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New modpack's mod list

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Blazinfox555
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New modpack's mod list - Page 4 Empty New modpack's mod list

Post by grillo126 Sat Sep 13, 2014 5:04 am

First topic message reminder :

Put your suggestions here i'll try to keep the list updated (choose in this list)


  1. Hardcore Questing Mod (amazing potential for tiered progression, ingame tutorial and guided progression) link
  2. Applied Energistics 2 (runs of RF, arguably the best inventory management mod) link
  3. Better Foliage (improves tree's aspect. Needs testing. video) link
  4. BiblioCraft (usefull all around) link
  5. Not Enough Items(unavoidable. Install the extension if needed, CodeChickenCore) link
  6. Forestry(more trees, carpenter stuff, bees. currently in development for 1.7.1, so it needs testing) link
  7. Forestry addons(pick your poison...Binnie's mods, gendustry, magic bees, NEI addon)
  8. Botania(not sure about this one : magic pack about flowers, mana and stuff) link
  9. Dynmap(nice to have) link
  10. EnderIO(crazy good compact piping, compatible AE2) link
  11. Enhanced portals( arguably the best portal mod ) link
  12. Extra utilities( extra awersome for many things) link
  13. Chisel(very good textures)
  14. Extra cells(for AE2, liquid storage and others)
  15. JABBA(for early game inventory management)
  16. Waila, OPIS(what am i looking at, + addons)
  17. The spice of life(difficulty mod about diminishing returns of food) link
  18. Hunger overhaul(difficulty mod about food)
  19. HarvestCraft(difficulty mod about food)
  20. MAtmos (add ambient sounds, see video in spoiler)
    video:
  21. No Cubes (not sure about this one, see video in spoiler)
    video:
  22. Thermal expansion, CoFH Core (basic machines)
  23. Big Rectors (more power gen)
    Big reactors build powering 4 laser drills:
  24. Forge (necessary i think ?)
  25. Infernal mobs (difficulty mod)
  26. Natura and tinker's contruct, with ignana tweaks or not, Tinker's steelworks (everyone love them)
  27. Journey map (dynmap but ingame)
  28. Minefactory Reloaded (tree farm right? plus laser drills to sink RF into)


Grillo's special : Reika's mods link
I LOVE those mods. Really. The modder is constantly improving them...Just check it out
RotaryCraft/ReactorCraft :
The learning curve is pretty steep, but the reward is SO worth it. All the machines scales with the amount of power you feed them.
It goes from lights to excavators, turrets (seek and destroy mobs  affraid ), forcefields, crop farming devices, spawner controlers, to huge multiblocks structures.
It's goal is to be relatively realistic and includes heat management (things can explode, melt and fail). Nuclear reactors (High-Temperature Gas, Fission, Breeder...They generate nuclear waste, which gives off radiation if left alone...beware of -realistic- meltdowns ! with corium, huge radiation field...awesome isn't it ?!).
Check this Fusion reactor (the reactor generate neutrons that heats the boilers which generate steam from water, steam goes into gigantic turbines, turbines generate rotational power which is used on machines, converted to RF...):
Extreme end-game facility:
Note that this monster generate 300x more RF power than the big reactor factory above...The resources needed are however on par with that gap : you'd need serious dedication to build that...I'd say you're better off with nuclear/fission reactors.
Chromaticraft
Super cool magical-like mod featuring crystals based magic. Time accelerating devices, light networks, huge multi-blocks atars, scaled-down beacons with potion III effects...
check it out:

I'm not too pumped up for the other mods he made (Dye trees, void monster, meteorcraft, electricraft, geostrata...). But yes it's awersome and everything, trough I admit is not very tree-ish.


Last edited by grillo126 on Sat Sep 13, 2014 5:14 pm; edited 10 times in total

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Post by Mailleweaver Sun Oct 12, 2014 7:05 pm

I don't know for sure, but I expect it'll be safe to install HQM later. It looks like everything has moved over to the new ID system that uses names instead of numbers. So block and item IDs look like "minecraft:stone" or "minecraft:iron_boots" instead of a number. This inherently prevents conflicts as long as every mod uses a unique prefix for their ID names.

Biomes, villagers, enchantments, and potions still use numbers, though.

I think I'm through with the configs, so I'm just waiting for permissions to submit the pack to FTB. Glenn's Gasses is the main one since it adds worldgen stuff. The few others remaining can be added later.
ChickenChunks has updated, so I've added it and removed DimensionalAnchors.
I also found a community-built microblocks config, so most blocks should be able to be cut up for microblocks. (Leaves aren't in it, though.)

I kept a comprehensive list of the config changes, which I'll include in the modpack and post on the forum so you can see what I did. I didn't record original values, but they were just defaults. Most are just true/false, anyway. The file is 430 lines long.

Changelog:
I am so ready to play instead of all this work!
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Post by Althing Sun Oct 12, 2014 7:18 pm

I sent you a configuration for micro blocks via PM.
It has the leaf blocks.
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Post by Mailleweaver Sun Oct 12, 2014 8:36 pm

And they're now added in with the rest.
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Post by Althing Sun Oct 12, 2014 9:45 pm

Very Happy cool were almost there!

Thank you again for all your hard work.
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Post by Aiko_Niigata Wed Oct 15, 2014 7:33 am

WOOO, I'M EXCITED!!!
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Post by Mailleweaver Wed Oct 15, 2014 4:47 pm

Now if only Glenn would get back to me...
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Post by Althing Wed Oct 15, 2014 11:21 pm

Well we can move on into the testing phase without permission, at least for now.

Basically the no Mod pack restrictions apply to prepackaging a mod into a pack.
It can be the only ultimate restriction, because no one is going to run just your 1 mod in their game on your say so.

[playing _with_emoticons]
Idea So we can offer to let members into the Testing server if they are willing to manually download and install a couple mods. It shouldn't be too hard, my guess is that the last few mods requiring permission can be played using the default configs. So people just have to install the mod, and not drop in a replacement config file.

I quickly created some simple instructions on how to install a mod into FTB:
Instructions::


It shouldn't be too much of an issue if some people don't feel comfortable or capable  scratch  of installing a mod manually for now.
No one is playing right now anyway. For example the server has been down since last Friday and it seems no one but xkea and I have noticed.
(At least no one mentioned it)

It's not a permanent fix, and if permission for 1 or more mods end up refused we will have to pull them. But it will be a Creative test server anyway, a stage we actually need to move through before starting survival.


So.. Everyone put up your hands if this works for you. cheers or not No
It's either that or we keep waiting Sleep
[/playing _with_emoticons]
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Post by Coffeetailor Thu Oct 16, 2014 12:18 am

I assumed it was down while you were working on the new modpack.

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Post by Althing Thu Oct 16, 2014 8:11 am

Mailleweaver can correct me if I'm wrong, but the server just randomly went down.

Mailleweaver is testing the modpack locally on his computer, and generally would let us know if he intentionally planned to bar access to the server like this.
Nice to see you noticed though. Very Happy
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Post by grillo126 Thu Oct 16, 2014 11:09 am

Hey Althing, did you succeded putting up the modpack, with Maille's configs ?
Could you make a zip of the config for us ?
I know it sounds lazy but if I can avoid 30min of copy-paste I'd rather pass on that Razz

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Post by Althing Thu Oct 16, 2014 12:37 pm

No.. I don't have Mailleweavers Configs so I can't upload the pack.
Not that I couldn't upload if provided with the files.

Mailleweaver could also submit the pack as-is to FTB as a Private pack and we could then manually add the 3-4 mods to round it off. No config installing for anyone.
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Post by Mailleweaver Thu Oct 16, 2014 6:29 pm

I've been tempted to just remove Glenn's Gasses and go without, but I guess I could put it on the server, submit the modpack without it, and require everyone to download it manually if they wanted to get on the server during the testing phase.
There are still a couple of other mods waiting on permissions, too, but they don't alter worldgen at all, so they can wait indefinitely. They are Coolers, Slabcraft/Staircraft, Nodal Mechanics, and Nether Eye.

Althing wrote:Now your done  Exclamation
Mine! It's my done! ExclamationExclamationExclamation

If the server goes down, just bug me or Blazin to turn it back on. I'm not going to shut it down without some kind of announcement.

ooooooooooooooooooo! Millénaire magically works now. Cool
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Post by Althing Thu Oct 16, 2014 9:48 pm

Did we get permission for Musicraft Question
Millénaire Exclamation  Niiiiice..  Very Happy


Oh and..


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………...Exclamation  Razz  Exclamation
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Post by Mailleweaver Thu Oct 16, 2014 10:36 pm

Yep, we have MusicCraft permission.

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Wink
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Post by Althing Thu Oct 16, 2014 11:04 pm

Yay!

and… that is cool… I surrender:
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Post by Mailleweaver Thu Oct 16, 2014 11:10 pm

You can do it, too. I added a bunch of minecraft icons to the emoticon list. I seem to have run into some kind of limit, though. The last 20 or so that I added don't show up.
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Post by Althing Thu Oct 16, 2014 11:19 pm

Shocked Very Happy

Thanks!

looks like fun…. but it's an early/long day tomorrow..

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Post by Mailleweaver Thu Oct 16, 2014 11:43 pm

I drive a boat to work, too. Very Happy
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Post by Mailleweaver Sun Oct 19, 2014 5:39 pm

Okay, I think I have everything together for the pack submission, though we still need permission for Glenn's Gasses, Nodal Mechanics, Slabcraft, Staircraft, and Millenaire.

Let's call the pack "Leaf 'n' Logistics." (thanks, Althing. Smile)

Blazin, if you want to come up with art for the launcher, I'll put it in the pack, too. I'm sure whatever you do will we awesome. I'd rather not use the banner art that was made just for the Tree Spirit Challenge. I'll not wait for just this, so don't feel rushed. We can add it to the pack at any time with an update.
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Post by Althing Sun Oct 19, 2014 6:19 pm

Cool Very Happy

Glad you liked that name, it was my favourite.
Which is why I stuck it on last Smile

Glad the pack is that much closer, I've been browsing YouTube videos for some of the mods in the pack. Some very cool stuff. New technologies to learn, new challenges to conquer.
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Post by Mailleweaver Sun Oct 19, 2014 6:32 pm

The pack is submitted. When it gets approved, I'll put it on the server and post an announcement here. Very Happy
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Post by Blazinfox555 Mon Oct 20, 2014 7:44 am

I think I'm going to have to mess around with the pack a bit before I start drawing it, because I am not too sure where to start at the moment, and I would like to get the overall feel of the pack before doing so. What'll probably happen is I'll mess around, and then I'll look at what everyone else has done. Hopefully most people will be fooling around with different things.
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Post by grillo126 Mon Oct 20, 2014 12:54 pm

stabcraft and staircraft are redundant with carpenter's blocks (exact same texture)
let's not bloat the pack with redundancy shall we ?

Can't wait for playing the new pack cheers

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Post by Althing Tue Oct 21, 2014 12:09 am

oh sure NOW someone uses the hands up Emoticon Razz
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New modpack's mod list - Page 4 Empty Re: New modpack's mod list

Post by Mailleweaver Tue Oct 21, 2014 9:39 pm

The pack got approved! I'll get the server up as soon as I can. Probably tomorrow.
I'll start PMing the pack code to people. Don't post the code in public view! The FTB "private pack" guidelines require the code be protected behind an application process.

There's also a few mods that you'll have to install manually.
One that I highly recommend is Fastcraft.
The others are Millénaire and Glenn's Gasses

Also be aware that typing a space when naming a new world will crash the client. I have no idea why this happens since it didn't happen with my setup outside of the FTB launcher. It seems to be a problem with Doggy Talents, though.
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