Hey awesome modpack, really enjoying it, however there seems to be a few things I'm not used to. My main issue is that usually in railcraft, or any mod that uses a blast furnace to make steel, coal coke is enough for a 1:1 trade between iron and steel. In this modpack, that isn't the case, it's 2-3 coal coke per piece of steel, requiring a lot more coal coke. I was wondering if this was tweaked by you, or if it became the default for making steel in blast furnaces.
The other thing I wasn't sure about, was why did you add a bunch of Reika's mods, Rotarycraft, Electricraft, and Chromaticraft specifically. I guess I can see why you would Rotary, it provides a few generators, but with how many different ways to generate power in the pack, it doesn't really make sense to add more in does it?
Also as a suggestion, when you do decide to update the modpack, can you please make sure that it shows the changelog, had to dig around to actually find it.
Edit: I found that someone else has already done this. Not sure if external linking is alowed but its on the forum for the devcoftb server for this modpack.
so ive picked this modpack up a couple of days ago, mainly because i always wanted to play one with galacticraft involved. im just far enough in, to have my first big reactor running and wanted to gives some feedback.
- i noticed that there are too many mods with double functionality, that make the pack just bloated.
tbh i dont even understand why industrial craft is in there. it doesnt really fit thematically with the rest of the mods. especially since it uses entirely its own power system thats not compatible with the other mods. almost everythign else runs on RF. and it doesnt really offer anything, that either buildcraft, thermal expansion, ender io, or mekanism dont already do. and nuclear reactors arent really an interesting option with big reactors involved.
the same for immersive engineering. i get, that its a cool looking mod, but i dont know why id ever build a single one of their machines when both, thermal expansion and ender io machines do the same and are so much cheaper.
why are dimensional anchors and chicken chunks at the same time in the pack? no one ever needs more than 1 type of chunkloader. technically with the railcraft chunkloaders, and i think mfr has one aswell, neither of the two are necessary.
logistics pipes and applied energistics in the same pack?
other than that, there is really no reason to keep both ender io and thermal expansion in the pack. as it usually only make sense to use one of the two mods and go down that route for the rest of the game. especially when it comes to the jetpacks. but also mekanism doesnt offer anything different really from those other 2 mods except their 5x ore processing.
i think it would make more sense to remove most of those mods including industrial craft and chose either TE or ender IO to go along with buildcraft and take the other out of the pack.
- the machine quests progression is a bit awkward.
with so many tech mods in the same pack, i chose going down the ender io route very early on. so it often feels weird if the quests require to make certain machines from another mod. id have to build up infrastructure to produce them, that ive already built with ender io.
as far as ive seen, the pack requires you to make a buildcraft quarry, then follow with an extra utilities enderquarry. though i personally dont see the reason to make the other, when you already have chosen 1 type of quarry.
personally, i wouldnt bother with the buildcraft quarry at all, since the extra utilites ender quarry is lot less resource intensitive on servers or my own machine, as it always only loads 2 chunks at the same time, while the BC quarry loads all of the chunks in its work area.
so the reason to ever craft it is really only for the quest.
other than that, uests are making some really large jumps of progression in some places
- on the other hand, JABBA barrels would be a great addition to the pack. you really dont appreciate these things, until youre playing without them
- ore generation
there are a lot of ores of the same type from different mods spawning. multiple types of aluminium, multiple types of uranium (or yellorite), ferrous and nickel etc. it would make sense to chose 1 ore from one of the mods and disable the spawn of the same type from other mods in the config. just to clean up the world a little bit, since those are ore dictionaried anyways.
- pams harvestcraft is nice, but relatively pointless without additional hunger modifying mods like hunger overhaul or spice of life. vanilla minecraf allows you to live of potatos for your entire life
how the Heck does archimedes ships, which is a mod that is mainly about ships, (but, can also be modified to include 0% wool to fly) not fit a mod about space, you essentially are building spaceships if you fix the config files for the wool thing. also, if you don't add that, can you look into adding "warp drive mod" (it finally got a mc 1.7.10 update), and possibly matter overdrive, those would fit perfectly in the modpack. they both have just what this pack is missing, an explorable space dimension.
so ive picked this modpack up a couple of days ago, mainly because i always wanted to play one with galacticraft involved. im just far enough in, to have my first big reactor running and wanted to gives some feedback.
- i noticed that there are too many mods with double functionality, that make the pack just bloated.
tbh i dont even understand why industrial craft is in there. it doesnt really fit thematically with the rest of the mods. especially since it uses entirely its own power system thats not compatible with the other mods. almost everythign else runs on RF. and it doesnt really offer anything, that either buildcraft, thermal expansion, ender io, or mekanism dont already do. and nuclear reactors arent really an interesting option with big reactors involved.
the same for immersive engineering. i get, that its a cool looking mod, but i dont know why id ever build a single one of their machines when both, thermal expansion and ender io machines do the same and are so much cheaper.
why are dimensional anchors and chicken chunks at the same time in the pack? no one ever needs more than 1 type of chunkloader. technically with the railcraft chunkloaders, and i think mfr has one aswell, neither of the two are necessary.
logistics pipes and applied energistics in the same pack?
other than that, there is really no reason to keep both ender io and thermal expansion in the pack. as it usually only make sense to use one of the two mods and go down that route for the rest of the game. especially when it comes to the jetpacks. but also mekanism doesnt offer anything different really from those other 2 mods except their 5x ore processing.
i think it would make more sense to remove most of those mods including industrial craft and chose either TE or ender IO to go along with buildcraft and take the other out of the pack.
- the machine quests progression is a bit awkward.
with so many tech mods in the same pack, i chose going down the ender io route very early on. so it often feels weird if the quests require to make certain machines from another mod. id have to build up infrastructure to produce them, that ive already built with ender io.
as far as ive seen, the pack requires you to make a buildcraft quarry, then follow with an extra utilities enderquarry. though i personally dont see the reason to make the other, when you already have chosen 1 type of quarry.
personally, i wouldnt bother with the buildcraft quarry at all, since the extra utilites ender quarry is lot less resource intensitive on servers or my own machine, as it always only loads 2 chunks at the same time, while the BC quarry loads all of the chunks in its work area.
so the reason to ever craft it is really only for the quest.
other than that, uests are making some really large jumps of progression in some places
- on the other hand, JABBA barrels would be a great addition to the pack. you really dont appreciate these things, until youre playing without them
- ore generation
there are a lot of ores of the same type from different mods spawning. multiple types of aluminium, multiple types of uranium (or yellorite), ferrous and nickel etc. it would make sense to chose 1 ore from one of the mods and disable the spawn of the same type from other mods in the config. just to clean up the world a little bit, since those are ore dictionaried anyways.
- pams harvestcraft is nice, but relatively pointless without additional hunger modifying mods like hunger overhaul or spice of life. vanilla minecraf allows you to live of potatos for your entire life
how the Heck does archimedes ships, which is a mod that is mainly about ships, (but, can also be modified to include 0% wool to fly) not fit a mod about space, you essentially are building spaceships if you fix the config files for the wool thing. also, if you don't add that, can you look into adding "warp drive mod" (it finally got a mc 1.7.10 update), and possibly matter overdrive, those would fit perfectly in the modpack. they both have just what this pack is missing, an explorable space dimension.
Update Version 1.3.2 released, Check Change log for details.
But im having problems with update on the Curse Launcher!! so use the FTB Launcher for the new update in till its active on the curse launcher
Quote from MJRLegends>>
No mods are being removed or added atm
ok, i can understand if youre hesistant to touch the larger mods. (id still recommend looking at making the pack more consistent instead of adding a ton of random tech mods that dont add anything new to the existing ones).
but 2 mods only to add chunkloaders, when railcraft and mfr already come with chunkloaders? what do you get out of having so many different types of chunkloaders, when all do the same thing?
the problem with blowing up a modpack too much is that most machines cant handle it anymore at some point.
also, having mods like logicstics pipes and ae in the same pack, can make sense. but only if youre trying to create a sense of progression. for example by having certus quartz only spawn on certain planets.
so early game sorting systems would have to be done with logistics pipes or extra utilities and later on storage and logistics could be upgraded to applied energistics.
Please read this <!--StartFragment -->
https://gyazo.com/fb9f50fab50e8951d03183b6194c77e9
Very nice modpack. Any chance of creating a PureBDcraft combined texture pack for this mod? I think it would be a really good addition.
I dont have time to make texture packs.
Edit: I found that someone else has already done this. Not sure if external linking is alowed but its on the forum for the devcoftb server for this modpack.
Update Version 1.3.0 released, Check Change log for details.
so ive picked this modpack up a couple of days ago, mainly because i always wanted to play one with galacticraft involved. im just far enough in, to have my first big reactor running and wanted to gives some feedback.
- i noticed that there are too many mods with double functionality, that make the pack just bloated.
tbh i dont even understand why industrial craft is in there. it doesnt really fit thematically with the rest of the mods. especially since it uses entirely its own power system thats not compatible with the other mods. almost everythign else runs on RF. and it doesnt really offer anything, that either buildcraft, thermal expansion, ender io, or mekanism dont already do. and nuclear reactors arent really an interesting option with big reactors involved.
the same for immersive engineering. i get, that its a cool looking mod, but i dont know why id ever build a single one of their machines when both, thermal expansion and ender io machines do the same and are so much cheaper.
why are dimensional anchors and chicken chunks at the same time in the pack? no one ever needs more than 1 type of chunkloader. technically with the railcraft chunkloaders, and i think mfr has one aswell, neither of the two are necessary.
logistics pipes and applied energistics in the same pack?
other than that, there is really no reason to keep both ender io and thermal expansion in the pack. as it usually only make sense to use one of the two mods and go down that route for the rest of the game. especially when it comes to the jetpacks. but also mekanism doesnt offer anything different really from those other 2 mods except their 5x ore processing.
i think it would make more sense to remove most of those mods including industrial craft and chose either TE or ender IO to go along with buildcraft and take the other out of the pack.
- the machine quests progression is a bit awkward.
with so many tech mods in the same pack, i chose going down the ender io route very early on. so it often feels weird if the quests require to make certain machines from another mod. id have to build up infrastructure to produce them, that ive already built with ender io.
as far as ive seen, the pack requires you to make a buildcraft quarry, then follow with an extra utilities enderquarry. though i personally dont see the reason to make the other, when you already have chosen 1 type of quarry.
personally, i wouldnt bother with the buildcraft quarry at all, since the extra utilites ender quarry is lot less resource intensitive on servers or my own machine, as it always only loads 2 chunks at the same time, while the BC quarry loads all of the chunks in its work area.
so the reason to ever craft it is really only for the quest.
other than that, uests are making some really large jumps of progression in some places
- on the other hand, JABBA barrels would be a great addition to the pack. you really dont appreciate these things, until youre playing without them
- ore generation
there are a lot of ores of the same type from different mods spawning. multiple types of aluminium, multiple types of uranium (or yellorite), ferrous and nickel etc. it would make sense to chose 1 ore from one of the mods and disable the spawn of the same type from other mods in the config. just to clean up the world a little bit, since those are ore dictionaried anyways.
- pams harvestcraft is nice, but relatively pointless without additional hunger modifying mods like hunger overhaul or spice of life. vanilla minecraf allows you to live of potatos for your entire life
how the Heck does archimedes ships, which is a mod that is mainly about ships, (but, can also be modified to include 0% wool to fly) not fit a mod about space, you essentially are building spaceships if you fix the config files for the wool thing. also, if you don't add that, can you look into adding "warp drive mod" (it finally got a mc 1.7.10 update), and possibly matter overdrive, those would fit perfectly in the modpack. they both have just what this pack is missing, an explorable space dimension.
No mods are being removed or added atm
Update Version 1.3.1 released, Check Change log for details.
Hi MJR,
Great mod, playing great at home on the PC, but on the road, I am stuck with a Mac, so using the Multi MC client instead of Curse Client.
When I download the zip file, I do not get all the mods, I downloaded a few, but there is a lot missing..
Any ideas ?
Why dont you use FTB Launcher? FTBLauncher is better because it have low rate of corrupted download.Try download it again.
game crashes every time i whant to see recipe in nei, pls fix this fast
Are you using v1.3.2???
yes
Update Version 1.3.2 released, Check Change log for details.
But im having problems with update on the Curse Launcher!! so use the FTB Launcher for the new update in till its active on the curse launcher
yes i am using 1.3.2, but i didnt have this bug in 1.3.1
Which launcher are you using?
ftb
It should be fixed in v1.3.2 because v1.3.2 is using the same mods as v1.3.0 had but includes quest fixes.
plus this isnt the right place to post bugs use https://github.com/MJRLegends/Space-Astronomy-Feedback-/issues
ok, i can understand if youre hesistant to touch the larger mods. (id still recommend looking at making the pack more consistent instead of adding a ton of random tech mods that dont add anything new to the existing ones).
but 2 mods only to add chunkloaders, when railcraft and mfr already come with chunkloaders? what do you get out of having so many different types of chunkloaders, when all do the same thing?
the problem with blowing up a modpack too much is that most machines cant handle it anymore at some point.
also, having mods like logicstics pipes and ae in the same pack, can make sense. but only if youre trying to create a sense of progression. for example by having certus quartz only spawn on certain planets.
so early game sorting systems would have to be done with logistics pipes or extra utilities and later on storage and logistics could be upgraded to applied energistics.
IC2 still feels completely out of place though.