ChatFawkes Posted September 15, 2014 Posted September 15, 2014 (edited) Download Here: Platform Page About the pack: Flux Galaxy is made to be like a majority of "kitchen sink" packs with a large selection of mostly tech and magic mods in it. However, one thing that is unique is the space-based progression implemented. In addition to that the majority of mods are configured to revolve around MJ and RF power. Also Thermal Expansion, EnderIO, and Mekanism are heavily integrated with many recipes. The space-based progression is done through the help of mods like MineTweaker, ModTweaker, and obviously Galacticraft. This changes up your normal play-through of most tech mods since it requires space traveling to get the new technologies. You will find a link below that tells you which items/blocks are affected by the space progression. Tech and space travel not your thing? Well you can always choose to practice magic through the forms of botany, thaumaturgy, or witchery in the Overworld and other vanilla dimensions. Useful Links: Modlist Changelogs GitHub Space Progression Item/Block Quick List Strawpolls: No Open Polls Click here to Report a Bug Edited January 8, 2015 by ChatFawkes
Hydreigon635 Posted September 29, 2014 Posted September 29, 2014 (edited) Looks interesting; I'll be sure to check it out and if I ever get my YouTube channel up and running maybe I'll do an LP. EDIT: I'll also suggest adding Biomes O Plenty and the Bibliowoods BoP compat. Edited September 29, 2014 by Hydreigon635
ChatFawkes Posted October 22, 2014 Author Posted October 22, 2014 (edited) Don't post much here, but for anyone who reads these forums and wants some news on the pack: 0.6.x will be coming out soon, and a world reset is suggested, but NOT required. This is mainly due to additions of a few world-gen mods and some tweaks to the ore generation. Disregard that news about ProjectE. Edited October 24, 2014 by ChatFawkes
ChatFawkes Posted December 11, 2014 Author Posted December 11, 2014 For anyone interested I have updated the pack to 0.7.x and it contains a lot of new mods. I have also created a website where you can find changelogs and third-party downloads of the pack.
ChatFawkes Posted December 27, 2014 Author Posted December 27, 2014 For anyone interested I have made a lite version of this pack: Lite Galaxy It has about 60 mods total and is primarily designed for lower end computers and casual players. In other news I will be releasing Flux Galaxy 0.7.4 once a few bugs with the latest TechnicSolder are fixed. Starting with 0.7.4, older builds will no longer be available on the launcher because I have moved the Solder Repository to a new location.
outatime131 Posted January 28, 2015 Posted January 28, 2015 Could you add MFR? Also, if you can, add Better Storage, Soul Shards, obsidiplates, and wireless redstone. Those are all small, but extremely useful, mods. Other than that , great modpack and keep up the good work!
ChatFawkes Posted January 30, 2015 Author Posted January 30, 2015 Could you add MFR? Also, if you can, add Better Storage, Soul Shards, obsidiplates, and wireless redstone. Those are all small, but extremely useful, mods. Other than that , great modpack and keep up the good work! Thanks for playing the modpack! I'm glad you're enjoying it. Regarding the mods you listed for addition: MFR: Most of the functionality can be done by other mods already in the pack, so I see no point in adding it. Better Storage: Haven't actually played with the mod, but I feel like it also has things which are already present in other mods. Soul Shards: EnderIO has powered spawners that can be used to spawn any type of mob. I feel like adding Soul Shards would make them pointless because soul spawners don't require energy. Obsidiplates: All the pressure plates added are more or less replaced by EnderIO. You have the Dark Steel plate that can only be stepped on by players and I believe you can paint the plates with any material (and if you use glass it becomes invisible). Wireless Redstone: I have actually considered adding this one. I have to mess around with it before I add it because I remember in 1.6.4 it had some issues. So far the only mods I plan to add in the future are: Thermal Dynamics and a frames mod (either Remain in Motion or Framez).
Torezu Posted January 30, 2015 Posted January 30, 2015 Things MFR has/allows that aren't in your pack (exactly, at least): - auto-spawner with exact copy for wither skel farming (Soul Shards just got a little more useless, since this uses power also - and mob essence) - the Unifier - one of the most useful machines the mod has - auto-farming and auto-breeding passive mobs without breaking tools (but still uses power) - producing clay/grass/dirt/etc with sludge boilers - needleguns and rocket launchers - auto-enchanting and auto-anvil - laser drills for quarry-equivalent mining without terrain destruction (ender quarries also work, but they're kind of destructive in their own way) - very power intensive, so balanced - various decorative blocks It's a good suggestion, in my mind, but of course it's your pack.
outatime131 Posted January 31, 2015 Posted January 31, 2015 To get a Soul Shard spawner, you need to kill at least 64 of the desired mob, so it isn't cheap, and to get the max one requires killing 1024 of that mob. Even though it doesn't require power, it's not something you can just make out of the blue, it needs a good amount of effort and time. What Torezu said about MFR is also useful, Flux Shift would make getting the Laser Drill require titanium or something, making it not as easy to make. Also Gendustry is a useful Forestry addon that makes bee-breeding a little easier, but require massive amounts of RF to do so. A think you should take these into consideration, but it's still your pack, so you have the final say. Thanks again!
ChatFawkes Posted January 31, 2015 Author Posted January 31, 2015 Things MFR has/allows that aren't in your pack (exactly, at least): - auto-spawner with exact copy for wither skel farming (Soul Shards just got a little more useless, since this uses power also - and mob essence) - the Unifier - one of the most useful machines the mod has - auto-farming and auto-breeding passive mobs without breaking tools (but still uses power) - producing clay/grass/dirt/etc with sludge boilers - needleguns and rocket launchers - auto-enchanting and auto-anvil - laser drills for quarry-equivalent mining without terrain destruction (ender quarries also work, but they're kind of destructive in their own way) - very power intensive, so balanced - various decorative blocks It's a good suggestion, in my mind, but of course it's your pack. To get a Soul Shard spawner, you need to kill at least 64 of the desired mob, so it isn't cheap, and to get the max one requires killing 1024 of that mob. Even though it doesn't require power, it's not something you can just make out of the blue, it needs a good amount of effort and time. What Torezu said about MFR is also useful, Flux Shift would make getting the Laser Drill require titanium or something, making it not as easy to make. Also Gendustry is a useful Forestry addon that makes bee-breeding a little easier, but require massive amounts of RF to do so. A think you should take these into consideration, but it's still your pack, so you have the final say. Thanks again! You guys have good points regarding the mods, but ultimately it comes down my balance preference for the pack. Soul Shards Soul Shards does indeed require a lot of work to get to a Tier 5 spawner, but in combination with an EnderIO Powered spawner it would be so easy to get a Tier 5 soul shard. You can probably even automate it with an Autonomous Activator because it's a fake player and has an inventory too. Also once you obtain the shard it will be unlimited resources for no cost at all and personally I think that's kinda unbalanced. With EnderIO spawners you need a lot of energy to be constantly producing mobs and farming their drops. Also regarding the wither skeleton spawning: The recent versions of EnderIO separates the Wither Skeleton into a separate entity, so you could actually create powered spawners for it now. MFR Man I've honestly been trying my best to not say this on any public forum, but I just don't like MFR that much. I mean if another pack has it then I will use it and play with it, but I personally just find it boring. Sure I can just edit the recipes and change the energy usage configs, but I know that people will still use those machines if they are available. I rather they try the other mods already present in the pack to do things that MFR can do. Also some alternatives for those MFR items/blocks you mentioned Torezu: MFR Auto Spawner - As I mentioned above the EnderIO powered spawner will be able to spawn wither skeletons in the latest version (will be in 0.7.13+). It can already spawn every other entity in the game though. The Unifier - You got me here because currently there is no ore dictionary converter alternative. The Forge Lexicon is still a WIP, but I think it might be back in a later version. If you do need to convert ingots you can choose different outputs if you use a regular crafting table or the 2x2 crafting grid in your inventory, press the arrow to select between different recipe outputs. I think Chisel can also convert between different mod metal blocks now. Auto Farming/Breeding - MFR does make doing this easier, but that's exactly what I don't want in this modpack. I rather people figure out how to automate things with the stuff already present. For example you can automate the farming station quite easily if you use wooden/stone tools. For breeding you can probably easily automate the feeder from Railcraft to accept various crops to breed the animals. As for the culling of the animals Thaumcraft has a golem that will only kill adult animals. These are just two example of how to replicate MFR functionality with mods already present and I know there are other ways of doing it too (multifarms, thaumcraft, blood magic, etc). Sludge Boiler Outputs - Bees! Bees! Bees! I'm pretty sure there are bee species that can produce all of the various outputs from the sludge boiler. Needleguns/Rocket Launchers - Okay I do admit these were some pretty cool weapons, but hey we got crossbows and some other nifty ranged weapons from TiCon. Auto Enchanting/Anvil - I think Open-Blocks may have this covered (don't quote me on that). I'll have to actually see if I can automate enchanting with the liquid XP stuff. I think you can do it with ComputerCraft, but I personally don't know Lua. Also EnderIO adds the Enchanter which is probably my favorite way to get enchants now because you just have to get the correct materials for whatever enchant you want. Laser Drills - Did I mention bees already? While you might not get the direct ore, you can get either grains or nuggets of all (or at least most) ores from bee products. Decorative Blocks - Guess those can't really be replaced, but we have lots of decoration blocks already available (I'm sure people won't miss just a few). Gendustry Now I know people love the Mutators from Gendustry because they makes getting bees super easy since you can choose what bee you want. Personally I think this goes against the nature of bees. With Binnie's Genetics you can still customize bees, trees, and other forestry stuff to your exact needs. It can do everything Gendustry thing can except for mutation selections, but you have the Mutator attachment for the Alveary and that usually gets the mutation you are looking for. Oblivion frames in combination with the Alveary Mutator are a fast way to cross-breed bees. So I hope this post gives good enough reasons to why I haven't included the majority of mods y'all have pointed out. Please feel free to add any mods you want because in the end the game should be played however you enjoy it. I just happen to enjoy it with the mods already present
outatime131 Posted January 31, 2015 Posted January 31, 2015 The one thing I do want to mention is that there isn't a way to easily get yellorium other than quarrying half of Mars. They're aren't any yellorium bees, either, so the only option would be Laser Drills, but since MFR isn't in the pack, no Big Reactors for me! I'm saying you can still make it that to even get a Laser Drill requires going to the asteroids by requiring for it to need titanium, and just the sheer power required makes it a far end game item. Also, without Laser Drills, what's the point of Big Reactors? Half the reason anyone does the mod to the end is to get Laser Drill power. Otherwise they'd just use charcoal power or something the whole game. Laser Drills, in of themselves, makes people want to upgrade their power structure to be able to handle something so power hungry, but still so useful. What's the point of making a 29kRF Big Reactor Turbine if nothing needs all that power? There's no point then, it would be a waste of time and resources. Bees may be able to make some of the ores, but without MFR, Big Reactors is almost useless.
ChatFawkes Posted January 31, 2015 Author Posted January 31, 2015 I'm fairly sure ExtraBees adds Yellorium/Radioactive bees, so you can use that for renewable yellorite. Also if you mine a ton of Yellorite and have an efficient reactor you can make your supply last for quite some time. When I do add a frames mod in a future update you can setup a world miner/eater that can constantly bring you ores from Mars.
outatime131 Posted January 31, 2015 Posted January 31, 2015 I think you're missing the point of the second half of my post. I did look back and ExtraBees does, in fact, add yellorite bees. However, why would I want to make a 29kRF/t Big Turbine if nothing in the modpack requires that much power? I could pretty much be well of with a Forestry tree farm and some charcoal and biogas generators. The Laser Drill is the only thing that really requires Big Reactors to sufficiently power it. Big Reactors' point is to require a lot of resources to make a lot of power, but if nothing needs that much power, why waste the resources on that and not something that needs fewer resources and time? I feel if I'm going to spend that much time and energy into something like that, I would have a good use for it. But without anything that power hungry, what's the point? I'm never going to use that much power, so why even bother making it in the first place? At least with the Laser Drill I have something that can really use that power, and use it well. Otherwise it's just a waste.
ChatFawkes Posted January 31, 2015 Author Posted January 31, 2015 Well if you're looking for a powersink the EnderIO spawners end up taking a lot of power for certain mobs. Also Mekanism factories and TE machines with speed augments use up a lot of power too. As you said if you're not even going to use that much power there is no need to make it, but the option of having a massive power gen is still there for people who rather use that instead of an array of smaller generators.
ChatFawkes Posted January 31, 2015 Author Posted January 31, 2015 Here is an old MineTweaker script I found for MFR from an early version of the modpack (0.3.x). Not sure if it will work with the latest MFR, but that basically did exactly what you wanted (makes the laser drill require titanium). The testing from the early versions is why I eventually ended up removing MFR because I just didn't find it fun anymore (but to each their own).
Torezu Posted February 1, 2015 Posted February 1, 2015 Hey, I personally find it more interesting to have a challenge with resource collection and all that, and shut off quarries, ender quarries, RotaryCraft/IC2/etc boring machines and drills. It's your mod pack/server, your choice, and it's a good one as far as I'm concerned. To each their own. If people don't like it, there are hundreds of mod packs and servers to play with/on.
Grim_Ascensions Posted February 2, 2015 Posted February 2, 2015 I'm not a huge fan of MFR myself either due to all the automated near-free resource generation it allows. However, I still plugged in into my pack because there are a few things unique to it. I simply have the offending machines disabled. Its your pack, make it how you want.
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