I think they'd make it easier for new players if they just got rid of Gregtech. HORRIBLE, HORRIBLE mod. I just downloaded FTB on Thursday, and everything was going swimmingly, until I had to make solar panels. I thought it was just supposed to be that brutal, then I read that Gregtech made the recipe, and other ones much more difficult. WHY? What is the bloody point? FTB is challenging enough, then you have to run a machine that takes 1 million EUs to get something that will help you make something that'll help you make something that will get you up to 4000 EUs of power. Who came up with this nonsense? I play MC to get away from the annoyances of working all day, Gregtech is a return to that stress. I am so glad that FTB has the option to disable mods in their pack.
If it's being built, build it in game rather than out of game.
If any of the other mods did that, or for that matter Vanilla Minecraft itself, I'd be more inclined to agree. But no one got an in-game tutorial with Vanilla Minecraft, we all had to learn from some external source such as a Wiki. TC3's Thaumonomicon is nice, but it's a rare treat. Remember, FTB isn't itself a mod, just a collection of other mods. Any sort of in-game functionality would have to be provided by the individual mod authors, and would likely double the amount of time and effort into getting their mods out.
If any of the other mods did that, or for that matter Vanilla Minecraft itself, I'd be more inclined to agree. But no one got an in-game tutorial with Vanilla Minecraft, we all had to learn from some external source such as a Wiki. TC3's Thaumonomicon is nice, but it's a rare treat. Remember, FTB isn't itself a mod, just a collection of other mods. Any sort of in-game functionality would have to be provided by the individual mod authors, and would likely double the amount of time and effort into getting their mods out.
When I look at the achievements in vanilla minecraft it does exactly that. If you can, stop thinking about this from your perspective as an experienced player who had to slog through a lot of noise and signal to learn how the mods worked. Think about the perspective of someone new to Minecraft getting caught up in the hype and awesomeness that is FTB. They download the launcher, they fire up the FTB mod pack and they're dropped into the world. What next?
When I started playing vanilla the achievements certainly were not ALL things minecraft, but it was enough for me to get going and explore the game and figure the rest out. I'm suggesting that there could be something similar for FTB. I didn't suggest a tutorial, nor did I suggest hand holding. But dropping 30+ mods on a new player with no guidance at all is ridiculous. What I'm suggesting is that there is a reason this pack has been built, but that reason is masked in thousands of forum posts, real time chats that are lost to the ether, and buried in tribal knowledge of the creators. Putting it on a wiki would certainly be great for in depth and and detailed information. However, that doesn't compel people to want to continue using it after they've loaded it, gotten frustrated at too many options with no hint of where to start.
The FTB team invested a lot of time in putting the pack together and building a launcher to support it with the goal of keeping the pack updated and fresh. All of that effort will be a waste if the people they are doing it for are not able to jump right in and experience it. I don't know how to put it any plainer than that. Having said that, it occurs to me that I largely shouldn't care about people wasting their time except for the fact that I appreciate what they've done for the community and want them to be successful.
IC2 has achievements. Twilight Forest has achievements. Redpower had achievements in prior releases, and likely will once it's added in. But again, that's all added by the component mods. Most people learn by using wikis, forums, or Lets Plays. And by the way, Direwolf20 is going to be doing a Lets Play Season 5 which is based on FTB. You should go check that out once it goes live
IC2 has achievements. Twilight Forest has achievements. Redpower had achievements in prior releases, and likely will once it's added in. But again, that's all added by the component mods. Most people learn by using wikis, forums, or Lets Plays. And by the way, Direwolf20 is going to be doing a Lets Play Season 5 which is based on FTB. You should go check that out once it goes live
Direwolf's upcoming Lets Play won't, however, be using a standard FTB pack, but rather a custom "Direwolf20" modpack that will be distributed to all via the FTB launcher. Slowpoke is putting together Direwolf's pack based on Direwolf's custom desires.
Direwolf's upcoming Lets Play won't, however, be using a standard FTB pack, but rather a custom "Direwolf20" modpack that will be distributed to all via the FTB launcher. Slowpoke is putting together Direwolf's pack based on Direwolf's custom desires.
Not worth debating it with Cinderflame, they are looking at the world from their own perspective and assuming that everyone else sees it the same way.
At the end of the day, either the FTB team (or the community) will do something to solve the problem or they won't. Sadly, if they do not the FTB pack will be relegated to those people who have sufficient time and patience to dig through hundreds of pages of documentation and hours of videos to figure things out. Coincidentally, likely the people who don't need or want the FTB pack.
As you point out, even Direwolf20 doesn't want the FTB pack. I suspect (we'll see when/if his custom pack gets published) because there are some things in it that he doesn't want, or that he wants things in it that the FTB team has decided they don't want to be part of the pack. In either case the primary focus is not for direwolf20, but his fans who he's effectively going to hand-hold through his pack as he builds and explores its capabilities. I suppose if the FTB team put out a multi-episode tutorial on FTB then that would be something, though going a bit above and beyond what I've suggested in terms of an in-game guide post system.
I think they'd make it easier for new players if they just got rid of Gregtech. HORRIBLE, HORRIBLE mod. I just downloaded FTB on Thursday, and everything was going swimmingly, until I had to make solar panels. I thought it was just supposed to be that brutal, then I read that Gregtech made the recipe, and other ones much more difficult. WHY? What is the bloody point? FTB is challenging enough, then you have to run a machine that takes 1 million EUs to get something that will help you make something that'll help you make something that will get you up to 4000 EUs of power. Who came up with this nonsense? I play MC to get away from the annoyances of working all day, Gregtech is a return to that stress. I am so glad that FTB has the option to disable mods in their pack.
Indeed, I disabled GregTech and a few others, swapped Advanced Solars for Compact Solars, chucked in some extra mods that I felt were "missing" from my Tekkit experiences (Only missing due to permissions). Final result is a pack that is very similar to the mods used by Tekkit at it's core, but still with plenty of new stuff without being totally overwhelmed with too many new things.
In Time I may look at the mods I've disabled, or not
Overall, GregTech is one of the main mods that is frequently discussed on the FTB forums due to all the changes that are made.
I think also FTB will have various different "flavor" packs to download, including a "lite" version, which may just consist of the "core" mods without all the extras, so new players can start there, then move onto the more "advanced" packs.
I know when I first started with Tekkit, I was confused, and thanks to watching stuff on YouTube, really got me going. I remember my first ever generator, connected to a batbox and a electric furnace. Then, a Macerator and pipes! Big stuff!
Not worth debating it with Cinderflame, they are looking at the world from their own perspective and assuming that everyone else sees it the same way.
Wow, way to spectacularly miss the point. It's not that I can't see your point of view, it's that what you are asking for is above and beyond what anyone else does. Tekkit doesn't even do that. Especially difficult when you consider that what Direwolf is doing is still FTB, just a different flavor of it. How can you create a comprehensive in-game help system that doesn't even know whether a given mod will be enabled or not?
Bottom line, It's not realistic to demand that FTB code an in-game help system. FTB doesn't even code anything for in-game, the only code that FTB writes is for the launcher. I suppose they COULD code a portal to the FTB wiki into the launcher like MagicLauncher does with the MinecraftWiki,
Wow, way to spectacularly miss the point. It's not that I can't see your point of view, it's that what you are asking for is above and beyond what anyone else does. Tekkit doesn't even do that. Especially difficult when you consider that what Direwolf is doing is still FTB, just a different flavor of it. How can you create a comprehensive in-game help system that doesn't even know whether a given mod will be enabled or not?
Bottom line, It's not realistic to demand that FTB code an in-game help system. FTB doesn't even code anything for in-game, the only code that FTB writes is for the launcher. I suppose they COULD code a portal to the FTB wiki into the launcher like MagicLauncher does with the MinecraftWiki,
Time for some brightboy to write an addon for Computercraft that allows accessing a wiki from ingame lol
So, I wanted to transport lava from my nether pump into my geothermal generator, but the problem is that they're in different dimensions. I know you can use a minecart through a mystcraft portal, but I want it to be as simple as possible. Is there any other way to transport lava/items between the nether and the overworld?
So, I wanted to transport lava from my nether pump into my geothermal generator, but the problem is that they're in different dimensions. I know you can use a minecart through a mystcraft portal, but I want it to be as simple as possible. Is there any other way to transport lava/items between the nether and the overworld?
Cans\cells\buckets via a liquid transposer at either end and enderchest to transport them between dimensions is about the only other way I can think of.
or set up a quarry and transport netherrack via the enderchests and use a magma crucible.
Basically atm it's cart\portal or enderchest for cross dimension transport, unless you'd like to abuse a BC bug which could destroy your world to get yourself 720 buckets or more of lava with some iron and one BC machine.
EDIT: actually tested this morning you can simply have an open BC pipe pointed at a 1x1 Mystcraft portal and items will travel across dimensions, if you have a "funnel" with an obsidian pipe at the bottom you can then pick them up at the other end so the cart isn't really required. As always backup first, items bouncing around on the ground can lead to excessive lag if you get the pickup wrong (which I did in my test world lol)
There are several modpacks, but am I able to make only ONE pack with all the mods because thaumcraft isn't in the modpack with ic2 so they're all seperate, can someone help me?
The mod pack with IC2 is still in 1.4.2, while TC3 is in 1.4.5. You'll have to wait for an update
From what I understand, eventually the modpack options will include all of : a magic-y pack, an industrial-y pack, a lite pack, an ultimate pack with everything, and the custom pack that direwolf20 is having slowpoke build for him. The magic pack is the only one officially released so far, since key industrial-y mods (industrialcraft, redpower) are not release for 1.4.5 yet (or not released at all). Once all the mods are updated, it won't take the FTB team long to release all of the above mentioned packs, and possibly others as well, so there will be no shortage of awesome options to choose from.
I need help with forestry config... I'm looking for the adventurer pack config file but I don't see any back pack config file so I don't really know what to do
The original modpack (1.2.5) was specifically built for a challenge map called "Feed The Beast" which is in the current launcher as the Retro SSP pack, when updating it was decided to not just have a pack for the challenge map but to have several packs for general play as well thus the FTB modpack.
The original modpack (1.2.5) was specifically built for a challenge map called "Feed The Beast" which is in the current launcher as the Retro SSP pack, when updating it was decided to not just have a pack for the challenge map but to have several packs for general play as well thus the FTB modpack.
"We shape our buildings, thereafter they shape us." - David Allen Coe
If any of the other mods did that, or for that matter Vanilla Minecraft itself, I'd be more inclined to agree. But no one got an in-game tutorial with Vanilla Minecraft, we all had to learn from some external source such as a Wiki. TC3's Thaumonomicon is nice, but it's a rare treat. Remember, FTB isn't itself a mod, just a collection of other mods. Any sort of in-game functionality would have to be provided by the individual mod authors, and would likely double the amount of time and effort into getting their mods out.
When I look at the achievements in vanilla minecraft it does exactly that. If you can, stop thinking about this from your perspective as an experienced player who had to slog through a lot of noise and signal to learn how the mods worked. Think about the perspective of someone new to Minecraft getting caught up in the hype and awesomeness that is FTB. They download the launcher, they fire up the FTB mod pack and they're dropped into the world. What next?
When I started playing vanilla the achievements certainly were not ALL things minecraft, but it was enough for me to get going and explore the game and figure the rest out. I'm suggesting that there could be something similar for FTB. I didn't suggest a tutorial, nor did I suggest hand holding. But dropping 30+ mods on a new player with no guidance at all is ridiculous. What I'm suggesting is that there is a reason this pack has been built, but that reason is masked in thousands of forum posts, real time chats that are lost to the ether, and buried in tribal knowledge of the creators. Putting it on a wiki would certainly be great for in depth and and detailed information. However, that doesn't compel people to want to continue using it after they've loaded it, gotten frustrated at too many options with no hint of where to start.
The FTB team invested a lot of time in putting the pack together and building a launcher to support it with the goal of keeping the pack updated and fresh. All of that effort will be a waste if the people they are doing it for are not able to jump right in and experience it. I don't know how to put it any plainer than that. Having said that, it occurs to me that I largely shouldn't care about people wasting their time except for the fact that I appreciate what they've done for the community and want them to be successful.
Direwolf's upcoming Lets Play won't, however, be using a standard FTB pack, but rather a custom "Direwolf20" modpack that will be distributed to all via the FTB launcher. Slowpoke is putting together Direwolf's pack based on Direwolf's custom desires.
http://www.minecraft...technical-mods/
Not worth debating it with Cinderflame, they are looking at the world from their own perspective and assuming that everyone else sees it the same way.
At the end of the day, either the FTB team (or the community) will do something to solve the problem or they won't. Sadly, if they do not the FTB pack will be relegated to those people who have sufficient time and patience to dig through hundreds of pages of documentation and hours of videos to figure things out. Coincidentally, likely the people who don't need or want the FTB pack.
As you point out, even Direwolf20 doesn't want the FTB pack. I suspect (we'll see when/if his custom pack gets published) because there are some things in it that he doesn't want, or that he wants things in it that the FTB team has decided they don't want to be part of the pack. In either case the primary focus is not for direwolf20, but his fans who he's effectively going to hand-hold through his pack as he builds and explores its capabilities. I suppose if the FTB team put out a multi-episode tutorial on FTB then that would be something, though going a bit above and beyond what I've suggested in terms of an in-game guide post system.
Indeed, I disabled GregTech and a few others, swapped Advanced Solars for Compact Solars, chucked in some extra mods that I felt were "missing" from my Tekkit experiences (Only missing due to permissions). Final result is a pack that is very similar to the mods used by Tekkit at it's core, but still with plenty of new stuff without being totally overwhelmed with too many new things.
In Time I may look at the mods I've disabled, or not
Overall, GregTech is one of the main mods that is frequently discussed on the FTB forums due to all the changes that are made.
I think also FTB will have various different "flavor" packs to download, including a "lite" version, which may just consist of the "core" mods without all the extras, so new players can start there, then move onto the more "advanced" packs.
I know when I first started with Tekkit, I was confused, and thanks to watching stuff on YouTube, really got me going. I remember my first ever generator, connected to a batbox and a electric furnace. Then, a Macerator and pipes! Big stuff!
Wow, way to spectacularly miss the point. It's not that I can't see your point of view, it's that what you are asking for is above and beyond what anyone else does. Tekkit doesn't even do that. Especially difficult when you consider that what Direwolf is doing is still FTB, just a different flavor of it. How can you create a comprehensive in-game help system that doesn't even know whether a given mod will be enabled or not?
Bottom line, It's not realistic to demand that FTB code an in-game help system. FTB doesn't even code anything for in-game, the only code that FTB writes is for the launcher. I suppose they COULD code a portal to the FTB wiki into the launcher like MagicLauncher does with the MinecraftWiki,
Time for some brightboy to write an addon for Computercraft that allows accessing a wiki from ingame lol
Cans\cells\buckets via a liquid transposer at either end and enderchest to transport them between dimensions is about the only other way I can think of.
or set up a quarry and transport netherrack via the enderchests and use a magma crucible.
Basically atm it's cart\portal or enderchest for cross dimension transport, unless you'd like to abuse a BC bug which could destroy your world to get yourself 720 buckets or more of lava with some iron and one BC machine.
EDIT: actually tested this morning you can simply have an open BC pipe pointed at a 1x1 Mystcraft portal and items will travel across dimensions, if you have a "funnel" with an obsidian pipe at the bottom you can then pick them up at the other end so the cart isn't really required. As always backup first, items bouncing around on the ground can lead to excessive lag if you get the pickup wrong (which I did in my test world lol)
The mod pack with IC2 is still in 1.4.2, while TC3 is in 1.4.5. You'll have to wait for an update
http://www.minecraft...technical-mods/
The original modpack (1.2.5) was specifically built for a challenge map called "Feed The Beast" which is in the current launcher as the Retro SSP pack, when updating it was decided to not just have a pack for the challenge map but to have several packs for general play as well thus the FTB modpack.
Because the beast needs to be fed.
thx