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[1.4] Minecraft FTB modpack - Page 5

Forum Index > General Games
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HaruRH
Profile Blog Joined August 2011
Singapore2780 Posts
November 29 2012 02:02 GMT
#81
On November 29 2012 10:48 Xaeryn wrote:
Show nested quote +
On November 25 2012 02:11 Westy wrote:
Any update on the mods we are waiting for?


I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.

So, any updates?


I hate gregtech. BURN IT, BURN IT TO THE GROUNDD
It is fucking D4 and you are still alive as a CONFIRMED FUCKING TOWN. This is how fucking terrible scum thinks you are - Koshi
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50641 Posts
November 29 2012 02:21 GMT
#82
On November 29 2012 11:02 HaruRH wrote:
Show nested quote +
On November 29 2012 10:48 Xaeryn wrote:
On November 25 2012 02:11 Westy wrote:
Any update on the mods we are waiting for?


I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.

So, any updates?


I hate gregtech. BURN IT, BURN IT TO THE GROUNDD

heh lets vote on it.
Poll: Gregtech

Nay (15)
 
54%

Aye (13)
 
46%

28 total votes

Your vote: Gregtech

(Vote): Aye
(Vote): Nay

Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
HaruRH
Profile Blog Joined August 2011
Singapore2780 Posts
November 29 2012 07:40 GMT
#83
On November 29 2012 11:21 BLinD-RawR wrote:
Show nested quote +
On November 29 2012 11:02 HaruRH wrote:
On November 29 2012 10:48 Xaeryn wrote:
On November 25 2012 02:11 Westy wrote:
Any update on the mods we are waiting for?


I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.

So, any updates?


I hate gregtech. BURN IT, BURN IT TO THE GROUNDD

heh lets vote on it.
Poll: Gregtech

Nay (15)
 
54%

Aye (13)
 
46%

28 total votes

Your vote: Gregtech

(Vote): Aye
(Vote): Nay



Gregtech turns IC2 into a late game mod. NOTHING from IC2 (what I meant was solar panels, windmills, watermills) can be built until you have tons of diamonds, visited the nether, killed slimes, found aluminium etc. Makes IC2 out of reach for anyone who haven't played on the server for more than 1 week.

For someone like me who came from tekkit, this is disastrous for me My solar panels ((
It is fucking D4 and you are still alive as a CONFIRMED FUCKING TOWN. This is how fucking terrible scum thinks you are - Koshi
r.Evo
Profile Joined August 2006
Germany14080 Posts
Last Edited: 2012-11-29 07:58:33
November 29 2012 07:52 GMT
#84
On November 29 2012 10:48 Xaeryn wrote:
Show nested quote +
On November 25 2012 02:11 Westy wrote:
Any update on the mods we are waiting for?


I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.

So, any updates?

To be frank I'm in pretty much in the same position (especially since with RP and some missing plugins comes the ability for me to actively work on tracking down/adjusting the sources of lag properly) and I can't do much more than point you towards slowpoke / the official FTB forums. As it stands right now the whole forge vs bukkit drama (details can be read here) didn't really help anyone and the big promises that the FTB pack can "solve" the whole thing weren't really kept because the whole "LAUNCHER LAUNCH" -> "MODPACK LAUNCH" -> "Uh.... the rest will come... soon!" isn't something Admins can work with properly. =/


Edit: From the overall feedback at the moment I don't see a big reason to remove gregtech. Sure, the drawback is weakening the IC2 early game for a highly extended lategame. Modpacks like this make it in general comparatively easy to reach the stages where you have insane amount of resources and I think it's cool to see more development on the resource heavy end.

The Matterfabricator in itself is mostly a logistical challenge (how to get more of your - infinite - energy towards it?), my personal biggest annoyance with gregtech is the low spawnrate of iridium. Even there it's just a bit too low for my taste but nothing huge.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
November 29 2012 09:59 GMT
#85
Well, here is my take.

Solar panel recipe is an inprovement. Yes its much harder to get to, but its not much more expensive and its definately easier to get working power plants of solar arrays. I love this change.

Macerator recipe is stupid - Remove it. There is no reason a macerator should be that expensive when we have the pulverizer as an alternative. Fast players will however still be able to get to macerators in maybe 2 hours. Only real difficulty is getting to the nether for glowstone.

Iridium spawn rate maybe is a bit low, but its possible to overcome with quarries and nether hunting. Would be fair to increase it a little bit though (maybe 1 per chunk).

Quarry and mass fab changes are actually good. Seeing how multiplayer servers with world anchors break the normal progression of these machines, they need to be more expensive and take longer to work.

Water and wind mills should not be as expensive as they are now. It ruins the early game options for EU in IC2 to have these generators so expensive. Not a bad change otherwise.

Centrifuges, improved quantum armor and a lot of other nice late game IC2 are all great changes that I would hate to be without.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Westy
Profile Blog Joined April 2010
England808 Posts
November 29 2012 13:04 GMT
#86
Little question for everyone. Would any of you be interested in building a communal FTB city?

Let me explain a little. On our old tekkit server (Not r.Evo's one) me and a few friends built a "tekkit town". Basically we just walled off an area, built a communal power source and factory (That we all helped build and constantly add too) then had our own separate houses within the walls. It was only 3/4 of us doing it so it was still quite small. Just wondering if any more people on this server would be interested. If we get a good number of us we could build something really impressive.

Let me know
Aixler
Profile Joined August 2010
Netherlands946 Posts
November 29 2012 13:09 GMT
#87
I like that idea Westy. Though i would probably have a base all for myself where you can do what you want, when you want, how you want. But next to that, working together on a nice hub would be cool too.
Westy
Profile Blog Joined April 2010
England808 Posts
November 29 2012 14:29 GMT
#88
Yea at the beginning everyone should just go off and do their own thing, then once me and my friend have found somewhere decent and get something basic set up, we can invite you all to come join us
Aixler
Profile Joined August 2010
Netherlands946 Posts
November 29 2012 17:40 GMT
#89
Tyrran, Evo, Aeres, BlindRawr and I grouped up and made a base:

[image loading]
This is where we set up our base.

[image loading]
Welcome inside! We got quite a few machines and contraptions as we ever expand to add new stuff.

[image loading]
Making our biomass, all fully automated of course.

[image loading]
Here we pump it into carts and send it off to the mining world.

[image loading]
Aforementioned mining world, with our quarries and ender chest.

[image loading]
Receiving the items from the quarries, sorting and processing them.

[image loading]
Our pumping platform in the Nether, ruining the lava like there is no tomorrow!

[image loading]
Here is the proof that Geothermal power is a lot safer than Nuclear power. When poorly managed of course.
This explosion took out parts of our base as in all our genius we build it right below our floor.

[image loading]
Some sorting chests and... Wait! What is that in the background?

[image loading]
A magical forest! Not all inhabitant are as cute as harmless as those deer though...
(What's that deer doing on a tree? Crazy deer, you don't belong there!)

[image loading]
Rocking a vanilla mob trap, item collection is automated of course. Of course!

[image loading]
On that subject, a regular blaze farm, in the overworld!

[image loading]
And an Iron Golem farm, the usual, with automated murdering of those soft-hearted golems and collecting their loot.
(We do this for their roses, not their iron, honest! =))

[image loading]
Exploring one of the newest mods, Thermal Expansion. Best feature: storing BC power.

[image loading]
And another new mod, Factorization. Through a complicated process you get not the regular 200%, but 300% more ingots from your ore!

[image loading]
And to finish things off, a nice overview of the front of our base. Includes lots of Forestry farms!

I hope to see some more pictures of all the things the others have been working on!
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
November 29 2012 17:44 GMT
#90
You have my permission to modify and/or destroy my eyesore of a tower by the way, I'm not going to be back on until the patch lines up again (I'm too lazy to fix my install back to whatever) and I already wanted to get rid of it myself before that.
3.
Archas
Profile Blog Joined July 2010
United States6531 Posts
November 30 2012 18:36 GMT
#91
On November 29 2012 18:59 Zaphod Beeblebrox wrote:
Well, here is my take.

Solar panel recipe is an inprovement. Yes its much harder to get to, but its not much more expensive and its definately easier to get working power plants of solar arrays. I love this change.

Macerator recipe is stupid - Remove it. There is no reason a macerator should be that expensive when we have the pulverizer as an alternative. Fast players will however still be able to get to macerators in maybe 2 hours. Only real difficulty is getting to the nether for glowstone.

Iridium spawn rate maybe is a bit low, but its possible to overcome with quarries and nether hunting. Would be fair to increase it a little bit though (maybe 1 per chunk).

Quarry and mass fab changes are actually good. Seeing how multiplayer servers with world anchors break the normal progression of these machines, they need to be more expensive and take longer to work.

Water and wind mills should not be as expensive as they are now. It ruins the early game options for EU in IC2 to have these generators so expensive. Not a bad change otherwise.

Centrifuges, improved quantum armor and a lot of other nice late game IC2 are all great changes that I would hate to be without.

I was about to type up a big post on my feelings about GregTech, but then I noticed Zaph's post is basically identical to what I wanted to say. So, basically +1 this.

Fuck macerator recipe.
The room is ripe with the stench of bitches!
Vain
Profile Blog Joined October 2009
Netherlands1115 Posts
December 02 2012 12:57 GMT
#92
On December 01 2012 03:36 Archas wrote:
Show nested quote +
On November 29 2012 18:59 Zaphod Beeblebrox wrote:
Well, here is my take.

Solar panel recipe is an inprovement. Yes its much harder to get to, but its not much more expensive and its definately easier to get working power plants of solar arrays. I love this change.

Macerator recipe is stupid - Remove it. There is no reason a macerator should be that expensive when we have the pulverizer as an alternative. Fast players will however still be able to get to macerators in maybe 2 hours. Only real difficulty is getting to the nether for glowstone.

Iridium spawn rate maybe is a bit low, but its possible to overcome with quarries and nether hunting. Would be fair to increase it a little bit though (maybe 1 per chunk).

Quarry and mass fab changes are actually good. Seeing how multiplayer servers with world anchors break the normal progression of these machines, they need to be more expensive and take longer to work.

Water and wind mills should not be as expensive as they are now. It ruins the early game options for EU in IC2 to have these generators so expensive. Not a bad change otherwise.

Centrifuges, improved quantum armor and a lot of other nice late game IC2 are all great changes that I would hate to be without.

I was about to type up a big post on my feelings about GregTech, but then I noticed Zaph's post is basically identical to what I wanted to say. So, basically +1 this.

Fuck macerator recipe.


I second this
Battle.net 2.0 is a waiter and he's a dick
Superouman
Profile Blog Joined August 2007
France2195 Posts
December 02 2012 13:09 GMT
#93
This...
Looks...
So...
SIIIIIIIIIICK
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
r.Evo
Profile Joined August 2006
Germany14080 Posts
Last Edited: 2012-12-02 14:10:15
December 02 2012 14:05 GMT
#94


IC2 has pipes, RP2 has pneumatic tubes, Thaumcraft 3 has... golems.

:>

<3333³³³³

Edit, irc quotes from yesterday evening EU:

<slowpoke> Red Power statement for everyone. I cant answer any questions on this
<slowpoke> There are 4 serious bugs left to resolve in Red Power 2. There has been no progress over the last week due to Eloraam being swamped with work in real life. Things have eased off now and Eloraam has returned to coding this weekend and hopes to have something ready for release soon.
<slowpoke> Bluehorazon thats from Eloraam, i spoke to her 5 minutes ago
...
<slowpoke> OK Elo's website
<slowpoke> site got hammered, wordpress is bloated, mysql crashed
<slowpoke> we are testing a pack that has TC3 in it right now
FTB will probably have TC3 by the end of the day

"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50641 Posts
December 02 2012 14:15 GMT
#95
On December 02 2012 23:05 r.Evo wrote:
https://www.youtube.com/watch?v=tOj2PteDEMU

IC2 has pipes, RP2 has pneumatic tubes, Thaumcraft 3 has... golems.

:>

<3333³³³³

Edit, irc quotes from yesterday evening EU:

Show nested quote +
Red Power statement for everyone. I cant answer any questions on this
There are 4 serious bugs left to resolve in Red Power 2. There has been no progress over the last week due to Eloraam being swamped with work in real life. Things have eased off now and Eloraam has returned to coding this weekend and hopes to have something ready for release soon.
Bluehorazon thats from Eloraam, i spoke to her 5 minutes ago
...
OK Elo's website
site got hammered, wordpress is bloated, mysql crashed
we are testing a pack that has TC3 in it right now
FTB will probably have TC3 by the end of the day



update, one of those bugs has been squished.

also, I've been testing around with TC3, really really sexy, I'm gonna try out a TC3 sorting system, its going to be soo cool.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
r.Evo
Profile Joined August 2006
Germany14080 Posts
December 02 2012 14:19 GMT
#96
Dno from sifting through the quotes and stuff I'm finding spread over the FTB forums I expect an update to 1.4.5 till sunday evening, either with or without RP2.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50641 Posts
December 02 2012 14:20 GMT
#97
On December 02 2012 23:19 r.Evo wrote:
Dno from sifting through the quotes and stuff I'm finding spread over the FTB forums I expect an update to 1.4.5 till sunday evening, either with or without RP2.


I'm gonna say without, but I dunno, I knew TC3 was coming soon, I was talking about it yesterday but this made my morning a little better than it already was.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Aixler
Profile Joined August 2010
Netherlands946 Posts
Last Edited: 2012-12-03 01:12:52
December 03 2012 01:11 GMT
#98
Been playing around with factorization. I thought the mod was complicated at first, but balanced. Now i think the mod is easy, the router is amazing and the ore process is imbalanced. Getting to 200% is easily set up, but takes too long compared to IC/RC/TE. Getting to 300% ores is one extra step. That step is 5 ores processed every 20 minutes. Though the machine is happens in is cheap. Actually, letting everything run automatically works just fine and you do the last step manually, and you leave the machine(crystallizer) on for 24hours in a loaded chunk.

But that router, man, its so cool! It makes a network out of anything with an inventory. So a wall of 20x20 furnaces will all get operated with a single router, or maybe 3. One router to put coal in the bottom slot, one to put ore in the top slot, one to pull out the ingot. Tada! you have automated 400 furnaces, and thats not even the limit!

Also i love adding in vanilla stuff to modded machines. Like using a dispenser to fill buckets, and using a simple redstone clock that activates when the BC gate detects an item in the dispenser, so it wont bug out with 2 buckets in it.

Though Factorization is weird in how its only energy source is solar power. So you need a ton of batteries to keep you going at night.


It's the same with thermal expansion, lots of fun new blocks, but there is one aspect that is super cool. The redstone cell stores buildcraft power (MJ) and with simple pipes you can connect it to anything! It's the BC equivalent of a batbox and copper cable.

Small edit: Can't wait for redpower! why build a vanilla clock etc using like 15 and wires in total, when you can use one simple redpower circuit block , which you can put on a wall!
Archas
Profile Blog Joined July 2010
United States6531 Posts
December 03 2012 01:55 GMT
#99
You seriously ought to have a scientist skin in Minecraft.
The room is ripe with the stench of bitches!
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50641 Posts
December 03 2012 02:46 GMT
#100
On December 03 2012 10:55 Archas wrote:
You seriously ought to have a scientist skin in Minecraft.


instead he has his head on backwards, which confuses me to no end.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
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