Originally posted by Th3_3p1c_G4m3r
View Post
Announcement
Collapse
No announcement yet.
Official RTY Application and Discussion Thread (YC Modpack)
Collapse
This topic is closed.
X
X
-
Originally posted by Th3_3p1c_G4m3r View PostI want to be whitelisted to play with this modpack, however...
Is there another way to use the modpack without the launcher? I have a lot of trouble using the FTB launcher. Any time I've tried to launch a modpack on this computer, it would lock up and I need to end the program in task manager.
Comment
-
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.
Add Thermal Expansion
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)
Add Forestry
Add Logistic Pipes
Add Project Red
Add Thaumic Tinkerer with KAMI (Thaumcraft is currently one of the most popular mods on the server from what I see, and I think having a endgame as KAMI could motivate people to go further. Besides, it gives you a reason to kill the wither about 50 times )
Fixes and improvements
Broken IC recipes (Still heard that Nano suit helmet is broken)
Conflicting recipes (These are still conflicting)
Prism for staff? (The is rapidly increasing in size)
Commands (simple things like /msg and /me)
Tome of Alkahest uncraftable
Integration
One of the things I think when I think modpack is interaction between the mods, making it feel more uniform, here are a few things that could help with this.
Add NEI plugins
Add NEI addons
Add NEI Mystcraft Addon
Add Thaumcraft Mob Aspects
Configs
Applied Energistics (unsure what this does, maybe look into it?)
Code:bcintegration { B:assemblyTableOnly=false B:enableBCtoMEChipRecipe=false B:useBuildcraftChips=false }
Code:# List of valuable ores the miner should look for. Comma separated, format is id-metadata:value where value should be at least 1 to be considered by the miner S:valuableOres=14:3, 15:4, 16:1, 21:3, 56:5, 73:3, 129:5, 153:1, 458:3, 458-1:3, 458-2:6, 458-3:6, 458-4:3, 458-5:3, 902:2, 2403:3, 4000:3, 4001:3, 4002:4, 4003:4, 4089, 2
Suggestions
I would suggest that we have somewhere here where people can register their chunkloaders. I'm not talking about asking to set o e up, just registering it so that we are aware that it exists.
Would also say that we should have a thread where people can register their frequencies for different things.
Sent from my Nexus 5 using TapatalkLast edited by Katrix; 06-17-2014, 02:09 PM.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.
Comment
-
Originally posted by Katrix View PostSo 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.
Originally posted by Katrix View PostAdd 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)
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.
Comment
-
@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.
Comment
-
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.
Comment
-
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, 05:21 PM.
Comment
-
@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.
Comment
Comment