Personally this is why I feel we'd all be better off if Mojang stopped updating. Typically all a mod pack user gets out of their updates is some "new" content that was often already available via a mod they already had... only they need to abandon their world to get to that new content.

The obvious answer to that is "don't update then", but it only stands to reason that mod authors are always going to write for the most recent MineCraft release, so those encountering crash bugs again need to abandon their worlds to get fixes.

Granted Mojang updates aren't the only reason why you'd need to make a new world every now and then, but I'd peg them as the main one, and for mod pack users I see next to no benefit from them.
Yeah Mojang doesn't really optimize MC for the modders, and of course they are in no way obligated to. And it feels a bit like Mojang is revolutionizing concepts instead of evolving them. So its rather rough on modders who have build upon a principle when it is radically changed.

And if it was just a matter of content, then the modding community could just all decide to stick to one version. But MC is also getting performance upgrades and bug fixes, so it is in our best interest to have the latest version even when modding.
 

Tyrindor

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Jul 29, 2019
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Not to be demanding, but I would like to expect a little continuity. FTB is a great project and I appreciate it, but how hard would it be to just update those mods in the most popular packs? IMHO, if the FTB Team is in contact with those modders, it shouldn't be.

And it didn't surprise me; I was told a while back that it would happen but still, I expected some continuity. It's a little frustrating and I know some people are frustrated to the point of quitting FTB altogether.

Don't be absurd, it is basically impossible and i've never seen anyone threaten to "quit FTB" because of it. Minecraft does not have a mod API and can't even keep it's own vanilla worlds working with their own updates half the time. Both the mods and forgecraft API get almost complete rewrites every Minecraft patch. It has nothing to do with communication between modders and the FTB Team. Until there is an official API this is how it's going to be. Blame Mojang, not FTB or modders.

By the way, you've had to make new worlds for every major Minecraft update for years now, sometimes even on vanilla. It shouldn't come as a surprise and you shouldn't be frustrated about it. No one is forcing you to update, and your old world stills works. When 1.7 modpacks hit, the same thing will be required if you wish to play on 1.7. Most people like to start over every ~6 months anyway.

Personally this is why I feel we'd all be better off if Mojang stopped updating.

Agreed. They need to put more focus on the mod API and release that before patching the game again. Updates should be no problem with an official API.
 
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Zenthon_127

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Jul 29, 2019
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Agreed. They need to put more focus on the mod API and release that before patching the game again. Updates should be no problem with an official API.
It's not a mod API. It's an adventure map API. The changes stopped being helpful after Forge stopped modding base classes and if you're paying attention they're basically just things to directly help map makers and mods indirectly gain a few things from it here and there. The last thing I can legitimately say helped the mod community (on a user end) was the SSP/SMP merge, and even then I'm not sure if that was even aimed at mods.
 

Bibble

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Jul 29, 2019
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Yeah, as far as I can tell, you could update all the mods that have updates (Obviously, stuff like Thermal Expansion is a little different), and it'd still break your world. It's one of the reasons that it's taken so damn long to get it done. And, to be fair to Mojang, I think that the last thing that had a visible benefit was the introduction of item transport mechanics. It's possible through any number of other mods, but hoppers do work very well, and it lead to Extra Utilities.

Back to the original question regarding the filling with water, you're kind of on the wrong pack. Anything in 1.4.7 would have redpower, which had it's grate, which would do what you want. In 1.6, buildcraft brought it's drain (possibly different name) in, which does the same thing. But there isn't really any easy way of doing it on 1.5. Just the luck of the draw, I'm afraid.
 

SatanicSanta

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Jul 29, 2019
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Not to be demanding, but I would like to expect a little continuity. FTB is a great project and I appreciate it, but how hard would it be to just update those mods in the most popular packs? IMHO, if the FTB Team is in contact with those modders, it shouldn't be.

And it didn't surprise me; I was told a while back that it would happen but still, I expected some continuity. It's a little frustrating and I know some people are frustrated to the point of quitting FTB altogether.
Because keeping track of thousands of item/block IDs is an insane task with such low payoff. Especially since the mods change, and so does minecraft.