Would this Mod Pack interest you?

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Would you download and use this mod pack if it were created?


  • Total voters
    60

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
Why would you remove some of the more innovative features of this mod? And also, blue slimes are not bad for specific tools. But the gravel thing is just interesting and new and unique and very friendly to people who are slow to start a base, the way many novices will be?
Because I have an innate dislike of having multiple types of the same ore cluttering my inventory up early-game. And I don't want to confuse people with the old 'Hey, both of these say 'tin', why aren't they stacking' issue.

And Nitro Creepers are just such a wonderful add to the nether... Why do they bother anyone now that they're not overworld spawns?
Probably because they are instant death, and even moreso in the Nether since now they are likely to blow you into lava assuming you survive the explosion in the first place.
 

KirinDave

New Member
Jul 29, 2019
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Because I have an innate dislike of having multiple types of the same ore cluttering my inventory up early-game. And I don't want to confuse people with the old 'Hey, both of these say 'tin', why aren't they stacking' issue.

One is gravel, one is ore. So I doubt this'd be a problem. Turning off multiple oregen is standard practice, but this is a wee bit different. Even if you just had TC doing the orgen it still wouldn't stack.


Probably because they are instant death, and even moreso in the Nether since now they are likely to blow you into lava assuming you survive the explosion in the first place.

They really aren't that strong. Even one piece of armor means you survive nearly all the time. I've set up our Nether so it's a very very attractive place to mine. So having a high risk-reward makes sense for us.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
Also, I've found that skeletons are significantly more difficult in 1.5 than in 1.4. That upgrade to range and RoF as you get closer thing? Exceedingly obnoxious. I may actually have to break down and build plating for my MPS.

Also strongly considering finding a Gun Mod of some kind and including it.
 

GPuzzle

New Member
Jul 29, 2019
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Also, I've found that skeletons are significantly more difficult in 1.5 than in 1.4. That upgrade to range and RoF as you get closer thing? Exceedingly obnoxious. I may actually have to break down and build plating for my MPS.

Also strongly considering finding a Gun Mod of some kind and including it.

Balkon's has a bunch of medieval and Steampunk-ish weapons, like a musket.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
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Lost as always
Balkon's has a bunch of medieval and Steampunk-ish weapons, like a musket.
True, but all of them suck.

I'm currently looking at Simple Guns. I can disable the automatic rifle if I really want to. However, it's got shotguns and rifles which are fairly balanced, it has an interesting crafting system, and it gives me something which goes BANG.

EDIT: Nevermind. I suggest the buzz saw weapon for your MPS tool. Quite effective for ranged combat.

You know, Oreberry bushes would work SO well with Xycraft blocks... it's a shame Xycraft is only being permitted for official FTB Packs due to bughunting issues.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
Looking into adding in a Backpack mod, then I should be done, barring some ore generation tweaks.

I'd look harder at the Force Mod if it didn't have a whole bunch of magical and mystical mumbo-jumbo. I really like the way the packs are done in that mod, with a card that can have Forestry-like auto-filling and auto-refilling capacity. But I really don't know about the rest of the mod itself, since most of it is very magic-based.

There's another backpack mod found here released under the Commons license. It isn't cheap, but it works well, and I happen to like the 'not cheap' part. Emeralds aren't THAT hard to come by without Extra Biomes buggering over the odds of Extreme Hills biomes. I also like the upgrade mechanic.

Any ideas or suggestions for backpack mods?
 

KirinDave

New Member
Jul 29, 2019
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Looking into adding in a Backpack mod, then I should be done, barring some ore generation tweaks.

Be aware that it's got some incompatibility with the current forge. I can reliably crash my client with index-out-of-bounds errors with it.

I'd look harder at the Force Mod if it didn't have a whole bunch of magical and mystical mumbo-jumbo. I really like the way the packs are done in that mod, with a card that can have Forestry-like auto-filling and auto-refilling capacity. But I really don't know about the rest of the mod itself, since most of it is very magic-based.

The hardest thing about that dartcraft mod is how redundant it is with Tinker's Construct. In some ways I like it more than TC, in other ways I like it less. The craziest thing is how monstrously powerful that force engine can be in a mixed modpack game. Infinite milk? NO PROBLEM. Infinite crushed ice? HAVE YOU HEARD OF THERMAL EXPANSION?
 

southernfriedbb

New Member
Jul 29, 2019
444
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Looking into adding in a Backpack mod, then I should be done, barring some ore generation tweaks.
I'd look harder at the Force Mod if it didn't have a whole bunch of magical and mystical mumbo-jumbo. I really like the way the packs are done in that mod, with a card that can have Forestry-like auto-filling and auto-refilling capacity. But I really don't know about the rest of the mod itself, since most of it is very magic-based.

Do you have a link to this mod? It might integrate well with my current mod pack which is primarily magic based.

EDIT: Nevermind, I found it.
 

Katrinya

New Member
Jul 29, 2019
187
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Greyed said:
“Supposedly there's a config option on Immibis' to disable working on TE. Might want to enable that until they sort out (if possible) the issues with crashing the world do to recent TE changes.​
Good idea. Thanks.

Did changing this option fix the crash? My instance crashes whenever I place a TE liquiduct or conduit while Microblocks is installed. I dealt with it by removing Microblocks, which was too bad because I make use of them for aesthetic purposes.

Edit: Also, could you explain how to change this particular option? I found the following lines in the config:


blockClass: buildcraft.transport.BlockGenericPipe
blockClass: thermalexpansion.block.conduit.BlockConduit

But I'm not sure what to add to disable them. A "false" at the end? A zero?
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
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Lost as always
Did changing this option fix the crash? My instance crashes whenever I place a TE liquiduct or conduit while Microblocks is installed. I dealt with it by removing Microblocks, which was too bad because I make use of them for aesthetic purposes.

Edit: Also, could you explain how to change this particular option? I found the following lines in the config:


blockClass: buildcraft.transport.BlockGenericPipe
blockClass: thermalexpansion.block.conduit.BlockConduit

But I'm not sure what to add to disable them. A "false" at the end? A zero?
Just delete the second line you listed and it will run.

Also, apparently I hit a rather UN-amusing bug with Applied Energistics. In my test world, I made an ME chest with a 4k storage module and hooked it up to my Redstone Conduit (also hooked up directly to my Induction Smelter and Powered Furnace). I loaded all my stuff into it, then headed to the nether to take care of a small detail. When I came back, the 4k Storage Module was GONE! Not sure how this happened.

Putting the finishing touches and cleaning up my submission text file.
 

KirinDave

New Member
Jul 29, 2019
3,086
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Did changing this option fix the crash? My instance crashes whenever I place a TE liquiduct or conduit while Microblocks is installed. I dealt with it by removing Microblocks, which was too bad because I make use of them for aesthetic purposes.

Edit: Also, could you explain how to change this particular option? I found the following lines in the config:


blockClass: buildcraft.transport.BlockGenericPipe
blockClass: thermalexpansion.block.conduit.BlockConduit

But I'm not sure what to add to disable them. A "false" at the end? A zero?

Just put a # in front of them for now.
 

Katrinya

New Member
Jul 29, 2019
187
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0
Just delete the second line you listed and it will run.

Also, apparently I hit a rather UN-amusing bug with Applied Energistics. In my test world, I made an ME chest with a 4k storage module and hooked it up to my Redstone Conduit (also hooked up directly to my Induction Smelter and Powered Furnace). I loaded all my stuff into it, then headed to the nether to take care of a small detail. When I came back, the 4k Storage Module was GONE! Not sure how this happened.

Putting the finishing touches and cleaning up my submission text file.

That didn't do the trick for me. The game still crashes when placing a TE conduit, or when loading a world in which a conduit has been placed.

Please let us know if you figure out what caused the AE bug, or if it happens again. I was planning on relying on AE for storage in my current world, so I'll need to alter my plans drastically if that isn't an option.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
That didn't do the trick for me. The game still crashes when placing a TE conduit, or when loading a world in which a conduit has been placed.
Really? That did it for me. Try removing the lines:

tileEntityClass: thermalexpansion.block.conduit.TileConduitEnergy
tileEntityClass: thermalexpansion.block.conduit.TileConduitLiquid

Please let us know if you figure out what caused the AE bug, or if it happens again. I was planning on relying on AE for storage in my current world, so I'll need to alter my plans drastically if that isn't an option.
I've never had this happen to me before, so I don't know what caused it, however I suspect it is the ME Chest that is the culprit. I've never had it happen in a Disk Drive.

Also working on the icon and splash page icon for the submission to the FTB Launcher team

EDIT:
Be aware that it's got some incompatibility with the current forge. I can reliably crash my client with index-out-of-bounds errors with it.
Due to this crash bug, backpacks mod will NOT be included.

However, I have finally relented and added EE3 for convenience sake. Swapping out dyes is just that useful.
 

Katrinya

New Member
Jul 29, 2019
187
0
0
You may also wish to consider Dartcraft. It has an upgradeable backpack system, cool tools, an awesome portable crafting table, and makes collecting leather and feathers a breeze. There's arguably some overlap with the functionality of Tinker's Construct, but enough of its content is unique to warrant inclusion. Certain fun-hating curmudgeons might consider it OP, though. Which would be their loss. ;)
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
You may also wish to consider Dartcraft. It has an upgradeable backpack system, cool tools, an awesome portable crafting table, and makes collecting leather and feathers a breeze. There's arguably some overlap with the functionality of Tinker's Construct, but enough of its content is unique to warrant inclusion. Certain fun-hating curmudgeons might consider it OP, though. Which would be their loss. ;)
As I mentioned earlier, the problem I have with Dartcraft is that it is very heavily magic-themed, and I'm trying for more of a steampunk theme for this mod pack. I do like the backpack mechanic, though.

Also, the Force Engines are hella powerful. Double your MJ output by hooking it up to water? I mean, I guess it really depends on how much MJ is actually delivered per piece of Force, but it seems to me that 8 MJ/t is pretty darn strong.
 

Katrinya

New Member
Jul 29, 2019
187
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0
As I mentioned earlier, the problem I have with Dartcraft is that it is very heavily magic-themed, and I'm trying for more of a steampunk theme for this mod pack. I do like the backpack mechanic, though.

Also, the Force Engines are hella powerful. Double your MJ output by hooking it up to water? I mean, I guess it really depends on how much MJ is actually delivered per piece of Force, but it seems to me that 8 MJ/t is pretty darn strong.

Apologies, seems I missed a page. Anyway, 8Mj may seem high, but the ore isn't very abundant. I doubt it could replace any of the current power generation methods, even if you exclusively use all your power ore in engines. It seems intended as a sporadic power source for machines which don't constantly run.
 

Zjarek_S

New Member
Jul 29, 2019
802
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Apologies, seems I missed a page. Anyway, 8Mj may seem high, but the ore isn't very abundant. I doubt it could replace any of the current power generation methods, even if you exclusively use all your power ore in engines. It seems intended as a sporadic power source for machines which don't constantly run.
Well you can just use fuel/ethanol when you run out of Force, without throttle it is 3 MJ/t for fuel and about 300 000 MJ, one force is about 240 000 MJ without throttle. Throttle increase output, so you can for example use crushed ice to double energy output of fuel (in comparison to combustion engine). Keep in mind that this is quick creative test, so numbers may be off.

Edit: I didn't really need to test it, it is all written in tooltips. The output from combustion engines fuels (including lava) is equal to it when water is used as a throttle and different fuels last the same time as in combustion engine. Also "The Force engine will never explode or die of loneliness".