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Thread: mods to consider adding

  1. #1
    Destroyer of Worlds Axispipe's Avatar
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    Default mods to consider adding

    Apple and Milk & Tea
    https://www.youtube.com/watch?v=eKF8iakcBEg
    aura cascade
    https://www.youtube.com/watch?v=7qnUnLWvG-U
    blood magic
    http://ftb.gamepedia.com/Blood_Magic
    clockwork phase
    https://www.youtube.com/watch?v=TQT3n1K2haI
    draconic evolution
    http://www.tolkiencraft.com/draconic-evolution
    decocraft
    http://ftb.gamepedia.com/DecoCraft
    difficult life
    http://minecraft.curseforge.com/projects/difficult-life
    Equivalent Exchange 3
    https://www.youtube.com/watch?v=8gnLOotUEWE
    essentialcraft III
    http://minecraft.curseforge.com/proj...sentialcraft-3
    flaxbeard steam power
    http://ftb.gamepedia.com/Flaxbeard's_Steam_Power
    garden stuff
    http://www.minecraftforum.net/forums...ated-dec-06-15
    geko's lasers
    http://minecraft.curseforge.com/projects/gekos-lasers
    hardcore ender expansion
    http://hee.chylex.com/
    headcumbs
    http://www.minecraftforum.net/forums...eon-loot-heads
    malisis Doors
    http://www.minecraftforum.net/forums...4-2-26-02-2016
    matter overdrive
    http://minecraft.curseforge.com/proj...tter-overdrive
    minemenu
    http://www.minecraftforum.net/forums...menu-nuff-said
    MmmMmmMmmMmm
    http://minecraft.curseforge.com/projects/mmmmmmmmmmmm
    modular armour
    http://chbachman.github.io/modulararmour/
    open modular turrets
    https://www.youtube.com/watch?v=q1okKFXO-GA
    open computers
    http://www.curse.com/mc-mods/minecra...-opencomputers
    open peripheral integration
    http://minecraft.curseforge.com/proj...ralintegration
    particle physics
    http://minecraft.curseforge.com/proj...rticle-physics
    progressive automatiion
    http://www.minecraftforum.net/forums...eable-machines
    quantum flux
    http://minecraft.curseforge.com/projects/quantumflux
    realistic world gen
    http://www.minecraftforum.net/forums...-gen-alpha-1-3
    rf windmills
    http://minecraft.curseforge.com/projects/rf-windmills
    router reborn
    http://www.minecraftforum.net/forums...r-reborn-1-1-6
    blood magic add on Sanguimancy
    http://www.minecraftforum.net/forums...on-sanguimancy
    bloodmagic addon sanguine utlities
    http://minecraft.curseforge.com/proj...uine-utilities
    simple condensers, addon for EE3
    http://minecraft.curseforge.com/proj...ple-condensers
    soul shards
    http://www.minecraftforum.net/forums...ays-rc9-update
    streams
    https://www.youtube.com/watch?v=R754xE3GC08
    what is its emc, ee3 tooltip
    http://minecraft.curseforge.com/proj...hat-is-its-emc
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  2. #2
    o.0 The_Town_Perv's Avatar
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    Some really good mods on your list. Realistic world gen is sick IMHO, and Draconic Evolution's energy core is the coolest power storage in modded MC. Matter Overdrive is another good one.

  3. #3
    Destroyer of Worlds Axispipe's Avatar
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    difficult life could be a sub for don't starve mod.
    decocraft and malisis doors id like to see added.
    im sure cubs would like Apple and Milk & Tea.

    if we go with a magic themed pack it need to have EE3 witchery and bloodmagic... edit in addition to thuamcraft
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  4. #4
    Tech Support Steelwind's Avatar
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    It would be nice to mix it up. Maybe rotarycraft can make a come back? Man I geek out hard on that one when we include it, lol.

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    Newbie MCRita's Avatar
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    Dang, we'll basically be physicists by the time we're done playing with all those mods.

  6. #6
    o.0 The_Town_Perv's Avatar
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    I'd like to make rf production a little more challenging, like take out Advanced Generators and add Reactorcraft and maybe Electricraft which uses Rotarycraft's power production. We would still have some easier ways to get basic rf, just not as easy as I consider Advanced Generators to be. Ohh, and I do like the idea of Difficult Life, but it may need some tweaking once we all find out how rough it can be.

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    Tech Support Steelwind's Avatar
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    Then what about compact solars and the multipliers for Extra Utilities generators? I guess the question becomes where the difficulty vs return is. As Axis mentioned plants (and I expanded to bees) allow essentially free resources and reduce the need for mining but so do the quarry tools in most of the mods (ender quarry, digital miner, excavators, etc). So the question is where is the difficulty cut off because it isn't easy getting plants/bees to the level you'd need them to replace a quarry.

    I am all for changing it up (reactors vs adv generators, more magic, reactorcraft, etc) but we need to decide what the goal is and why we are removing/adding stuff. Again, I am all for fun so really don't care one way or the other. I just don't use the stuff I don't like or consider too easy.

    That said. My basic thoughts...

    1) Add the binnie patcher mod and update all the Forestry related stuff to 4+.
    2) Review options on galacticraft (More Planets or any other addons) since some people enjoyed the space race.
    3) Replace adv generators with Reactorcraft (it is cool but I want reactors back, lol)
    4) Look into options surrounding Rotarycraft and bring it back.
    5) If we do go magic we need to find a bunch of mods to cut. We were already pushing it and magic would be a slew of new mods.

  8. #8
    o.0 The_Town_Perv's Avatar
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    Solar Flux and Extra Utilities cost a lot more, whether it be in materials to build, or materials to produce the rf output that can be had easily with Advanced Generators. I wish everyone was on the forums, it would make these types of decisions a little easier.

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    Tech Support Steelwind's Avatar
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    On that note just overhauling forestry and related mods and addressing any issues we found this run (any ores I missed, missing/broken recipes, all the damn liquids all over the map, etc) and restarting is good for me. I am sure a new map will get people playing again.

  10. #10
    Destroyer of Worlds Axispipe's Avatar
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    not a huge fan of reactorcraft myself. if we are swapping out advanced generators could we get big reactors in place of it (adv gen)?
    Last edited by Axispipe; 03-01-2016 at 05:24 PM.
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    Destroyer of Worlds Axispipe's Avatar
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    Quote Originally Posted by The_Town_Perv View Post
    I'd like to make rf production a little more challenging, like take out Advanced Generators and add Reactorcraft and maybe Electricraft which uses Rotarycraft's power production. We would still have some easier ways to get basic rf, just not as easy as I consider Advanced Generators to be. Ohh, and I do like the idea of Difficult Life, but it may need some tweaking once we all find out how rough it can be.
    electricraft looks like its IC2 power and not rf... i think the only thing we have that uses ic2 power is the railcraft electric locomotive?
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  12. #12
    Tech Support Steelwind's Avatar
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    I am good with either. I love me some reactors and I still want to plow through all the bees so will probably just do that next map.

  13. #13
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    if we are adding rotary craft we should consider removing some of the other tech mods we have in the pack to balance it.

    edit i am not saying no to reactor craft, id just like to have an alternative option if we take advanced generators out. adding both reactor craft and big generators probably wouldn't pose much of an issue outside of ore gen.

    edit 2 as i recall reactor craft adds like 6 fluorides?
    Last edited by Axispipe; 03-01-2016 at 05:46 PM.
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  14. #14
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    I'd have to go back and look but I know one of the new ones we played with was cool and all but I had issues with it and some of it felt really WIP. I want to say Magneticraft but I need to confirm that. Either way some of those just went in as something new to play with. We could easily cut some of them back.

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    Newbie Clausius1160's Avatar
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    Hai everyone! :3 One of the "Other Guys" that joined the server. Thanks for letting play here and joining!

    Since we were asked to provide our input, here ye be:

    These probably go without saying, I didn't see them in lists and wasn't sure if people forgot:
    1. Adventure Backpack
    2. Journey Map

    Definitely want:
    3. Biomes o Plenty
    4. Forestry 4
    5. Binnie's Mod and the tweak for Forestry 4
    6. Fossils and Archeology Revival
    7. Chisels and Bits
    8. Elemental Caves
    9. Applied Energistics 2
    10. Industrial Craft 2
    11. Whichever mod that had the marbled bee in, maybe TooManyItems?

    Ones I find interesting, but don't need!
    12. Falling Meteors
    13. Animals+

    Most of the mods I found were listed here: http://www.minecraftmods.com/

    And that's all I have to say about that....

  16. #16
    Tech Support Steelwind's Avatar
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    Actually rereading the rotarycraft dev's "licensing" I remember one of the reasons I dislike special snowflakes as a developer. Hey he has every right to place the restrictions he does but as a modpack maker I don't want to deal with them. Pretty much any of his packs are out, at least for this pack.

    Marble Bees were in Extra Bees (Binnie's Mod) but appear to have been removed a while back (over a year).

    Chisel and Bits is only MC 1.8 from the looks of it.

    Keep it up though. The more input the better.

  17. #17
    o.0 The_Town_Perv's Avatar
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    Quote Originally Posted by Steelwind View Post
    I'd have to go back and look but I know one of the new ones we played with was cool and all but I had issues with it and some of it felt really WIP. I want to say Magneticraft but I need to confirm that. Either way some of those just went in as something new to play with. We could easily cut some of them back.
    Yes, it's Magneticraft, I may have been the only one to use it, there are a few items that are WIP, and I see no issues with pulling it, though I will miss the the robotic arms that access items from chests, lol


    edit:We tried Biomes A Plenty, but it caused major crashes the last time we tried to use it.

    edit 2: Welcome to the forums Claus!!
    Last edited by The_Town_Perv; 03-02-2016 at 06:37 AM.

  18. #18
    Tech Support Steelwind's Avatar
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    Was it crashing or just biome diversity issues? I'd like to give it a shot again if we could.

  19. #19
    Tech Support Steelwind's Avatar
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    So for this pass...

    + Biomes O Plenty
    + Realistic World Gen (not sure the server impact on this one)
    + Binnie's Mod updater
    * Update Forestry and associated mods to 4+
    - Advanced Generators
    + Big Reactors
    - Galacticraft (or go to latest instead of stable, stable hasn't changed)
    - Galacticraft Planets
    - Magneticraft
    + Industrial Craft 2
    + Steve's Carts 2

    This is the basic swap outs. Some of the other stuff looks great but I am not sure where to start. It would be a total overhaul to figure out swaps for anything totally new. Not that I'm against that we'd just need more discussion.

  20. #20
    Destroyer of Worlds Axispipe's Avatar
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    i dont think we can do bop and real world gen at the same time.


    edit reason being is that you need to select the map type when you are making the world and each add their own.
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  21. #21
    Tech Support Steelwind's Avatar
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    It mentions they are compatible but I haven't dug into it.

  22. #22
    Tech Support Steelwind's Avatar
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    On second thought IC2 doesn't really bring much new to the pack and has always had compatibility issues. I think between Mekanism, MFR and the others we are covered.

  23. #23
    Destroyer of Worlds Axispipe's Avatar
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    im fine with that. ic2's largest appeal was solars anyways and we already have those in RF.
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  24. #24
    Tech Support Steelwind's Avatar
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    OK trying to keep my notes in order while I put something together so here goes...


    This is phase one. Getting the mods updated and sorted out. It should include all the removals, additions and updates.
    It is up as: http://okshard.okdedicated.com/modpack.test.xml

    Currently hashing out some compatibility issues, or maybe just typos, lol. Wanted to get this up though so I could go back and update it when I get back to it.

    Already in the planing for phase 2 is remove or greatly reduce slime islands,

    Removed:
    - Advanced Generators (too easy, also adding Big Reactors)
    - Galacticraft & Planets (hasn't seen a stable update and addons seem WIPish, we can revisit on another map)
    - Magical Crops (going to enable the resource crops in Agricraft to compensate)
    - Magneticraft (way too much overlap between it, Railcraft, Immersive Engineering, etc)

    Added:
    - Apple, Milk & Tea 2.9k
    - Big Reactors 0.4.3A
    - Biomes O Plenty 2.1.0.1889
    - Realistic World Gen 1.3.2
    - Steve's Factory Manager Addons 0.10.16
    - Steve's Carts 2 b18
    - Steve's Factory Manager A93
    - Waila Plugins 0.2.0-23

    Updated:
    - Forge to 1558
    - Adventure Backpack to 0.8c
    - Agricraft to 1.5.0
    - AOBD to 2.9.1
    - AppleCore to 1.3.0
    - Autopackager to 1.5.9
    - bdlib to 1.9.4.109
    - CodeChickenCore to 1.0.7.47-universal
    - COFH Core to 3.1.2-325
    - Extra Cells 2 to 2.3.9
    - Forestry to 4.2.9
    - Immersive Engineering to 0.7.2
    - Magic Bees to 2.4.3
    - McJtyLib to 1.8.1
    - Minefactory Reloaded to 2.8.1-174
    - Morpheus to 1.6.21
    - MrTJPCore to 1.1.0.33-universal
    - NEI Addons to 1.12.14.40
    - NEI Integration to 1.1.2
    - NetherOres to 2.3.1-22
    - OpenBlocks to 1.5.1
    - OpenModsLib to 0.9.1
    - Pam's HarvestCraft to 1.7.10Lb
    - Redstone Arsenal to 1.1.2-92
    - RFTools to 4.22
    - Roguelike Dungeons to 1.4.4
    - The Spice of Life to 1.3.1
    - Thermal Dynamics to 1.2.0B2-169
    - Thermal Expansion to 4.1.2-240
    - Thermal Dynamics to 1.2.3-112
    - Tinker's Mechworks to 0.2.15.106
    - Waila Harvestability to 1.1.6

    Modified:
    - Agricraft config (removed Magical Crops tweaks and enabled resource crops)

  25. #25
    Tech Support Steelwind's Avatar
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    OK it was just a missed mod. Still need to do testing but it loads now if anyone wants to do some SP testing for me.

    Oh and it is f'n awesome world gen using Realistic World Gen. Be interesting to see what it does to server load. I am guessing sonic flight exploration is out of the question.

  26. #26
    o.0 The_Town_Perv's Avatar
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    Running it in single player now, runs beautifully, and biomes a plenty trees are showing up with it set at realistic.

  27. #27
    o.0 The_Town_Perv's Avatar
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  28. #28
    Tech Support Steelwind's Avatar
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    Yeah I am doing config tweaks now. Reduce blood moons and slime islands, tweaking to make MFR trees spawn right in Realistic, etc. Nothing major.

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    Tech Support Steelwind's Avatar
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    Phase 2...


    Removed:
    - Advanced Generators (too easy, also adding Big Reactors)
    - Galacticraft & Planets (hasn't seen a stable update and addons seem WIPish, we can revisit on another map)
    - Magical Crops (going to enable the resource crops in Agricraft to compensate)
    - Magneticraft (way too much overlap between it, Railcraft, Immersive Engineering, etc)

    Added:
    - Apple, Milk & Tea 2.9k
    - Big Reactors 0.4.3A
    - Biomes O Plenty 2.1.0.1889
    - Realistic World Gen 1.3.2
    - Steve's Factory Manager Addons 0.10.16
    - Steve's Carts 2 b18
    - Steve's Factory Manager A93
    - Waila Plugins 0.2.0-23

    Updated:
    - Forge to 1558
    - Adventure Backpack to 0.8c
    - Agricraft to 1.5.0
    - AOBD to 2.9.1
    - AppleCore to 1.3.0
    - Autopackager to 1.5.9
    - bdlib to 1.9.4.109
    - CodeChickenCore to 1.0.7.47-universal
    - COFH Core to 3.1.2-325
    - Extra Cells 2 to 2.3.9
    - Forestry to 4.2.9
    - Immersive Engineering to 0.7.2
    - Magic Bees to 2.4.3
    - McJtyLib to 1.8.1
    - Minefactory Reloaded to 2.8.1-174
    - Morpheus to 1.6.21
    - MrTJPCore to 1.1.0.33-universal
    - NEI Addons to 1.12.14.40
    - NEI Integration to 1.1.2
    - NetherOres to 2.3.1-22
    - OpenBlocks to 1.5.1
    - OpenModsLib to 0.9.1
    - Pam's HarvestCraft to 1.7.10Lb
    - Redstone Arsenal to 1.1.2-92
    - RFTools to 4.22
    - Roguelike Dungeons to 1.4.4
    - The Spice of Life to 1.3.1
    - Thermal Dynamics to 1.2.0B2-169
    - Thermal Expansion to 4.1.2-240
    - Thermal Dynamics to 1.2.3-112
    - Tinker's Mechworks to 0.2.15.106
    - Waila Harvestability to 1.1.6

    Modified:
    - Agricraft config (removed Magical Crops tweaks and enabled resource crops)
    - Greatly reduced Slime Island spawn and restricted it to the overworld.
    - Greatly reduced Blood Moons. Allowed sleep during Blood Moon. Moved mob spawn farther away from player during Blood Moon.


    I still need to do some tests before I am ready to push it to a server for MP testing. I see no reason I can't have MP up by morning though.

  30. #30
    Tech Support Steelwind's Avatar
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    - Enabled EnderIO based recipes in Minefactory Reloaded (not sure what that does but it was the only one disabled so why not, lol)


    Isn't there more than one type of rubber tree? If so should we disable the MFR ones?
    Does anyone really want MFR Sewege/Sludge lakes spawning? I can either disable them or greatly reduce their chance of spawning...

    Really though... I am friggin amazed at the world gen. It is terrific and I can't wait to build on it.

  31. #31
    Tech Support Steelwind's Avatar
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    OK I can see world gen being an issue. Worse case I can load a world gen mod and pregenerate a bunch I guess. And the sewage/sludge pools are really wrecking the landscape for me, lol.

  32. #32
    Tech Support Steelwind's Avatar
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  33. #33
    o.0 The_Town_Perv's Avatar
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    Eliminate the sludge pools, I can't see why anyone would want them. And you may want to hold off on removing the ic2 rubber trees, they drop different stuff, and can be tapped if I remember correctly.

  34. #34
    o.0 The_Town_Perv's Avatar
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    Man I can't wait......

  35. #35
    Tech Support Steelwind's Avatar
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    No MFR rubber trees. Isn't there rubber coming from somewhere else?

    Also, looks like the Forestry update broke some of my ore tweaks. We have multiple copper/tin. Also amber which is weird... oh BoP. I did a huge quarry at absurdly increased speed and am watching the output. It looks pretty good. I also ran around and did countblocks on the different bee hives and they appeared to be spawning. I am fairly confident we are about ready to go.

  36. #36
    Tech Support Steelwind's Avatar
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    Haha and as it is now we generate an absolute metric $#@!ton of copper and tin.

  37. #37
    o.0 The_Town_Perv's Avatar
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    LOL

  38. #38
    Tech Support Steelwind's Avatar
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    - Disabled amber, sapphire, ruby & amythest ore gen in Biomes O Plenty. Other mods already generate them.
    - Disabled wasp hives in the nether (Biomes O Plenty), $#@! that.
    - Disabled tin/Copper ore gen in Forestry again (config files changed)
    - Disabled Nickel & Aluminum (Bauxite) in Immersive Engineering (CoFH will handle it)
    - Disabled Platinum ore gen in Metallurgy (CoFH will handle it)
    - Disabled Sludge/Sewage lakes in Minefactory Reloaded.
    - Disabled Slime Islands anywhere but Overworld and greatly reduced their spawn rate (Tinker's Construct).
    - Made Blood Moon easier and at a much reduced rate. Also, you can sleep through it now (Random Things).
    - Lots of ore gen tweaks... less copper/tin, swapped out ores where needed since some got lost in the mod swaps, etc.

    OK I need to update hashes and add any config files that are missing the update the server. One more quarry test and I think we are ready to go live. Well to test how live runs in a server with people on it anyway, lol.

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    - Added In Game Wikis (Extra Cells 2 was asking for it)
    - Shut off Refined Relocation's version checking.
    - Fixed Refined Relocation's version (missed a URL update in the mod).
    - Disabled Mekanism's version checking.

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    Tech Support Steelwind's Avatar
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    - Disabled ore gen of sulfur in Artifice (Metallurgy can handle it)
    - Boosted ore gen of sulfur in Metallurgy

    OK pretty sure that does it. I ran a couple quarries and everything looks good. I have no idea about broken recipes or mods though. I am thinking in the morning I will just switch the server over and we can take it live and see how it goes. Wing it and I can tweak it as needed. Worse case we end up having to restart if things go horribly which I doubt unless performance is impossible.


    I'll make a new thread with all my changes consolidated when the server is up and running.

    G'night

  41. #41
    Destroyer of Worlds Axispipe's Avatar
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    Quote Originally Posted by Steelwind View Post
    No MFR rubber trees. Isn't there rubber coming from somewhere else?

    Also, looks like the Forestry update broke some of my ore tweaks. We have multiple copper/tin. Also amber which is weird... oh BoP. I did a huge quarry at absurdly increased speed and am watching the output. It looks pretty good. I also ran around and did countblocks on the different bee hives and they appeared to be spawning. I am fairly confident we are about ready to go.

    if we had ic2 then sure but i think mfr rubber is the only tree we get... i do believe there are resource plants in magical crops for it but not sure on agricraft resource plants
    Check out the modded Minecraft server run by Steelwind on Postcount~
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  42. #42
    Tech Support Steelwind's Avatar
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    I went back and looked and I was mistaken. I thought there was another rubber tree on the last map and was looking to reduce that. If there was it was in one of the mods we cut because looking in NEI this morning there is only the one. Just means I need to add the other biomes from realistic to MFR so it spawns them where we want.

    The only thing that I think might need tweaking is the terrain is a lot higher than with standard world gen and a lot of the ores won't use that since I am using CoFH to gen ores. Really though that is too much to deal with right now balance-wise so I am going to let it ride and if it is too bad I can deal with it then. We should know pretty early on.

    The meteor strikes for AE2 look damn epic now though. Cut into hillsides and down mountains, lol.

  43. #43
    Newbie Clausius1160's Avatar
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    Is there still time to add more mods? D:

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    Tech Support Steelwind's Avatar
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    I am about to launch it. What did you have in mind?

  45. #45
    Newbie Clausius1160's Avatar
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    Sorry for not responding so quickly.

    Mikhail (Lissy) wanted:

    Twilight Forest
    Aether II
    Better Dungeons (Chocolate Quest)
    Mo' Creatures
    Primitive Mobs
    Lots O Mobs
    Infernal Mobs
    Special Mobs
    Animals+
    Damage Indicators
    Hats

    I'm not sure how much of this can be added, but these are what he told me yesterday evening.

    I was looking a lists yesterday, too, and found NuclearCraft; however, this can be done in a later iteration.

  46. #46
    Tech Support Steelwind's Avatar
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    This one is live now so we can see if we can work some of them in. The mobs ones should be easy enough to add later. Twilight Forest we've run in the past and it always ends up chugging the server. I am leery to add any additional dimensions/world gen stuff with RWG added. I am sure you will like RWG though if you haven't used it before...

    http://imgur.com/a/6bx5o

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    Excellent compilation of mods here! I've tried nearly all of them and I must say you have exquisite taste in mods!

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