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These mod have been asked for but for the wrong reasons. I don't ask for these mods for myself but for everyone and have though of the good it would bring to the official attack of the b-team server and the users if the pack FEEL FREE TO ADD OR EXPRESS YOUR FEELINGS ABOUT WHAT I WANT TO CHANGE

#1. Railcraft

This mod brings elaborate track systems to Minecraft and can be used to create roller coasters and train systems to bring you through your destination. It also gives you another variety of power generation because right now the only two good ways to get power are from mob essence and magma generators.

This could be used to create train systems with actual trains and actual picking you destination to travel through for servers and can create amazing roller coasters for fun.

#2. Steve's Carts

This is a amazing mod that adds modular carts to the game. This compliments Railcraft well but can be used alone. It adds another way to mines, farms and so much more. It is a great mods to add cart use to the world of Minecraft. I feel like keralises mind would explode if he saw a minecart not being used as a system of getting around

#3. Buildcraft

I know some say it is as useless as ic2 now because of thermal expansion but really it isn't. Thermal expansion started as a adding for buildcraft and even though it has much of the basics of buildcraft it missed a lot of content and I don't mean quarrys and tanks and another dozen or so engines that do the same thing as the TE engines. I mean the little bits that really make it different. Like the circuits used for automation witch mist stuff in the mod pack has to be done manually or with u standing there watching it the whole time. Also the architect block which allows you to copy and save designs and your greatest buildings into a blueprint which can be brought into any other Minecraft world you have. And the filler would save so much time. Instead of every youtuber pausing the vid to clear terrain this thing could save them 4 hours of digging. Also auto crafting tables are always nice when creating factories and auto stone brick makers

#4. Applied Energistics or logistics pipes

I only say this because I have heard of many issues with project reds sorting systems and I know it work it's just at such a early state and I love that at least something is there but it just doesn't add what a real sorting system could become. It also doesn't have cross dimension so you can't bring your sorting system through other bases and dimensions like in AE with the quantum ring. This could be used by keralis to connect his moon base to his regular base

#5. MFFS

There is about 4 different ones due to the mod creator leaving us and also this doesn't really fit with the pack but wither battles are annoying and in the mod pack they kinda haft to happen regularly for many things like heart canisters or even nether stars.

Also adds a level of security for public servers

#6. (OPTIONAL) Aether mod

I was on the borderline of including this but another dimension to explore would be amazing. This is full of bosses and just crazy mobs. This is one mod I have never really tested though so I don't know how it would react to aotbt. But it looks like it would fit in Nicely with the magical aspect of the Modpack

#7. (OPTIONAL) Tree capitator

this is a really cool mod witch makes if so you don't haft to cut down every piece of the tree like in real life when you cut trees down. Just go in the configuration and make it so you can only do it with the axes because doing it with a fist is a little cheap and makes it so you haft to at-least spend some resources to use this mod

This is all the mods I would love to see in attack of the b-team. I know a lot will disagree with what I say but this is what I feel is wrong with the b-team mod pack. I know the mod pack is playable and fun with out these but I feel like it would make it a little more fine tuned with these additions.

Edited by Insanity897
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#1) Did CovertJaguar fix his breaking of portals and other multiblock structures yet? Or is it still not his problem, but that of vanilla/other mods (ACTUAL ARGUMENT OF HIS!)?

#6) Yup. Let's add a huge mod into an already big modpack. What could go wrong? *exploding servers in the background*

#7) Tinkers Construct => Lumber axe.

 

At any rate, you can propose these on the forums all you want, but the ones you need to convince at GenerikB and BdoubleO100 of the B-Team. They decide what kinds of gameplay mods should be added.

 

Also, these mods have been asked for, but for the wrong reasons? How are your reasons, which come down to the same thing other people have said in the past, better than others?

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I mostly don't agree with you, Insanity, but I do appreciate the effort you've put into your suggestions here.  You've gone beyond what most people bother with when making this kind of suggestion here :)

 

That said, it's not the best place to present it.  The B-Team devs here do get a say in the pack, but at the end of the day they're adding/removing things based on what people like Keralis (who you mentioned) in the B-Team actually want or require.  It's best to ask them there on their channels if you want to see something more.  Melfice suggested BDoubleO100 and GenericB, those seem like the best place to start.

 

Railcraft I'd be happy to see to be honest - IF and only IF the bugs get sorted with it.

 

Steves carts fits fine, but it's a worse option at just about everything than what's already in the B-Team (worse digger/miner than a hammer, worse transport than a glider/flying gene/bat form/archimedes ship, worse farmer than the harvester etc.).  I think that'd mean it'd be used less often while still bloating the modpack, and when used (every well established player would eventually have some just to look cool) it'd put more strain on the servers for very little gain.  There are better decoration options.

 

Buildcraft not at all, I don't see that it has anything that's not got an equivalent in the B-Team or isn't actually wanted in the pack: remember that one of the goals was to keep the core minecraft gameplay intact - that means mining and building still have to be done manually (if a lot faster) for the most part.  There's not really any mid-tier "run while I wait" stuff in B-Team, the only stuff like that is top tier and either hard to build, costly to run or both.  Buildcraft isn't balanced in the same way.  If people are willing to use mass-area-work tools like the filler, they can just use tools like worldedit just fine.

 

AE maybe.. you'd have to present a better argument to get me to come off the fence on that one (not that my opinion on the matter is worth anything, again, the B-Team themselves are who to talk to).  It just feels a little too easy.  Logistic pipes a definite no - it's not especially well written and it'd reduce most current servers pop max from 80ish to maybe 60.  P|R is still much less mature, but it'll get there.  Logistics pipes is great if you've only got a few people playing, but on my old Tekkit Lite server one person managed to build a logistics system that was regularly server-crippling.  If one person can do that, what can 80 do?

 

MFFS I would like to see.  I remember at one point you could abuse it to crash a server, I'd only want it if they'd fixed that (they're pretty good though, I expect they would have by now).

 

Aether/Deep Dark both add a lot of extra server load for little gain in actual gameplay for players.  They'd both result in a lower pop max and a more spread out playerbase on servers.

 

Treecapitator Melfice already covered, there's a mid-tier axe from tinkers construct that performs the same function already (the lumber axe).

Edited by Loader
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#1) Did CovertJaguar fix his breaking of portals and other multiblock structures yet? Or is it still not his problem, but that of vanilla/other mods (ACTUAL ARGUMENT OF HIS!)?

#6) Yup. Let's add a huge mod into an already big modpack. What could go wrong? *exploding servers in the background*

#7) Tinkers Construct => Lumber axe.

 

At any rate, you can propose these on the forums all you want, but the ones you need to convince at GenerikB and BdoubleO100 of the B-Team. They decide what kinds of gameplay mods should be added.

 

Also, these mods have been asked for, but for the wrong reasons? How are your reasons, which come down to the same thing other people have said in the past, better than others?

Yea I understand your reasons and forgot about the lumber axe from tinkers construct but I do believe the breaking of portals and multiblock structures has been fixed by him. Most likely he was forced to do because of his argument

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they should also add: portal gun and gravity gun.

i like it but its not feed the beast this mod pack isn't all about technology. plus portal gun I believe is bugged and the portals won't even open up on the gun, but I may be mistaken. Also there has to be some transparency between mod packs. Like when I mentioned buildcraft it blew up in my face because it's like every other Modpack Edited by Insanity897
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I mostly don't agree with you, Insanity, but I do appreciate the effort you've put into your suggestions here.  You've gone beyond what most people bother with when making this kind of suggestion here :)

 

That said, it's not the best place to present it.  The B-Team devs here do get a say in the pack, but at the end of the day they're adding/removing things based on what people like Keralis (who you mentioned) in the B-Team actually want or require.  It's best to ask them there on their channels if you want to see something more.  Melfice suggested BDoubleO100 and GenericB, those seem like the best place to start.

 

Railcraft I'd be happy to see to be honest - IF and only IF the bugs get sorted with it.

 

Steves carts fits fine, but it's a worse option at just about everything than what's already in the B-Team (worse digger/miner than a hammer, worse transport than a glider/flying gene/bat form/archimedes ship, worse farmer than the harvester etc.).  I think that'd mean it'd be used less often while still bloating the modpack, and when used (every well established player would eventually have some just to look cool) it'd put more strain on the servers for very little gain.  There are better decoration options.

 

Buildcraft not at all, I don't see that it has anything that's not got an equivalent in the B-Team or isn't actually wanted in the pack: remember that one of the goals was to keep the core minecraft gameplay intact - that means mining and building still have to be done manually (if a lot faster) for the most part.  There's not really any mid-tier "run while I wait" stuff in B-Team, the only stuff like that is top tier and either hard to build, costly to run or both.  Buildcraft isn't balanced in the same way.  If people are willing to use mass-area-work tools like the filler, they can just use tools like worldedit just fine.

 

AE maybe.. you'd have to present a better argument to get me to come off the fence on that one (not that my opinion on the matter is worth anything, again, the B-Team themselves are who to talk to).  It just feels a little too easy.  Logistic pipes a definite no - it's not especially well written and it'd reduce most current servers pop max from 80ish to maybe 60.  P|R is still much less mature, but it'll get there.  Logistics pipes is great if you've only got a few people playing, but on my old Tekkit Lite server one person managed to build a logistics system that was regularly server-crippling.  If one person can do that, what can 80 do?

 

MFFS I would like to see.  I remember at one point you could abuse it to crash a server, I'd only want it if they'd fixed that (they're pretty good though, I expect they would have by now).

 

Aether/Deep Dark both add a lot of extra server load for little gain in actual gameplay for players.  They'd both result in a lower pop max and a more spread out playerbase on servers.

 

Treecapitator Melfice already covered, there's a mid-tier axe from tinkers construct that performs the same function already (the lumber axe).

I understand again Aether is too big and I do understand your point on build craft how this mod pack likes to keep the basis of core Minecraft

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i like it but its not feed the beast this mod pack isn't all about technology. plus portal gun I believe is bugged and the portals won't even open up on the gun, but I may be mistaken. Also there has to be some transparency between mod packs. Like when I mentioned buildcraft it blew up in my face because it's like every other Modpack

 

I submit that the portal and gravity gun would be more thematically fitting than Railcraft: the theme is "mad science" (with Witches, for some reason...) and they definitely fit. :)

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...

#1. Railcraft

...

#2. Steve's Carts

...

#3. Buildcraft

...

#4. Applied Energistics or logistics pipes

...

#5. MFFS

...

#6. (OPTIONAL) Aether mod

...

#7. (OPTIONAL) Tree capitator

...

 

#1 - no need for railcraft, not to mention the bugs.

#2 - doesnt add anything outside of extra crap, doesnt help anything, everything it can add can already be done and/or be done better

#3 - no. just no.

#4 - AE i wouldnt mind, but overall, no on both - theyre not necessary

#5 - No, theres plenty in this modpack that can do things like MFFS if you take the time to learn on how to use existing blocks in a different way (like this game is intended) without adding this mod.

#6 - nope, id rather see Twilight Forest added over Aether.

#7 - No, lumber axe from Tinkers' Construct.

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Because adding Railcraft to this modpack still wont be useless considering the other options of faster travel? Its just unnecessary. Why use railcraft when Enhanced Portals 2 is in this modpack, let alone the waypoints, and a ton of other methods of travel.

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  • 5 weeks later...

Though i would really want AE in this pack (unlike most here), the thing this pack needs most is more power generation options (my suggestion, Big Reactors).

 

big reactors only adds power generation and a new ore. nothing more

 

side note, project red isnt too bad aside from its steep learning curve and over use of the annoying dyes

 

 

i would also deeply appreciate a faithfull texture pack for this modpack. i really dont like the cartoonish look (like soartex) of most texture packs

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As much as I would like big reactors and AE, if they were in the pack I would have mining lasers constantly running a few reactors with all of my storage system in AE.

 

In addition to making TE or P|R storage systems obsolete it would remove all the options from the pack for power as big reactors would be easily the best option (unless yellorite was extremely rare, perhaps).  I have to think about what I do for power or storage and plan ahead a little - not just expand my reactor or slap in another drive.  It'd make the pack at risk of becoming 'tekkit with witchery' for the most part.

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As much as I would like big reactors and AE, if they were in the pack I would have mining lasers constantly running a few reactors with all of my storage system in AE.

 

In addition to making TE or P|R storage systems obsolete it would remove all the options from the pack for power as big reactors would be easily the best option (unless yellorite was extremely rare, perhaps).  I have to think about what I do for power or storage and plan ahead a little - not just expand my reactor or slap in another drive.  It'd make the pack at risk of becoming 'tekkit with witchery' for the most part.

i have to agree with you on this :/. like i said AE can be missed if you are willing to put the effort in PR. 

 

but this does not solve the power problem :/. we still dont have pumps in the modpack, so lava from the nether is still a bit out of reach (also, the chunkloader from MFR is really expensive :o ). 

 

as of now i power my base with charcoal from my auto tree farm, it has the added bonus of giving lots of the dye trees saplings needed for project red and being selfsustainable. but the sad thing is that its really noisy and takes allot of space in my base (the dye trees can grow in all the different trees in the game, some are really tall)

 

i would love to see another power source that is a bit smaller and less noisy (and laggy).

it doesnt need to be selfsustainable (hence big reactors) but i dont like baby sitting the power generation

 

by the way, does anybody know why the ores generate like a milion per chunk? also why all the way up to y=100? 

the first 10 days i didnt mine anything. everything i needed presented itself in ravines and surface caves

 

it took a bit too easy

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It's a setting in CofH core, it's (I think) to accommodate the lack of having a quarry or digital miner (you can get most of the resources easily enough but you do still have to mine yourself, same deal with the pump - no heavy automation was one of the design goals, and having pumps would just mean "nether pump + magmatic generator" would become the best power option).

 

If you want something smaller and less laggy than a treefarm but you've got that set up already you might want to consider converting it into a biofuel plant growing farm, feeding a biofuel reactor from that and using the biofuel in combustion engines.  It doesn't have the 'power bleed' that the steam engines have that way, so it won't run once it fills up.  Alternatively you can go with a sewer (and pigs/cows) with sugarcane farm setup, it seems to be a lot less laggy though the sugarcane farms need to be large..

 

Finding a workable power system is one of the biggest challenges in this pack, there's still a bunch of interesting ways to do it though - though none of them are convenient.  Mob-spawner/grinder to lxp (and combustion engines) seems to be the most common high-end power setup.

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