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thegreatpl

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  • Birthday 05/14/1992

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  1. (note that the views and knowledge put forth in this post are mine and my understanding, and may not be 100% correct) From what I understand, Sengir has removed the code which prevented full compatibility with the technic launcher. Just he does not want it in the official launch version. Installing it yourself is perfectly fine. i think. The Problem that technic has is a bad reputation among certain areas of the MC community, who see them as thieving little illegitimates. This is mostly due to their policy of using mods within the packs without the permission of the mod authors. This is, from what I personally understand, a gray legal area as the technic launcher downloads them from the actual downloads (supposedly). Art the same time, several mod authors do not like this and see it as using their mods without permission, including sengir and his forestry mod. sengir is not the only mod author who has asked for their mod to be removed from the pack, just the one who went about it in a rather extreme manner. For example, mo'creatures has been removed due to the only mod pack which has the permission to use it is the Yogbox. The reason, I'm believe, that tekkit lite has been released is quite possibly to show everyone that the technic team is Doing Something. There has been no new official tekkit releases in something like 4 months, maybe longer. Alright, this was perhaps because Red Power had not updated, but there still was nothing new. At the same time, we have Feed the Beast. For those who have not heard of Feed the Beast, it was originally a map which used a number of tech mods. Since this needed a certain number of mods installed in a certain way, they ended up creating their own launcher, with their own mod packs. Which creates a potential problem for technic, in that they now have some serious competition. In the past, technic was dominant in the mod pack department because it was the only (to my knowledge) mod pack which had its own launcher. In effect, an end user with no real knowledge of how to install mods could play a large number of mods quite happily. Plus, tekkit was popular because it was one of the only multiplayer mod packs. Now Feed the Beast is slowly growing in popularity, and worst of all, taking away the traffic that technic used to have. Worse, it is taking away the mod packs that technic used to have. Anyone else noticed that voxel has disappeared from the list of mods in the launcher? They have jumped over to the Feed the Beast mod pack. Now, early I pointed out technics bad reputation? Well, feed the beast doesnt have this reputation, quite the opposite in fact, as they are very meticulous about getting mod authors permission before including them in their packs, and also insists that any third party mod packs in their launcher do so as well. Thus several mod authors who dislike technic is perfectly willing to work with the Feed the Beast pack, including sengir. This means that there are a couple of mods that have been included in the Feed the Beast mod packs which have been forced to be removed from technic, such as forestry. And it has been updating since it came out in November I believe. This essentially adds up to technic needing to do something in order to maintain its market share, otherwise just fade away into a footnote in MC history. Thus, we have them releasing Tekkit lite. Now, UndeadMike pointed out that this mod is pretty much identical to technic mod pack dev builds. A possible reason for releasing this as a Tekkit is, quite simply, coupled with the above, that Tekkit has been the more successful of the two mod packs. Thus, if we consider that this is an attempt by the technic team to show they are still a viable contender in what could be termed "launcher wars", then it makes sense for it to be released under the tekkit name, since the aim is to show the most people that they are doing something. I personally played tekkit the most back when I was playing. I think I played technic maybe once or twice, but stuck to multiplayer servers and thus used tekkit. Now, the problem is quite simply, with the absence of bukkit within forge. which means that many of the plugins used on multiplayer servers will no longer work with tekkit. Thus, making this mod into a new version of tekkit could cause problems for large servers, as many of the plugins they rely on would not be present. Now, while we are on the subject, lets try a comparison of tekkit lite and Feed the Beast. Well, herein lies an interesting problem, as the Feed the Beast team maintain 4 mod packs in their launcher(well, they have 5, but one of them is an old 1.2.5 ssp so not really "maintained"), all rather similar but with different make ups. The Feed the Beast Beta Pack A is still on 1.4.2, and thus out of date. However, it contains many of the core mods that are included within the tekkit lite, excepting the EE3 and Red Power 2. Now, Direwolf20 pack and mindcrack packs both include Red Power and are running on 1.4.6, with Direwolf20 having EE3 as well. Now, personally, I have only played on beta Pack A, so, cannot really compare it to the others and tekkit lite. However, compared to the old tekkit, i have to say that the shift is, interesting. For example, I doubt those who are complaining about the lack of Condensers and collectors will be that enthused about the mod gregtech, which I note is absent from the tekkit lite. Now, i'm enjoying playing around with it, discovering the interesting methods that can be used within the mod, but i have to admit it makes the end game soooo much further away. But oh so epic. For those of you who have not played with gregtech, heres one of the largest changes: the mod overrides the mass fabricator with the matter fabricator, which requires 100 times more EU and requires scrap to make a single UU matter. Oh, and it requires Iridium to make, which means it is a good thing that iridium now spawns in single block veins anywhere in a chunk and once in every 5 chunks. I am informed that newer versions of the mod makes it easier to get iridum through other ways, including the End, but I have not yet played those. Now, looking at the tekkit lite list, I note many mods within the list of mods in the various mod packs in the Feed the beast launcher, and a few which are not. Except none of these appear to be core mods. In both tekkit lite and the various FTB mod packs, the core mods are pretty much the same or similar. Gregtech is missing in the tekkit lite, but then it is also missing from Direwolf20's pack. Gravisuite is also absent, but that is pretty much end game any way and only adds a way of flying into the game. Forestry and thaumcraft are both in the Mindcrack and Direwolf20 packs, while both are pretty much not going to be in any technic mod pack again. Now looking at the list of mods for each pack, it becomes apparent that each is different and has a different composition. However, the traditional core mods of IC2, buildcraft and Red power are identical to each mod pack, excepting the beta pack A which came out before Red Power did, but which will certainly include it when it updates. In conclusion, the major reason that the new mod pack is named after tekkit is simply that it is an attempt to maintain the popularity of what may very well be a slowly dying mod launcher. Do not get me wrong, I loved tekkit back in the day, but now there is competition, and competition that seems to be doing a much better job than tekkit is, I think I will still with FTB, rather than return to have a go at this new tekkit lite. Partly because of the much better way that FTB treats mod authors and partly because I like the mod line up better. Technic launcher appears to be slowly dying with voxel jumping ship and with the long lack of updates to tekkit and technic. Oh before you point to volt, I would happily point you to the FTB mod pack Universal Electricity, which is identical apart from the name, and put together by the same people.
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