What's new in modded minecraft today?

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Odovbold

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Jul 29, 2019
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Lathanael

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Jul 29, 2019
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Another mod only update in 1.7.x... Are we again in a situation where half of the mods only updates in 1.7 and another half stuck in 1.6?
That sucks

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Benimatic said he'll probably do one last bugfix/support update for 1.6.4 to fix remaining major issues sometime "soon".
 

Revemohl

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Jul 29, 2019
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One big thing that will improve FTB is "DIY" modpacks where we can handle them by ourself.
Doesn't FTB already have that? I mean, the so-called universal configs, which get rid of ID conflicts for most mods.
I don't really see a problem with fixing IDs by myself (it should take at most 10 minutes to fix a brand new pack, or 2 if I use IDfixminus), but I still really like the fact that they stopped being a thing in 1.7. Not that I'll touch that version any time soon, at least not until all my favorite mods gets updated.
 

rhn

Too Much Free Time
Nov 11, 2013
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Jaded means, its not hard for users to just drop all the mods in.
There is no need.
I just dont get this. After all you guys are spending lots of time making modpacks. Are you really saying all you guys do is fix IDs and then bingo, finished polished well working modpacks? Because then why are so many of the packs still in beta? Should not take THAT long to dish out an ID to all the items from the Universal IDs.

What about Configs, bugfixing, testing, updating, version "detective work". Is every single user just going to have to do this themselves? Do you really reckon every user is really able of doing this them self? I think I am quite knowledgeable about things, but I don't think I can do it to a quality that I actually can/want to play.

What about the nightmare of making sure people on the same server firstly are capable of "dropping in the mods", secondly making sure they have the proper mods installed, in the right versions.


And yes interest seems to have risen for specialized packs. But on just an average day here on the forum I must admit that I am not seeing much mention of MF2 or BnB. Not even TW2 or MW2. It seems to be all about DW20, Monster, Unleashed and Ultimate. It seems from my experience from here and from friends that what people still want is the big beefy packs.
 
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Eyamaz

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Jul 29, 2019
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I just dont get this. After all you guys are spending lots of time making modpacks. Are you really saying all you guys do is fix IDs and then bingo, finished polished well working modpacks? Because then why are so many of the packs still in beta? Should not take THAT long to dish out an ID to all the items from the Universal IDs.

What about Configs, bugfixing, testing, updating, version "detective work". Is every single user just going to have to do this themselves? Do you really reckon every user is really able of doing this them self? I think I am quite knowledgeable about things, but I don't think I can do it to a quality that I actually can/want to play.

What about the nightmare of making sure people on the same server firstly are capable of "dropping in the mods", secondly making sure they have the proper mods installed, in the right versions.


And yes interest seems to have risen for specialized packs. But on just an average day here on the forum I must admit that I am not seeing much mention of MF2 or BnB. Not even TW2 or MW2. It seems to be all about DW20, Monster, Unleashed and Ultimate. It seems from my experience from here and from friends that what people still want is the big beefy packs.

There is a lot of work that goes into the configs, that's very true. Though I never said anything about packs being small, a "normal" pack for me normally has about 130 modules loaded.
 

Jadedcat

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Jul 29, 2019
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This is not true. FTB Team has permissions to some mods that custom public packs can't get. I cannot make a public 1.6.4 "Ultimate" pack because I cannot get permissions to a handful of mods. Heck, no public not-made-by-FTB-team pack can have REI's in it. We need YOU to make these All-the-things packs because YOU have permissions we cannot get. It is also a PITA from what I can tell to compile the permissions. Do I really need a screenshot of every mod's "Open Use Policy" page? I have created the thread http://forum.feed-the-beast.com/threads/the-ultimate-monster-pack.39369 because if I'm going to be stuck telling people to "go get these mods and add them yourself", I may as well start off with an existing pack.

Thanks,
IMarv

REI has said he's not updating to 1.7

Also read again. I said there will always be 1 "all the things " packs available. There just won't be a need for 5 packs that are only slightly different.

I just dont get this. After all you guys are spending lots of time making modpacks. Are you really saying all you guys do is fix IDs and then bingo, finished polished well working modpacks? Because then why are so many of the packs still in beta? Should not take THAT long to dish out an ID to all the items from the Universal IDs.

What about Configs, bugfixing, testing, updating, version "detective work". Is every single user just going to have to do this themselves? Do you really reckon every user is really able of doing this them self? I think I am quite knowledgeable about things, but I don't think I can do it to a quality that I actually can/want to play.

What about the nightmare of making sure people on the same server firstly are capable of "dropping in the mods", secondly making sure they have the proper mods installed, in the right versions.


And yes interest seems to have risen for specialized packs. But on just an average day here on the forum I must admit that I am not seeing much mention of MF2 or BnB. Not even TW2 or MW2. It seems to be all about DW20, Monster, Unleashed and Ultimate. It seems from my experience from here and from friends that what people still want is the big beefy packs.


Y'all need to work on reading.

I said there will always be one "all the things" pack. What there won't be is a need for us to ship 4-5 packs that are all basically identical with very little difference. We can set up 1 massive pack with most of the mods , ore gen etc and people will be easily able to add additional mods without worrying about ID conflicts. Or they can just play that pack. It is ridiculous for us to continue making 3-4 almost identical packs.

What there won't be will be the current thing where Tech 2 Monster and Magic World 2 are pretty much variations of the same pack. We can just release one "monster" pack with the config tweaks etc and several smaller themed packs.

Stop jumping to conclusions. This is why I don't generally bother talking to the community about what might be coming soon. Because no one actually listens, everyone just interprets it however they want and then jumps down my throat without even waiting to see what's going on. If y'all want us to keep communicating then y'all need to stop interpreting everything and then posting that as what "FTB said XYZ"

Right now I can fix 80% of the bugs in our beta packs and make them stable if I just remove 2-3 mods. But I can't because people will get mad.

I want to create stable fun packs to play not be forced to keep making 3-4 versions of the same buggy unstable pack because I can't remove specific mods because "the community would be mad". In 1.7 we'll be able to release 1 pack with a majority of the mods for people who care more about playing everything and less about stability. And we'll be able to create several nice themed packs that are more stable, still fun but are missing the buggy problem mods.
 
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Koosemose

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Jul 29, 2019
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Right now I can fix 80% of the bugs in our beta packs and make them stable if I just remove 2-3 mods. But I can't because people will get mad.
Would it be possible with either a tweak to the current launcher or the future launcher for you guys to mark certain mods within a modpack as causing instability, so that an end-user could either click a button to disable all mods causing instability or manually disable said mods. That way both users that want almost everything but stable and users that want absolutely everything would be happy (barring the usual, "Nothing can make EVERYONE happy" thing) and you guys don't have to have 2 entirely separate modpacks.
 
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Jadedcat

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Jul 29, 2019
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Would it be possible with either a tweak to the current launcher or the future launcher for you guys to mark certain mods within a modpack as causing instability, so that an end-user could either click a button to disable all mods causing instability or manually disable said mods. That way both users that want almost everything but stable and users that want absolutely everything would be happy (barring the usual, "Nothing can make EVERYONE happy" thing) and you guys don't have to have 2 entirely separate modpacks.

Thats a really good idea. Though a lot of that is covered in the server admin section where I post the known issues that various mods have.
 

Yusunoha

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Jul 29, 2019
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Would it be possible with either a tweak to the current launcher or the future launcher for you guys to mark certain mods within a modpack as causing instability, so that an end-user could either click a button to disable all mods causing instability or manually disable said mods. That way both users that want almost everything but stable and users that want absolutely everything would be happy (barring the usual, "Nothing can make EVERYONE happy" thing) and you guys don't have to have 2 entirely separate modpacks.

would also be nice if such notifications could be given when certain mods are paired together. perhaps with some color indicication, or for those having problems with seeing colors, some sort of exclamation sign

and I know alot of us have been hating on 1.7 mostly for mod developers having to do another code-a-thon to get their mods updated, but I'm slowly starting to get really excited for 1.7
not really for the mods for 1.7, but the modpacks...
 

Zenthon_127

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Jul 29, 2019
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Eh, 1.7 is annoying at best. I really wish the devs had made a collective decision to just skip it, given that it'll just delay content and even mods waaaaaay longer (XyCraft).

Speaking of which, does anyone here know how Xy's coming along? I normally wouldn't ask ETAs but there is the stream, and last I checked it was looking pretty sick.
 

Yusunoha

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Jul 29, 2019
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Eh, 1.7 is annoying at best. I really wish the devs had made a collective decision to just skip it, given that it'll just delay content and even mods waaaaaay longer (XyCraft).

Speaking of which, does anyone here know how Xy's coming along? I normally wouldn't ask ETAs but there is the stream, and last I checked it was looking pretty sick.

it's as good as finished as how it was in 1.5

and new day, new update, starting with
@Reika with DragonAPI, DyeTrees, Ender Forest, ExpandedRedstone, GeoStrata, LegacyCraft, MeteorCraft, ReactorCraft and RotaryCraft
Reika said:
V18:
  • DragonAPI: "Invalid Slot" message is now more clear
  • DragonAPI: Added basic packet handler
  • DragonAPI: Greatly improved TileEntity sync bandwidth
  • DragonAPI: TreeReader now no longer StackOverflows in Magic Forest biomes
  • DragonAPI: Added LuaMethod base class
  • DragonAPI: Fixed ModWoodList fetching
  • DragonAPI: TreeReader no longer StackOverflows on Natura Redwoods
  • DragonAPI: MagicCrop handler no longer tries to spawn null
  • DyeTrees: Fixed taint-fighting biome color updates
  • DyeTrees: Changed rainbow forest water color
  • Ender Forest: Ender bucket no longer consumed on tanks
  • ExpandedRedstone: Proximity detector range now controllable with shift-right-clicks
  • GeoStrata: Fixed Guardian stone save filepath
  • GeoStrata: Opal now renders colored in inventory
  • LegacyCraft: Child mobs now despawn if disabled
  • LegacyCraft: Added Extreme Hills silverfish stone control
  • MeteorCraft: Fixed machine block hardness and blast resistance
  • ReactorCraft: Large bandwidth improvements
  • ReactorCraft: Fixed breeder core heat exploit
  • ReactorCraft: Added fluorite block uncrafting
  • ReactorCraft: Added ComputerCraft support
  • ReactorCraft: Added OpenComputers support
  • ReactorCraft: Grinder now accepts mod pitchblende and uranium
  • ReactorCraft: Handbooks no longer stack
  • ReactorCraft: Fixed gas duct console spam
  • ReactorCraft: Fixed pressurizer issues
  • ReactorCraft: Fixed radiation poisoning crash
  • ReactorCraft: Heavy water bucket no longer consumed on tanks
  • ReactorCraft: Water boilers no longer work in pebble bed reactors
  • RotaryCraft: Large bandwidth improvements
  • RotaryCraft: Added ComputerCraft support
  • RotaryCraft: Added OpenComputers support
  • RotaryCraft: Fixed some WAILA bugs
  • RotaryCraft: Added ability to put shafts through portals, transferring power interdimensionally
  • RotaryCraft: Fixed power bus vertical-power exception
  • RotaryCraft: Prevented potential infinite loop with Pneumatic Item Pumps
  • RotaryCraft: Fixed handbook bugs
  • RotaryCraft: Added handbook localization
  • RotaryCraft: Prevented changing engine, shaft, and gearbox types - break all engines, shafts, and gearboxes
  • RotaryCraft: Fixed defoliator packet NPE
  • RotaryCraft: Grindstone now requires water
  • RotaryCraft: Gearbox lubricant capacities vary with type
  • RotaryCraft: Redesigned gearbox damage mechanics
  • RotaryCraft: Fixed canola plants consuming bonemeal if already grown
  • RotaryCraft: Magnetostatic engine now draws minimum 1RF/t if on
  • RotaryCraft: Fluid flammability in reservoirs applies to reservoir itself
  • RotaryCraft: Fluid buckets no longer consumed on tanks

and Project Red
Project Red said:
  • FIX: No recipes for lights
  • FIX: Stock keeper crash
  • FIX: Request gui crash
  • FIX: ExtraUtils Server crash
 

rhn

Too Much Free Time
Nov 11, 2013
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REI has said he's not updating to 1.7

Also read again. I said there will always be 1 "all the things " packs available. There just won't be a need for 5 packs that are only slightly different.




Y'all need to work on reading.

I said there will always be one "all the things" pack. What there won't be is a need for us to ship 4-5 packs that are all basically identical with very little difference. We can set up 1 massive pack with most of the mods , ore gen etc and people will be easily able to add additional mods without worrying about ID conflicts. Or they can just play that pack. It is ridiculous for us to continue making 3-4 almost identical packs.

What there won't be will be the current thing where Tech 2 Monster and Magic World 2 are pretty much variations of the same pack. We can just release one "monster" pack with the config tweaks etc and several smaller themed packs.

Stop jumping to conclusions. This is why I don't generally bother talking to the community about what might be coming soon. Because no one actually listens, everyone just interprets it however they want and then jumps down my throat without even waiting to see what's going on. If y'all want us to keep communicating then y'all need to stop interpreting everything and then posting that as what "FTB said XYZ"

Right now I can fix 80% of the bugs in our beta packs and make them stable if I just remove 2-3 mods. But I can't because people will get mad.

I want to create stable fun packs to play not be forced to keep making 3-4 versions of the same buggy unstable pack because I can't remove specific mods because "the community would be mad". In 1.7 we'll be able to release 1 pack with a majority of the mods for people who care more about playing everything and less about stability. And we'll be able to create several nice themed packs that are more stable, still fun but are missing the buggy problem mods.
Thank you for this information. This is what we would have loved to have gotten in the first place. But you must see it from our side that when all we suddenly get is "We will no longer do big packs, the user will just have to do that them self" with no further explanation, you are bound to get some questions about it.

And I must admit that the "probably" in:
There will probably always be one "all the things" pack on the launcher for the map
didn't make me read it as "There WILL always be one...". More like you weren't sure that anyone could actually be bothered to make one. After all we there haven't been a map for the last two map packs, so if that was the sole motivation for creating the packs...



But lets leave it at that. We got the explanation now and it makes sense to make one Big pack(somewhat like DW or a bit bigger) and then let the user take out bits to make it like MW or TW or add to it slightly to make it Monster.
 

casilleroatr

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Jul 29, 2019
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I think it would be a good idea for 1.7 if the community started another thread that could act like a config guide. While the FTB team may be moving to focusing primarily on smaller themed packs they have also been working hard to make it easier for users to make there own packs. Jaded's statement that there will always be one "all the things" modpack supports this. A pack will always be there that most people will only have to edit a bit to get their preferred custom pack.

Anyway, the talents of the FTB mod makers seem to me to be used best when they are making their specialised packs like Magic Farm and Blood N Bones. We can't expect them to make these great packs and then also have them make a great balanced "all the mods" pack with perfect configs that please the majority (even if you assume that task is remotely possible in the first place). This leaves a large "all the mods" style pack which will have a few basic config edits and not much else.

As many people here have rightly mentioned, id fixing is only half the battle when it comes to compiling a good modpack. I propose a new thread similar to this one that aims to guide would be modpack makers through the configs of all the mods in FTB packs (but not excluding any other mods). It should make people aware of all the things that can be configurable, and it should also point to config changes that affect mod difficulty, or other things that make a major difference to gameplay with descriptions of what those differences do. It can also contain guides, or links to guides, that explain more complicated config options like cofh custom ore gen for example.

With a large amount of information easily available on the forums about configs, the task of editing the configs for a large modpack will be less daunting because you will know better where to find the relevant parts of the configs to make the sorts of changes you want. Amateur mod pack makers may find it easier to make a pack that is more in keeping with their playstyle, sense of balance and general preferences.
 

MigukNamja

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Jul 29, 2019
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We can't expect them to make these great packs and then also have them make a great balanced "all the mods" pack with perfect configs that please the majority (even if you assume that task is remotely possible in the first place).

I could not agree more !

Indeed, I'm pretty sure it's not possible to make a monolithic pack that is both:
  • all-inclusive
  • balanced
...for the simple reason that not all mods are designed with all other mods in balance. There will inevitably cross-mod "exploits" as not all mods agree on what the checkpoints and scarce resources should be.

More practically speaking, some mods don't have the knobs and levers (config options) to make them balanced without eviscerating them (removing blocks, drastically altering recipes, etc.,.) or disabling/removing them entirely, which goes against the "all-inclusive" requirement.

Lately, I've been finding far more enjoyment in themed packs that do a few things and do them well. MF2 is a good example.

And, speaking of MF2, I've seen the amount of work and time @Jadedcat has put into this pack to get it where it's at. It's not perfect, but it's pretty darned good in terms of balance, consistent gameplay experience, and bugs. I can't imagine the amount of time and work it would take to even *attempt* to get Monster as polished, should such a task be possible.
 

Pyure

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Aug 14, 2013
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Given sufficient config options I think its theoretically possible to make a pack of any size which is balanced.

That's a big caveat tho.

Props to mod makers who provide tons of config options.
 
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Johnson

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Jul 29, 2019
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Right now I can fix 80% of the bugs in our beta packs and make them stable if I just remove 2-3 mods. But I can't because people will get mad.

Would you be up for naming the problem mods? That way we know which ones to rip out on the SSP side to improve our gameplay?
 
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DZCreeper

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Jul 29, 2019
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How would removing UE core upset people? Its only used for a handful of mods and RF seems to be the preferred power system. Ars Magica I can understand, but its probably better to dump a buggy mod now when its fairly new to the packs then wait another few months and then you have even more people attached to it. I can't form an opinion on RotaryCraft because I don't use it for performance reasons.
 

VikeStep

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Jul 29, 2019
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How would removing UE core upset people? Its only used for a handful of mods and RF seems to be the preferred power system
MFFS requires UE Core and people like MFFS, especially Direwolf20 who once asked for a modpack update just for one MFFS update.
 
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