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@Remi
What happened to TE. It's listed as OK for the mod pack, bit it isn't listed in the list of all the mods included in the modpack. Also, how did it goes with MiscPeripherals?
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Had to remove Tinker's Construct as per the reason noted in the OP.Last edited by Remilia Scarlet; 05-22-2014, 12:22 AM.
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Here are ones I have in my own modpack that are good:
Mine & Blade Battlegear
Universal Electricity
Mekanism (Generators, Induction, Tools)
Basic Components
Atomic Science
UE, Mekanism, Atomic Science, & Basic Components SHOULD be compatible with the mods already included.
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Originally posted by Katrix View Post@Remi
What about my suggestions?
http://yukkuricraft.net/showthread.p...ll=1#post81308
http://yukkuricraft.net/showthread.p...ll=1#post81321
Of them, I think Logistic Pipes, MiscPeripherals and Steve's cart would be the most important ones.
Yuuka, this is a different server. Doesn't affect YC's main server.
S121, I suppose I can add Nuclear Control and Power Converters. Iffy on omnitools as we only have BC and IC for tech mods.
edit: powerconverters is outdated.
edit2: As is nuclear control (Lots of crash and bug reports on the forum thread)Last edited by Remilia Scarlet; 05-21-2014, 07:05 PM.
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do remember to check which one adds new materials into the game, so that we dont have to reset survival just because of these mods we are suddenly adding
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@Remilia_Scarlet
Well, I would say that Nuclear Control would be a good one to go alongside the nuclear reactors in IC2. It will make the reactors a little more autonomous and will prevent as many meltdowns from people that don't know as much about the reactors.
Also, Power Converters would also come in handy. It should help with allowing machines from various mods to share power, and on top of that, Omnitools removes the need to build ten different tools for all your machines. Of course, that's only if you're planning on having multiple technology mods, like Thermal Expansion, RotaryCraft, GregTech, and any others.
Other than that, I think that's all the feedback that is necessary.Last edited by S121; 05-21-2014, 06:15 PM.
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@Remi
What about my suggestions?
http://yukkuricraft.net/showthread.p...ll=1#post81308
http://yukkuricraft.net/showthread.p...ll=1#post81321
Of them, I think Logistic Pipes, MiscPeripherals and Steve's cart would be the most important ones.
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Huh, looks pretty neat. I'll include it.
Otherwise, I think we're converging on the final loadout for the mod. Everyone look at the OP and tell me what you think. I can't add too many more because of load time issues (Hell, I might have to REMOVE some because of load time issues as-is. We'll see)
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Originally posted by Remilia_Scarlet View Post99% of these mods don't work on bukkit so you're free to try hosting one on bukkit with no mods.
@Tewi, what do you mean?
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IC has become a lot more difficult since we last had an ftb server. I don't think Gregtech will be that necessary. Especially if we aren't communists like we were last time.
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Yeah of course I see your point as you already explained it to me a good bit ago and honestly back on that server it worked quite well. The problem I see here tough is that this is a bit bigger as this server can be considered a bit more public. A example for example is that I know that most of the RP section love FTB, but I also know that they use IC quite a bit. If GT was on the server tough, I don't know if they would even check it out, and I don't feel they would be the only ones. You could kind of say the same thing about why the main server isn't on hard difficulty.
Also, I doubt it would go that quickly, considering the amount we see you everywhere else.
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:-/ If we don't include gregtech I'll have a crystal chest full of UU-matter in 48 hours and I'll probably end up giving it away then no one will come on because they'll all have end-game gear :-/
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