Will merging Monster and TPPI work for me?

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AlwaysGoofingOff

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Jul 29, 2019
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I'm out of the country at the moment so I cannot test this until I return next week. Was wondering if anyone has tried this or knew of issues I might encounter ahead of time.

I want to merge Monster + TPPI + Galacticraft. I previously played Monster + AM2 + Dartcraft + Gregtech, so I know I can get close without it blowing up. I've never touched Galacticraft before so that'll be new. I know I'll need to resolve ID conflicts with Natura.

I figured I would install the latest versions of both modpacks in the FTB launcher. Then manually copy over AM2, Gregtech, Dartcraft, Mekanism from TPPI to the Monster folder. Add Galacticraft. Launch. Resolve conflicts. Re-launch. Go.

Anyone see any big concerns with this plan? I realize there's a lot of redundancies in this modpack but I just want to play with everything. I wouldn't be starting this for a few weeks anyhow because I'm still finishing up my [AS] world - working on those hoarding quests.

Thanks for any replies. :)
 

trajing

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Jul 29, 2019
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•Now DragonAPI throws a fit with AM2, if you use the latest version of monster.
•Galacticraft has crap compatibility
•You'll need to delete duplicate mods.
 

AlwaysGoofingOff

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Jul 29, 2019
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It will take longer but it sounds like maybe the best approach might be to add the mods one at a time and resolve it one-by-one?

I thought the latest FTB modpacks had Universal configs, so any mod I copy from TPPI into Monster shouldn't conflict with anything, right? My only concern would be adding Galacticraft, which honestly I could live without if it ends up being a big problem.

I'll probably have to fiddle with Gregtech configs too, depending on how they're setup in TPPI. I had an Unhinged world so I've "been there done that" on Gregtech hard mode. It was fun once but I don't want to do it again.
 

pizzawolf14

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Jul 29, 2019
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Google idfix minus. Ruins any chance of you getting on a server but with what you're describing that won't be a problem. It resolves ID conflicts like it's 1.7

Sent from my SM-G900V using Tapatalk
 

epidemia78

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Jul 29, 2019
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The seems disinterested in compatibility on a whole, at least the ores are dictionaried nowadays...I was pleasantly surprised that BC fuel actually worked in the rockets though. The main compatibility problem I had with it is it doesnt like flat bedrock so you have to disable that before visiting a planet. Oh and energy conduits wont attach to its machines, I used mekansim ones instead. Its just weird that have to connect power to a different side of each of the machines. Overall the mod just feels different, detached from the usual tech mod conventions. Cuz its not a tech mod so dont go into it expecting one. I would only suggest using it if you definitely plan to build a space station or lunar base otherwise it just sits there being massive and complicated. Which is why Ive removed it from my pack for my new game, it doesnt anything back to the overworld where I plan to do all of my building.

But it does work in a heavily modded environment. I played with it installed for six months.
 
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Mevansuto

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Jul 29, 2019
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Oh and energy conduits wont attach to its machines, I used mekansim ones instead.

I've always got them working. Odd.
As for a different feel I guess that's true of a lot of tech mods. You can't play IC2 expecting to be able to play it the same way as EIO (although I've kept EIO, but not IC2).