Okay seriously. Have you ever tried to even look it up on good. Like literally you look up how to make a forge server. And first result tadda. Its not that hard. But here: http://minecraft.gamepedia.com/Tutorials/Setting_up_a_Minecraft_Forge_serverSo if we wanted to make a server...
Are the platforms needed for anything? Also I don't know if you care but the 1.7.10 development I am posting quite a bit about it on my twitter if your interest
I thought about bringing thaumcraft or some form of magic mod to the pack its just I haven't decided yet for sure if I will and which one. The reason why I am hesitant to add it is because I am not sure how I would really incorporate it and also if it would make the mod list too big and to out there. The issue I had before with the 1.6.4 version is that there where to many mods to handle and it was a big cluster of just everything. Also one of my issues was that there was too much of the same functionality, To many different pipes and machines that did the same thing. 1.7.10 has no same functionality at all. As for bees, that would involve me to have to add forestry and for that reason I probably will not add it. (Still thinking tho) GregTech is something that I really did want to do yes however when I started this pack it was not yet ready for 1.7.10 and therefore I had to think of a different idea. Also GregTech doesn't work well with Minetweaker so removing and adding recipes was such a pain that it was almost not even worth the time. I am however thinking of releasing 2 packs. One which will be almost Identical to the 1.6.4 pack with gregtech and all the beautiful mods it had. But that will not be until I have the new 1.7.10 pack out and pretty much stable (Hopefully it will be stable when I initially release)Liking the list. A 1.7.10 HQM pack with AE2 and Flaxbeard's steam mod thingy sounds good to me. I like that the list isn't too long. But do you have any thoughts on bringing Thaumcraft and bees to the list? And I'm curious about your thoughts on GregTech, which should be somewhat ready for 1.7.10 in not too long.
Most of all, I'm curious about what your main idea for the pack is. You have mentioned that you want to focus more on the MYSTERIOUS part of your pack, and of course that the TECH part was important, as well as a good background story. But it would be awesome to hear what your thoughts and goals are.
I will play your pack no matter where you go with it, cause the previous version was very well made. It was a sort of a 'learn to play gregtech' with a lot of original ideas, and a very clear progression. But it would be great to hear what your grand plan is
TiC Mind you is still inside of the game and will not be removed. For me tho TiC has always been more of a if you want to go that root for tools then so be it but otherwise just leave it right. Also I may still make that as a questline where you need to TiC I havent decide yet we will see.Focusing on Ender IO sounds interesting. Almost every single modpack has it, but no one really does much with it.
As for the use of Tinkers Construct, I guess I have two different feelings. It did bring a charm to your 1.6.4 pack, but playing a HQM pack without so much constrictions would be great. Honestly, to me, losing the whole TiC thing wouldn't be a bad idea at all if it isn't modified. Never understood why it's so important. It just gives tools that any other mod can give you, with minimal of progression. Everything in TiC can be gotten early game, and everyone gets the smelter because it's easy. But maybe that's just my opinion
You can but you need a macerator And I love the way I think tooThis pack is doing my head in if it aint hard enough with GT in it you decided to throw in Iguana Tweaks for shits and giggles you evil person I love how you think
Only thing frustrating me is that you cant turn blocks of metals, lapis and redstone into ingots and single pieces of redstone etc