Well, if you are not going to play on a server, or planning on setting up your own server, there's nothing to stop you to add the Power Converters mod, or any others.
can you guys add the Mod that adds energy condensers? i was playing last night and searching it up in the too many items search thing and cant find the item. Then ive asked some other guy on the server and he said there was no emc value in FTB which was a bummer so please add it and im sure everyone will like it
can you guys add the Mod that adds energy condensers? i was playing last night and searching it up in the too many items search thing and cant find the item. Then ive asked some other guy on the server and he said there was no emc value in FTB which was a bummer so please add it and im sure everyone will like it
The mod with energy condensers and dark matter and destruction catalysts is Equivalent Exchange 2. It has not been updated since 1.2.5. Equivalent Exchange 3 will remove all energy condensers and other overpowered items such as the flying ring. It still has the equivalent of a philosopher's stone, a Minium Stone, in it, so you can turn logs into obsidian and gold into diamonds, etc. You can search it up and download it if you want.
Im using FTB retro till TC3 and EE3 gets released to it. but i have a bug thats super annoying. http://imgur.com/AlCT8
Im afraid to upload it considering i have a 1080x1920. but yeah. i dont know how to fix it and its extremely annoying/
I was thinking there might be something more specificaly aimed at it, like the Power Converters mod for example, which allows the usage of Engine Generators that receive MJs as input and send out EUs. Unfortunately this mod isn't in FTB...
But from what you say it seems not all is lost. I'll try to mess around with that stuff. Thanks.
You could make some biomass and put it in the bio generator for ic2 energy from bc
So can someone explain to me what is so good about this mod pack compared to Tekkit (other than the permission bull, I really don't give two s about that)
So far, it seems there is little to no natural progression, getting new stuff generally requires a stupid ammount of steps that just don't seem to be worth the effort. Compared to Tekkit, items need a ridiculous ammount more materials/tools/crafting chains and they have little to show for it in return. Why does a macerator suddenly cost diamonds and require a trip to the nether? Why does forestry require days of work to make a simple tree farm that just isn't worth the effort? Why is there three separate types of silver ore? Why do machines that take several advanced machine blocks still explode when hooked up to anything above lv? Why do you have to have 3-5 different crafting tables/machines to make one simple item?
Tekkit already had enough redundant as it was (Is waiting for iron to smelt fun? Well lets have you smelt iron twice!) and this stuff just seems to take the redundancy to 11.
So basically for the few days I've played this I had a pretty terrible experience and I am honestly hoping someone could inform me where the good stuff is at, which I apparently missed.
First of all, you SHOULD care about the permissions.
Secondly, the good stuff in this mod pack is exactly what you complained about: working up to getting an item. At least that's what it is for me. If I could make automatic tree farms right off the bat, it wouldn't be as fun. The thing that's good is the sense of achievement when you've made something overpowered, and not the overpowered thing itself. Another good thing is that you can customize the pack how you like it. You can add mods, remove mods (such as GregTech, the one that was changing the macerator recipe for you), and even make a mod pack of your own. So basically, what people see that's good in this mod pack is trying to make something complicated and expensive and feel proud of making it. You might be used to vanilla Minecraft, where everything is pretty straightforward, so I understand that you might find it hard to comprehend. I know this mod pack isn't like normal MC, where you can guess some things and no harm would be done, as this requires research into the mod in order to know how things work. Try playing with it a bit more, and if you don't like it, stop playing. Nobody is forcing you to play it. It's just that some people enjoy it, and some don't.
First off, you are comparing an incomplete modpack that is waiting on major mods such as RedPower. That's an unfair comparison right out of the gate. RedPower contributes a significant portion to both FTB and Tekkit, and the fact that RedPower isn't released yet for the version we're building for severely hampers the comparison experience.
Secondly, you do seem to have a point with regards to the macerators, et. al. That comes mostly from the GregTech mod, which rewrites many of the IC2 machines to be more expensive. I personally find that the jury is still out on whether GregTech is a good thing. There is an option in the config files to disable the new recipes, (but let's be honest, the whole reason we play with modpacks is because we don't want to fiddle with config files, right?)
Third, what you call redundancy, I call options. Playing around with the beta is forcing me to think about new solutions to the same problems. Without Redpower, I can't just build a RedPower watermill to fund my early game EU, and solar power is harder to achieve thanks to GregTech. Instead of complaining about how the mod sucks, I try to work around those limitations. Of course this is all temporary, and once RedPower, EE3, TC3, and everythng else we're waiting on gets pushed out, we'll have a marvelous collection of mods that will put that copyright violation modpack to (further) shame.
TL;DR: No one said that this modpack is ready for prime time yet. You could wait until it's done cooking, or you can get in and learn a bit about the other mods that are in the pack.
Sorry to say but what a waste of time, your reply seemed to completely ignore the question and you just spammed some standard advertisement/self-gratification speech. If I say I don't care about permissions, that's not an invitation for you to tell me I should, go preach to someone that might care, your cause isn't nearly as righteous as you tell yourself it is. I also really don't need to be told to stop playing if I don't like it, if you don't have anything to say don't fill space with obvious nonsense (I find that incredibly disrespectful and as you might gauge from the tone of this reply, slightly aggravating)
Maybe the fault is mine, and I should have been a little more specific. See, my main complaint isn't perse the effort that goes into making things, it's the redundancy of it all, having played Tekkit for a while (and purposely avoiding EE) the best part of it is the natural progression of it. Want to make a sorting system? You need maybe 2-4 different machines and a small set of different resources, you get a basic sorting machine that is slow and inefficient, but it gets the job done. The problem here is that there are no small steps leading up to bigger things anymore, it takes about 10 different machines to make a damn solar panel.
Progression is my main issue here, instead of having a clear progression (simple wood pick -> stone pick -> iron pick -> diamond pick model for example) the progression here is all over the place. If I want to make a peat bog to get engine fuel so I can do stuff with engines I first need fueled engines to make half of the materials for it, if I opt for an alternative to peat engines then getting peat engines just feels redundant from that point on. So here I am, after making an electrical engine as an alternative so I could make the pieces for the damn peat bog and I find myself wondering what I even need it for, when considering the logistics of it all I can't help but wonder why I wouldn't just put all those materials into making solar panels and doing it all with electrical engines. It just feels like very poor design when the functionality of your items relies on people intentionally overcomplicating things with no clear benefit, like using the electrolyzer and it's product in Tekkit (utterly pointless)
I don't mind having lots of parts, I don't mind having long assembly lines, but after 5 hours of playing I'd like to see some damn progression and not feel like I've just been going sideways instead of moving forward.
With that interlude done, allow me to proceed to the main question: Is there really no natural progression in the FTB modpack or did I just completely miss it, and if so how would that progression go?
Ok you don't like Gregtech or Forestry, don't use them, stick to the IC2\BC that you know and smile, since they are there. Gregtech can easily be disabled in the launcher, as can forestry if you find it's setup to be annoying (you do need some early power but there are multiple options to power your first few machines stirling\hobbyists are very good, it's slow and inefficient but it gets the job done and they can be repurposed later to run other machines that don't have quite as high energy requirements.
I can have my Blast Furnace\mining drill and basic ore processing after my second\third mining trip (with Gregtech and hardmode TE recipes) sorting is something that is currently missing as an all in one system due to no logistics pipes\no RP2 yet, but there are workarounds for that with standard BC pipes\Gregtech\Factorization. So yes there is a progression but it's probably not quite as fast as you may be used to however it does go much further, the aforementioned Gregtech in particular has some very late game stupidly powerful machines (which by the time you can build them it's probably going to be a case of "because I CAN", but that is fairly standard in MC overall by the time you have something set up you don't really need it any longer, though I find that having other options for further progression means I can actually use these mass producing farms of various sorts.
One last thing you may not care about permissions but others do and frankly the support of the mod authors for the FTB pack is a major thing bugfixes\feature rollouts can only be more efficient when there is active support by authors rather than indifference or outright hostility in a few cases.
Sorry to say but what a waste of time, your reply seemed to completely ignore the question and you just spammed some standard advertisement/self-gratification speech. If I say I don't care about permissions, that's not an invitation for you to tell me I should, go preach to someone that might care, your cause isn't nearly as righteous as you tell yourself it is. I also really don't need to be told to stop playing if I don't like it, if you don't have anything to say don't fill space with obvious nonsense (I find that incredibly disrespectful and as you might gauge from the tone of this reply, slightly aggravating)
Maybe the fault is mine, and I should have been a little more specific. See, my main complaint isn't perse the effort that goes into making things, it's the redundancy of it all, having played Tekkit for a while (and purposely avoiding EE) the best part of it is the natural progression of it. Want to make a sorting system? You need maybe 2-4 different machines and a small set of different resources, you get a basic sorting machine that is slow and inefficient, but it gets the job done. The problem here is that there are no small steps leading up to bigger things anymore, it takes about 10 different machines to make a damn solar panel.
Progression is my main issue here, instead of having a clear progression (simple wood pick -> stone pick -> iron pick -> diamond pick model for example) the progression here is all over the place. If I want to make a peat bog to get engine fuel so I can do stuff with engines I first need fueled engines to make half of the materials for it, if I opt for an alternative to peat engines then getting peat engines just feels redundant from that point on. So here I am, after making an electrical engine as an alternative so I could make the pieces for the damn peat bog and I find myself wondering what I even need it for, when considering the logistics of it all I can't help but wonder why I wouldn't just put all those materials into making solar panels and doing it all with electrical engines. It just feels like very poor design when the functionality of your items relies on people intentionally overcomplicating things with no clear benefit, like using the electrolyzer and it's product in Tekkit (utterly pointless)
I don't mind having lots of parts, I don't mind having long assembly lines, but after 5 hours of playing I'd like to see some damn progression and not feel like I've just been going sideways instead of moving forward.
With that interlude done, allow me to proceed to the main question: Is there really no natural progression in the FTB modpack or did I just completely miss it, and if so how would that progression go?
Alright, I understand your point now, and I sympathize to a certain degree. I certainly see how there's no particular order to do things in FTB, and it's probably much less structured that Tekkit. As for permissions, you can care about them or not care about them, as what I said about them was just my raw opinion, and it's probably somewhat biased too. But I certainly didn't mean to sound disrespectful, you have my sincere apologies for that.
About progression, I also like simple progressions layer out in steps. I had to change my mindset a little when I git into FTB, since everything's all over the place. I needed to switch from an "Okay, first I make A, then I make B, then I make C to get D" way of thinking to a "I need A, B, and C to make D; so I'll make B first then make A then make C, because it makes the most sense to me that way". Basically, in my opinion, you have to come up with your own progression in FTB, something I'm sure there are many opinions on. Again, I understand why you prefer Tekkit's progression over FTB's. I personally prefer overcomplicated hard stuff, it just adds to the satisfaction.
To answer your question simply: No. In my raw opinion, there is no natural, set progression in FTB. That is all.
(If I continue to sound disrespectful or make no sense, feel free to ignore me or even report my post. If I did something wring, I deserve the consequences.)
Is there really no natural progression in the FTB modpack or did I just completely miss it, and if so how would that progression go?
So this question has been my biggest frustration both with FTB and jumping into tech mods in general. With FTB you get the firehose of techmods but not a lot of guidance in how to actually do anything with it or leverage some of the synergies between mods to do things.
It truely does feel like a bunch of mods that were slapped together as a favorites list which experienced players may have no problems with but new players would be (are?) lost in.
My understanding from listening to slowpoke and some of the others talk was to provide the community a pack that made it easier for people to get into tech mods. And at a fundamental level this has been successful. No more worrying about ID conflicts and other things that generally trip people up when trying to combine a large number of mods together. So now folks can just jump right in and play, except that unlike vanilla, there's no guides that help new players understand what a natural progression should be (from vanilla to basic tech, to intermediate tech, to advanced tech, magic, etc.
Instead it's left up to the user to magically figure out or spend a very significant amount of time watching mod spotlights to understand what's possible. The Darwinian process here will weed out the people who can't or won't spend the time to do the self research to figure things out. I would argue the people that do invest the time to figure it out are the same people who would have figured out how to slap some mods together as well in which case this mod pack is kind of a waste of time and effort for the people who made it, IF their target audience were the sharp and motivated types who wanted to do a lot of out of game research.
However, going back to what I said earlier, I believe the intent is to expose these cool mods to the broader community and to that end it has done a good job. The next step though is that a guide needs to come together (ideally in game using perhaps the same sort of achievement progression system as vanilla) that helps tie this stuff together and builds a new crop of experienced tech mod players.
So this question has been my biggest frustration both with FTB and jumping into tech mods in general. With FTB you get the firehose of techmods but not a lot of guidance in how to actually do anything with it or leverage some of the synergies between mods to do things.
It truely does feel like a bunch of mods that were slapped together as a favorites list which experienced players may have no problems with but new players would be (are?) lost in.
My understanding from listening to slowpoke and some of the others talk was to provide the community a pack that made it easier for people to get into tech mods. And at a fundamental level this has been successful. No more worrying about ID conflicts and other things that generally trip people up when trying to combine a large number of mods together. So now folks can just jump right in and play, except that unlike vanilla, there's no guides that help new players understand what a natural progression should be (from vanilla to basic tech, to intermediate tech, to advanced tech, magic, etc.
Instead it's left up to the user to magically figure out or spend a very significant amount of time watching mod spotlights to understand what's possible. The Darwinian process here will weed out the people who can't or won't spend the time to do the self research to figure things out. I would argue the people that do invest the time to figure it out are the same people who would have figured out how to slap some mods together as well in which case this mod pack is kind of a waste of time and effort for the people who made it, IF their target audience were the sharp and motivated types who wanted to do a lot of out of game research.
However, going back to what I said earlier, I believe the intent is to expose these cool mods to the broader community and to that end it has done a good job. The next step though is that a guide needs to come together (ideally in game using perhaps the same sort of achievement progression system as vanilla) that helps tie this stuff together and builds a new crop of experienced tech mod players.
The FTB wiki is I believe a WIP atm but when finished and live should be the resource you and I'm positive many others are looking for. I have quite a bit of spare time so I read threads,wikis\watch LP's from all over the place so I have a fair idea of whats what and where but I know most people won't have that amount of time to spare, also following a resource through NEI either with the u key or with recipes can give you an indicator of the progression flow of machines required.
I am well aware this modpack is in beta, and I'm not complaining about missing things like redpower, that has nothing whatsoever to do with my questions about this modpack.
Excerpt it has EVERYTHING to do with your complaint, because aside from the permissions issue, the only differences between this and Tekkit are the missing mods, and the new ones like GregTech.
The FTB wiki is I believe a WIP atm but when finished and live should be the resource you and I'm positive many others are looking for.
If it's being built, build it in game rather than out of game.
I think that Thaumcraft 3 has provided an excellent example for how you can create an in-game system that not only gives players a place to start but also a reference to refer to on how to take next steps. I'm not suggesting the research aspect of it because the goal isn't to obfuscate or make mystical the inner-workings of the mods included in FTB but to provide a curriculum that players new to FTB and new to tech mods in general can follow to at least get that fundamental knowledge without the fire hose approach. I am also not suggesting that it be all encompassing because many mods are freaking huge in their scope and complexity. But it should be sufficient to help expose/guide players into core aspects of each of the mods that make up FTB to help drive some understanding as to why they are there, and why the FTB mod pack is what it is.
The FTB pack from a 1.2.5 perspective made some sense because it came with a challenge map that gave you specific goals to work towards and resolve. However, it didn't really teach you that much about the mods themselves beyond spot usage of creating specific items. I do understand that many of those mods were required to achieve the mechanics of the challenge from a technical and aesthetics perspective so I don't think that another challenge (or even an updated challenge) map is the answer to helping new players adopt and use the FTB mod pack. I wonder if it's possible to make an Achievements mod that does just this?
It is way batter
The mod with energy condensers and dark matter and destruction catalysts is Equivalent Exchange 2. It has not been updated since 1.2.5. Equivalent Exchange 3 will remove all energy condensers and other overpowered items such as the flying ring. It still has the equivalent of a philosopher's stone, a Minium Stone, in it, so you can turn logs into obsidian and gold into diamonds, etc. You can search it up and download it if you want.
I wouldn't think so it really wouldn't change anything to avoid lag since it would still be running the exact same code.
http://imgur.com/AlCT8
Im afraid to upload it considering i have a 1080x1920. but yeah. i dont know how to fix it and its extremely annoying/
You could make some biomass and put it in the bio generator for ic2 energy from bc
First of all, you SHOULD care about the permissions.
Secondly, the good stuff in this mod pack is exactly what you complained about: working up to getting an item. At least that's what it is for me. If I could make automatic tree farms right off the bat, it wouldn't be as fun. The thing that's good is the sense of achievement when you've made something overpowered, and not the overpowered thing itself. Another good thing is that you can customize the pack how you like it. You can add mods, remove mods (such as GregTech, the one that was changing the macerator recipe for you), and even make a mod pack of your own. So basically, what people see that's good in this mod pack is trying to make something complicated and expensive and feel proud of making it. You might be used to vanilla Minecraft, where everything is pretty straightforward, so I understand that you might find it hard to comprehend. I know this mod pack isn't like normal MC, where you can guess some things and no harm would be done, as this requires research into the mod in order to know how things work. Try playing with it a bit more, and if you don't like it, stop playing. Nobody is forcing you to play it. It's just that some people enjoy it, and some don't.
Secondly, you do seem to have a point with regards to the macerators, et. al. That comes mostly from the GregTech mod, which rewrites many of the IC2 machines to be more expensive. I personally find that the jury is still out on whether GregTech is a good thing. There is an option in the config files to disable the new recipes, (but let's be honest, the whole reason we play with modpacks is because we don't want to fiddle with config files, right?)
Third, what you call redundancy, I call options. Playing around with the beta is forcing me to think about new solutions to the same problems. Without Redpower, I can't just build a RedPower watermill to fund my early game EU, and solar power is harder to achieve thanks to GregTech. Instead of complaining about how the mod sucks, I try to work around those limitations. Of course this is all temporary, and once RedPower, EE3, TC3, and everythng else we're waiting on gets pushed out, we'll have a marvelous collection of mods that will put that copyright violation modpack to (further) shame.
TL;DR: No one said that this modpack is ready for prime time yet. You could wait until it's done cooking, or you can get in and learn a bit about the other mods that are in the pack.
Ok you don't like Gregtech or Forestry, don't use them, stick to the IC2\BC that you know and smile, since they are there. Gregtech can easily be disabled in the launcher, as can forestry if you find it's setup to be annoying (you do need some early power but there are multiple options to power your first few machines stirling\hobbyists are very good, it's slow and inefficient but it gets the job done and they can be repurposed later to run other machines that don't have quite as high energy requirements.
I can have my Blast Furnace\mining drill and basic ore processing after my second\third mining trip (with Gregtech and hardmode TE recipes) sorting is something that is currently missing as an all in one system due to no logistics pipes\no RP2 yet, but there are workarounds for that with standard BC pipes\Gregtech\Factorization. So yes there is a progression but it's probably not quite as fast as you may be used to however it does go much further, the aforementioned Gregtech in particular has some very late game stupidly powerful machines (which by the time you can build them it's probably going to be a case of "because I CAN", but that is fairly standard in MC overall by the time you have something set up you don't really need it any longer, though I find that having other options for further progression means I can actually use these mass producing farms of various sorts.
One last thing you may not care about permissions but others do and frankly the support of the mod authors for the FTB pack is a major thing bugfixes\feature rollouts can only be more efficient when there is active support by authors rather than indifference or outright hostility in a few cases.
Alright, I understand your point now, and I sympathize to a certain degree. I certainly see how there's no particular order to do things in FTB, and it's probably much less structured that Tekkit. As for permissions, you can care about them or not care about them, as what I said about them was just my raw opinion, and it's probably somewhat biased too. But I certainly didn't mean to sound disrespectful, you have my sincere apologies for that.
About progression, I also like simple progressions layer out in steps. I had to change my mindset a little when I git into FTB, since everything's all over the place. I needed to switch from an "Okay, first I make A, then I make B, then I make C to get D" way of thinking to a "I need A, B, and C to make D; so I'll make B first then make A then make C, because it makes the most sense to me that way". Basically, in my opinion, you have to come up with your own progression in FTB, something I'm sure there are many opinions on. Again, I understand why you prefer Tekkit's progression over FTB's. I personally prefer overcomplicated hard stuff, it just adds to the satisfaction.
To answer your question simply: No. In my raw opinion, there is no natural, set progression in FTB. That is all.
(If I continue to sound disrespectful or make no sense, feel free to ignore me or even report my post. If I did something wring, I deserve the consequences.)
So this question has been my biggest frustration both with FTB and jumping into tech mods in general. With FTB you get the firehose of techmods but not a lot of guidance in how to actually do anything with it or leverage some of the synergies between mods to do things.
It truely does feel like a bunch of mods that were slapped together as a favorites list which experienced players may have no problems with but new players would be (are?) lost in.
My understanding from listening to slowpoke and some of the others talk was to provide the community a pack that made it easier for people to get into tech mods. And at a fundamental level this has been successful. No more worrying about ID conflicts and other things that generally trip people up when trying to combine a large number of mods together. So now folks can just jump right in and play, except that unlike vanilla, there's no guides that help new players understand what a natural progression should be (from vanilla to basic tech, to intermediate tech, to advanced tech, magic, etc.
Instead it's left up to the user to magically figure out or spend a very significant amount of time watching mod spotlights to understand what's possible. The Darwinian process here will weed out the people who can't or won't spend the time to do the self research to figure things out. I would argue the people that do invest the time to figure it out are the same people who would have figured out how to slap some mods together as well in which case this mod pack is kind of a waste of time and effort for the people who made it, IF their target audience were the sharp and motivated types who wanted to do a lot of out of game research.
However, going back to what I said earlier, I believe the intent is to expose these cool mods to the broader community and to that end it has done a good job. The next step though is that a guide needs to come together (ideally in game using perhaps the same sort of achievement progression system as vanilla) that helps tie this stuff together and builds a new crop of experienced tech mod players.
The FTB wiki is I believe a WIP atm but when finished and live should be the resource you and I'm positive many others are looking for. I have quite a bit of spare time so I read threads,wikis\watch LP's from all over the place so I have a fair idea of whats what and where but I know most people won't have that amount of time to spare, also following a resource through NEI either with the u key or with recipes can give you an indicator of the progression flow of machines required.
Excerpt it has EVERYTHING to do with your complaint, because aside from the permissions issue, the only differences between this and Tekkit are the missing mods, and the new ones like GregTech.
If it's being built, build it in game rather than out of game.
I think that Thaumcraft 3 has provided an excellent example for how you can create an in-game system that not only gives players a place to start but also a reference to refer to on how to take next steps. I'm not suggesting the research aspect of it because the goal isn't to obfuscate or make mystical the inner-workings of the mods included in FTB but to provide a curriculum that players new to FTB and new to tech mods in general can follow to at least get that fundamental knowledge without the fire hose approach. I am also not suggesting that it be all encompassing because many mods are freaking huge in their scope and complexity. But it should be sufficient to help expose/guide players into core aspects of each of the mods that make up FTB to help drive some understanding as to why they are there, and why the FTB mod pack is what it is.
The FTB pack from a 1.2.5 perspective made some sense because it came with a challenge map that gave you specific goals to work towards and resolve. However, it didn't really teach you that much about the mods themselves beyond spot usage of creating specific items. I do understand that many of those mods were required to achieve the mechanics of the challenge from a technical and aesthetics perspective so I don't think that another challenge (or even an updated challenge) map is the answer to helping new players adopt and use the FTB mod pack. I wonder if it's possible to make an Achievements mod that does just this?