Just another quick question - is there going to be an option to disable the mods that you don't want to use within the Launcher (I'm sure I read that there is going to be a launcher). Just that I don't like having loads of mods all clustering up my world, it would be quite nice to be able to pick and choose.
Although - so far, the mods that are listed are very good ones (much better than Tekkit IMO)!
Just another quick question - is there going to be an option to disable the mods that you don't want to use within the Launcher (I'm sure I read that there is going to be a launcher). Just that I don't like having loads of mods all clustering up my world, it would be quite nice to be able to pick and choose.
Although - so far, the mods that are listed are very good ones (much better than Tekkit IMO)!
Yes! I would love this so much! Tekkit used to have that, but then dropped it because they were too lazy to continue working on it.
According to docm77/monkeyfarm's latest "Modded Minecraft" Episodes we can expect the modpack not long after 1.4 is released. So for those who keep asking - not long to wait now.
As for the chap asking about wikis = Many of the mods have their own separate wikis and can easily be found by googling the name of the mod. For example = I googled "buildcraft wiki" and this http://minecraftbuil...Buildcraft_Wiki was either the top result or close to the top. Hope I have helped? All the best :-)
Well, modpack authors really have no control over when the modpack is released unless it's a modpack using all of their personal self created mods.
According to the Feed the Beast forums there will be an option to enable/disable mods. Or at least slowpoke101 mentioned wanting to include this option. If not - it should be a simple option of altering the config files; so for example you didn't want Thaumcraft 3 you could just set the config option for this mod to "false" or something similar. However - I DO believe there will be a GUI of some description. Hope I've helped? :-)
Thanks for all of the help
.... and by the way ... I'm a girl (you responded to me last time as "the chap!) just so you know! lol
show them tekkit people that there mod pack is slow and illegal
Slow? LoL, someone is on crack.
There's nothing different about Technic in the technical sense than any other mod pack. What are you 12? It's no different than using MMC, minus the different launcher. Once the game is open, there's no difference. Period. Quit smoking that good stuff.
There's nothing different about Technic in the technical sense than any other mod pack. What are you 12? It's no different than using MMC, minus the different launcher. Once the game is open, there's no difference. Period. Quit smoking that good stuff.
I disagree, technic can get very slow depending on what kind of computer you have. It has just waaaaay too many useless mods. It's a single player modpack. If people wanted useless mods, they could add them themselves. Of course if people cared, they wouldn't use technic pack at all.
Actually people have forgotten one major problem that will effect how long it will take FTB Modpack to come to 1.4 and that is EE. We will be stuck waiting for EE3 to actually come out because they are not updating EE2 to 1.3.2 or 1.4 till after EE3 is done, and I don't know how long that will be.
On a different topic, does anyone remember how to take off the clock? Want to play a normal survival world but cant remember how to do it.
I disagree, technic can get very slow depending on what kind of computer you have. It has just waaaaay too many useless mods. It's a single player modpack. If people wanted useless mods, they could add them themselves. Of course if people cared, they wouldn't use technic pack at all.
I started with Technic didn't like the way it ran on my computer buggy, slow, umm awkward is probably the best description(also didn't know about all the crap going on behind it until I was looking into how to set up my own). So I basically got jack of it and built my own pack now I'm running more mods with bugger-all issues, so my advice would be either learn to set up mods yourself, it's not really hard at all or wait for this pack which should be very user friendly since the people putting it together are working with the makers of most of the big mods (why oh why does EVERYONE want to use 200-210 for their mod ID's......).
Mods that don't change world gen can get added at any time.
XyCraft does do world gen, but the dev (sorry forgot who it is ) has made some magic happen so when the mod is added to a pre excisting world it can do world gen in chunks that are already generated
Thaumcraft 3 pulled that off, too, I think. Didn't here about Xycraft, though.
Rollback Post to RevisionRollBack
"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
I'm looking forward to clicking something like "download the FTB pack" soon.
I'm also looking forward to the day that an activation email ACTUALLY MAKES IT TO MY INBOX from the FTB forums......... anyone have a solution for that? It's neither an incorrect address, a spam filter (that I have knowledge of or control over...) catching the A-email, nor a super long delay... *sigh*
A beta version of the FTB mod pack was released 12 hours ago. Direwolf20 posted a tweet about it. https://twitter.com/Direwolf20
I find it a little strange however that this wasn't released in some celebratory manner, I found nothing about the release on the FTB forums or home page. Haven't given it a try so I'm not sure which mods are included but I'll let y'all discover that on your own
It's a beta version of the launcher that was released, not the mod pack. It does have a couple of mod packs included for testing.
There was a big launch on Slowpoke's twitch stream, with 1,500 people testing it initially. Nice stress test actually.
The full version of the launcher is expected soon
Rollback Post to RevisionRollBack
"Not everyone who has a built a nice chair owes money to the guy that invented chairs"
Yup, the forge team is pretty good with updates, they have not wasted any time in using the pre-release to help update.
Just another quick question - is there going to be an option to disable the mods that you don't want to use within the Launcher (I'm sure I read that there is going to be a launcher). Just that I don't like having loads of mods all clustering up my world, it would be quite nice to be able to pick and choose.
Although - so far, the mods that are listed are very good ones (much better than Tekkit IMO)!
Nukes, God, ponies . . .
Yes! I would love this so much! Tekkit used to have that, but then dropped it because they were too lazy to continue working on it.
Well, modpack authors really have no control over when the modpack is released unless it's a modpack using all of their personal self created mods.
Thanks for all of the help
.... and by the way ... I'm a girl (you responded to me last time as "the chap!) just so you know! lol
Slow? LoL, someone is on crack.
There's nothing different about Technic in the technical sense than any other mod pack. What are you 12? It's no different than using MMC, minus the different launcher. Once the game is open, there's no difference. Period. Quit smoking that good stuff.
I disagree, technic can get very slow depending on what kind of computer you have. It has just waaaaay too many useless mods. It's a single player modpack. If people wanted useless mods, they could add them themselves. Of course if people cared, they wouldn't use technic pack at all.
On a different topic, does anyone remember how to take off the clock? Want to play a normal survival world but cant remember how to do it.
I started with Technic didn't like the way it ran on my computer buggy, slow, umm awkward is probably the best description(also didn't know about all the crap going on behind it until I was looking into how to set up my own). So I basically got jack of it and built my own pack now I'm running more mods with bugger-all issues, so my advice would be either learn to set up mods yourself, it's not really hard at all or wait for this pack which should be very user friendly since the people putting it together are working with the makers of most of the big mods (why oh why does EVERYONE want to use 200-210 for their mod ID's......).
Thaumcraft 3 pulled that off, too, I think. Didn't here about Xycraft, though.
there will be a client version and a server version, have a look around their website. http://www.feed-the-beast.com/
Ponies and God didn't make it in either. Nukes did, though. Strange.
I'm also looking forward to the day that an activation email ACTUALLY MAKES IT TO MY INBOX from the FTB forums......... anyone have a solution for that? It's neither an incorrect address, a spam filter (that I have knowledge of or control over...) catching the A-email, nor a super long delay... *sigh*
It's a beta version of the launcher that was released, not the mod pack. It does have a couple of mod packs included for testing.
There was a big launch on Slowpoke's twitch stream, with 1,500 people testing it initially. Nice stress test actually.
The full version of the launcher is expected soon
http://atomicstryker.net/maintainedmods.html
Go down until you see power converters
forestry already adds that