Official RTY Application and Discussion Thread (YC Modpack)

Remilia Scarlet

Owner Fantastic

Join Date: Nov 2012
Posts: 3136

06/17/2014, 07:58 PM #111
Just as a note: if i add logistics pipes any phase pipes you guys are using will disappear. BC build versions don't match between logistic pipes and additionalpipesBC


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KassuriBard

KassuriBard

Join Date: Jun 2014
Posts: 63

06/17/2014, 08:06 PM #112
Originally posted by Katrix
So continuing the suggestions and corrections thing that I had going earlier, taking into account a few things that are pretty apparent on the server.

First of, mods.
Remove lycanites. Many people have complained that we have this mod. Have heard fewer complaints about this one anymore after people got better gear, just like how it should be.


Out in the swamp where I'm living, this one's actually pretty bad even with good gear. In particular, the problem is with Ettins, though, which wreck large swaths of terrain pretty much every time they get hit. Also, the nasty nasties are crowding out vanilla mob spawns. I'm not saying remove it, but if Mob Spawn Controls works out, I think the rates for a lot of these mobs could use adjusting.


Originally posted by Katrix
Add Factorization (before, adding one of these mods was only because we wanted them, now however, I have heard that we are in fact missing a mod that adds Silver)


I'd actually suggest Metallurgy 3 over Factorization. Particularly if Thermal Expansion goes in, since it also has electrum and platinum. There's less redundancy with what already exists, and it can be used as a universal ore handler for everything, as well as being very customizable on ore spawn rates - even going so far as to allow what dimensions they spawn in to be customized (which I commonly use to make the "fantasy" metals a reward for getting into Mystcraft), and it has (or at least had in older versions) built-in compatibility with IC2, allowing their tech trees to flow together. Plus it has some really nice decorative options, something I'm bemoaning not having much of right now (shameless plugs for Chisel and Carpenters Blocks).

On a similar note, I'm not sure how great Food Plus is. The food doesn't seem that filling, and with the candy equipment, finding sugarcane means an inexhaustible supply of diamond-tier equipment that you don't have to search for. On the one hand, it's the main thing making it possible to deal with the Lycanites mobs right now. On the other, as I've said, I think those should have a fair bit less presence in the overworld, and it means that just about everyone is decked out in pink. I'd like to suggest Pam's Harvest Craft as an alternative.

Remilia Scarlet

Owner Fantastic

Join Date: Nov 2012
Posts: 3136

06/17/2014, 08:50 PM #113
Maybe i should start actually playing on the server myself to see these effects xD;;


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Katrix

Katrix

Shulker box confiscator

Join Date: Apr 2013
Posts: 3493

06/17/2014, 09:01 PM #114
@Remi



Simple solution to a simple problem, just update Buildcraft to version 4.2.2 when you add logistic pipes.

@Kassuri

I can definetively see the problems with swamps. They can actually even be just short of going to the nether. Maybe turn some of these mobs off? I can understand difficulty in the nether, but that kind of difficulty is kind of absurd in the overworld.

As for Metallurgy 3 over Factorization, as far as I know, both Remi and me want Factorization anyway. There are also a few reasons that I am a bit iffy about adding Metallurgy. The first is the huge amount of ores. I just made my self sustaining quarry the other day, and let me tell you, I'm drowning in ores already. Another reason is that it needs new chunks, and if we are to switch to it for new ore handler, we have to pretty much regenerate the overworld. Personally, I don't want that.

As for Food Plus, I do feel with you on that one, but something I also must add is again that removing mods is something completely different than adding them.

Born in the light. Molded in the dark.
Never Forget, Keep Fighting.
–Don't Forget. Always, somewhere, someone is fighting for you. –As long as you remember her, you are not alone.

Remilia Scarlet

Owner Fantastic

Join Date: Nov 2012
Posts: 3136

06/17/2014, 09:04 PM #115
No, I mean AdditionalPipesBC doesxn't have a build for 4.2.2. That's why I didn't include LogisticPipes. From what I could tell, LP doesn't have a teleporting pipe and since we couldn't get TE in, we didn't have tesseracts either so I was like "blegh" and downgraded BC to 4.2.1 so we could have APBC. If you try running APBC 4.2.1 on BC 4.2.2 the pack won't even start from the errors.
KassuriBard

KassuriBard

Join Date: Jun 2014
Posts: 63

06/17/2014, 09:18 PM #116
I understand completely, Katrix, especially on removing mods. Wiping items might not be the greatest if the current world stays, and certainly would require a transition period. I'm just throwing some thoughts I've had out there, based on mods I personally have experience with.

I'd say Metallurgy might at least be something to keep in mind if a restart happens, though. If you turn off the duplicate ore gen from other mods, it's not as much as it seems. Most of the new metals are either alloys, so they'll only be there if you want and make them, or are extra-dimensional (or can be set to be, at the least). Any can be made rare or disabled, though all have some form of tech that works with them (except Potash, which just makes fertilizer that won't work with some mods, and bitumen, which is just substitute slime balls...screw that stuff). Also, metallurgy's precious metals module adds it's own version of upgraded chests, which could save a mod (though I will acknowledge that Iron Chests' upgrade system is superior). I can understand finding it daunting, but I've found in the past that it does a lot to smooth out progression, and make it feel less like you're just waiting for enough resources to leap to the next tier with some tech mods (plus Abstractors give you a good sink for all your excess ores).
Last edited by KassuriBard; 06/17/2014, 09:21 PM.
Katrix

Katrix

Shulker box confiscator

Join Date: Apr 2013
Posts: 3493

06/17/2014, 09:48 PM #117
@Remi

Wasn't the picture good enough? As you can see, I can run them perfectly fine. Di you try the mods within or outside of the FTB launcher?

I am running

AdditionalPipes2.6.0-BC4.2.1.jar
buildcraft-A-1.6.4-4.2.2.jar
LogisticsPipes-MC1.6.4-0.7.4.dev.247.jar

Could you post the error message so I can take a look at it?

Born in the light. Molded in the dark.
Never Forget, Keep Fighting.
–Don't Forget. Always, somewhere, someone is fighting for you. –As long as you remember her, you are not alone.

Remilia Scarlet

Owner Fantastic

Join Date: Nov 2012
Posts: 3136

06/17/2014, 09:58 PM #118
I've never actually used logistic pipes so didn't realize those were lp pipes lel.

And no, I haven't tried running it from the ftb launcher. I didn't realize the custom launcher was... that good at fixing stuff.
Suzzie2

Suzzie2

Join Date: Aug 2013
Posts: 228

06/18/2014, 01:21 PM #119
Can I join this? It looks really cool.

legendaryluke10

Join Date: Jun 2013
Posts: 3

06/18/2014, 07:02 PM #120
Looks cool, can i have access?