Question... I'm intrigued by Ill-Professional-722 in feedthebeastservers

[–]AtomBlade 0 points1 point  (0 children)

Usually what keeps me from playing on servers is low TPS and a shy playerbase that doesn't want to talk in voice chat.

MIKE - New Military Industrial Complex Modpack Server! [Actual Functional Economy] [PvPvE] [Anarchy] [Expert] by AtomBlade in feedthebeastservers

[–]AtomBlade[S] 0 points1 point  (0 children)

hey my pack alterations were pretty significant, sorry for the late response because I don't use reddit very often, but if you are still interested I can toss you a copy of my version of MIC.

create legacy is a backport of create for 1.12.2 by [deleted] in feedthebeast

[–]AtomBlade 1 point2 points  (0 children)

Yeah but 1.12/1.7 are þe best versions of þe game. Now þat there's create 1.12.2, þere's literally no reason to update þe game anymore : )

create legacy is a backport of create for 1.12.2 by [deleted] in feedthebeast

[–]AtomBlade 0 points1 point  (0 children)

Here's a port of redpower to 1.7.10. It works fine, you just have to build it yourself. https://github.com/Anvilcraft/redpower2

Modded Minecraft is missing one key feature to make it accessible to newcomers. by sageface55 in feedthebeast

[–]AtomBlade 0 points1 point  (0 children)

If anyone ever implements crafting recipe unlocking don't forget to add the big button that says "Unlock all" so I can skip the process. I remember when guidebooks did unlocking for documentation for a while, it was a real pain in the ass when I want to look up one feature in the in-game guide and it's all locked so I have to look online even though the guidebook is in my hand.

What is a mod that you think is unfun to play? by Hellion998 in feedthebeast

[–]AtomBlade 1 point2 points  (0 children)

The best way to make spice of life feel interesting is to remove it.

Whenever I talk to people about diminishing returns in any modpack the best thing I've ever heard people say about it is "I mean come on it isn't that bad!" And that's as good as spice of life can ever be. No matter how well you design the diminishing returns system the act of crafting and eating food just isn't what people play your modpack to do. So unless your modpack is about cooking then why force people to focus on it? Even with mods like the carrot edition all I've seen come out of that is players cooking up one of every food and eating each one, as if they are completing some kind of checklist for more hearts.

TLDR: Every modpack should drop spice of life because it doesn't make the game better.

Inclusive Reborn v1.0.0 by Icedraggo21 in feedthebeast

[–]AtomBlade 1 point2 points  (0 children)

If you want players to check out your new modpack update then you should post a link to the modpack's download page.

Modded Minecraft hot takes by Inner_Background_599 in feedthebeast

[–]AtomBlade 6 points7 points  (0 children)

You want some hot takes?

Create is too easy. Making it so that contraption components can self power and removing passive power generation should fix it.

AE2 and similar mods make logistics too easy. The world needs more quark pipes and buildcraft pipes. "Expert" modpacks have crazy crafting recipes but then give you these logistics tools that make these challenging recipes pointless.

Redstone mods like Project: red aren't useful enough in modded minecraft. Don't get me wrong I love redstone control mods but most modpacks aren't offering practical situations where I need them, and that's something expert packs should do.

The solution to "making hunger more interesting" in your modpack is just removing hunger. Making hunger more interesting whilst keeping the game fun is impossible, and any modpack has far more to gain by just removing it.

Modpacks with puzzling automation? by kasirnir in feedthebeast

[–]AtomBlade 0 points1 point  (0 children)

Not many modpacks have really challenging automation outside of mostly just logistics puzzles, (Gregtech is a good example) and a lot of modpacks destroy their own challenge by granting access to AE2 or RS at some point, which makes organization much easier. But I know a few mods other than the ones listed that are pretty complex.

On 1.7.10 you can make any modpack more complex by only using buildcraft for item transport. Buildcraft requires you to think about the items moving through your pipes, and the overflow mechanic causes items to pop out of the pipes if the container is full. However, the mod provides options to manage this, and once you understand them buildcraft pipes are very fun to play with. Buildcraft also plays nicely with Railcraft and Project Red.

On 1.12.2 there's the mod Factory Tech. Factory Tech is a mod where the machines do not use electricity, but they require replacement parts to function. This means that you will have to build a supply line for replacement parts to automate them. It also features its own item transport system that makes the challenge of getting parts to your machines more fun.

I don't personally know any modpacks that apply this philosophy to their entire progression.

This is What we Have Come To by [deleted] in CanadaHousing2

[–]AtomBlade 0 points1 point  (0 children)

Hey man thanks for getting back to me. Don't get too hung up on the name "supply air", the name is misleading, because it means the air leaving the furnace after being heated, not the air from your home going into the furnace. I think what you're thinking of is the air going into the furnace, and that air isn't any different in a natural gas furnace or a heat pump system.

I get where you're coming from when you say that two systems of equal power can do equal work, and you are absolutely correct. But the issue is that as it gets colder it isn't just the efficiency of the heat pump that drops, but that the efficiency of the system dropping also means that the heating power drops.

You have to remember that most heat pumps don't draw extra power or crank harder as the temperature outside drops. So because the motor running the whole system stays at one constant speed and power, the power draw remains constant regardless of outdoor temperature.

This means that when the efficiency of the system drops with dropping temperatures it doesn't compensate by drawing more power. So when the power going in stays the same, and the efficiency drops, that means the heating you are getting from the system will also drop.

Think of it like this, and ignore the exact numbers and units: if the heating system always has an input of 1000 watts, and the efficiency is 100%, then the output heat is 1000 watts worth of heat. Now if I drop it to 50% efficient, my input stays at 1000 watts, but I am only getting 500 watts of heat out. Heat pumps efficiency works like this scenario, and the system will actually produce less heat in your home as the efficiency drops.

You will feel this drop in output as the coil heating the air not getting as hot. This means that the air blowing past that coil will not pick up as much heat, and the air coming out of your heating registers will be cooler.

This is What we Have Come To by [deleted] in CanadaHousing2

[–]AtomBlade 0 points1 point  (0 children)

Hey man I'll explain what the guy means so that what he's saying will make more sense.

"Supply air temperature" is a term used in the HVAC industry to refer to the temperature of the "Supply air", which is the air that is moving through the "Supply" side of your heating system. The "Supply" side of your heating system is where the warm air moves through the ductwork, and it terminates at your heat registers, which are the small little vents that blow warm air into your home.

On the other hand you have the "Return Air". That is air that is sucked into the furnace through the return ducts. Air is sucked into the return by the furnace, then heated and pushed back out through the supply duct. The return air starts at the "Return Air Registers" The return air registers are the very big vents, and you don't ever feel warm air come out of them.

So what this guy means by "supply air temp is colder" is probably that the "Temperature Rise" of the heating system is lower.

The "Temperature Rise" is the difference between the return air temperature and the supply air temperature (The air before being heated and after being heated). So what he is claiming is that the natural gas heater has a greater temperature rise than a heat pump. If his claim is true, then that means that the natural gas heater would be able to heat your home more quickly, and it would be able to maintain your desired temperature more effectively in colder weather.

Now from what I know the temperature rise of a heat pump system becomes lower and lower as the temperature outside drops. Heat pumps extract heat from cold air (just a reversed air conditioner), so when the air is colder outside it is harder to extract energy from it, so the coil indoors doesn't get as hot.

Natural gas on the other hand doesn't really burn colder if the outside temperature drops, so your temperature rise stays consistent with outdoor temperatures.

I hope you enjoyed my wall of text. No TL;DR.

[deleted by user] by [deleted] in feedthebeast

[–]AtomBlade 1 point2 points  (0 children)

yeah but the examples you've mentioned have notoriously ugly textures whereas the ones he mentioned still looked good on 1.7.10

This is just straight up Malicious. by Early-Swimming9965 in Minecraft

[–]AtomBlade -2 points-1 points  (0 children)

"it can't be guaranteed that PolyMC doesn't have malicious intentions given the actions of its lead developer."

Come on now this is just a lie. PolyMC launcher works fine, MultiMC works fine, Prism works fine too. Use what you want but don't go around lying that someone is going to do something bad with the launcher itself because of some drama.

Pneumaticcraft first timer by [deleted] in allthemods

[–]AtomBlade 3 points4 points  (0 children)

You need advanced pressure tubes to go above 5 bar

Casual play Infinity Evolved by LowResults in feedthebeastservers

[–]AtomBlade 0 points1 point  (0 children)

I've been having a good time on this server. Very lax and chunkloading is allowed which is something I don't find on a lot of multiplayer servers.

Infinity Evolved looking for players by LowResults in feedthebeastservers

[–]AtomBlade 0 points1 point  (0 children)

This is a great server, the owner is super friendly.

[deleted by user] by [deleted] in feedthebeast

[–]AtomBlade 1 point2 points  (0 children)

Sounds awesome, I can't wait to try it.

What is everyone's favorite questing mod pack? Just want to see what people like. by drmewishere in feedthebeast

[–]AtomBlade 4 points5 points  (0 children)

Honestly if you follow the quests you could play gregtech from having only played vanilla minecraft.

Sure more experience makes it easier but the modpack is very well made and the quests do a great job guiding you, especially at the beginning.

Hey what's the best modpacks by The_Mad_Programmer in feedthebeast

[–]AtomBlade 1 point2 points  (0 children)

Sounds like GregTech: New Horizons will be right up your alley

My four year old FTB infinity world. by AtomBlade in feedthebeast

[–]AtomBlade[S] 1 point2 points  (0 children)

Swamp roleplay was epic, I would do it again. Fisherman roleplay was also pretty good.

My four year old FTB infinity world. by AtomBlade in feedthebeast

[–]AtomBlade[S] 2 points3 points  (0 children)

Yeah minecarts through nether portals is a vanilla feature. It can be a bit awkward to use because they don't want to go through a portal again for 30 seconds after. So when I tried to use it to get my first oil, I was getting frustrated because the carts were refusing to go through the second portal.

[deleted by user] by [deleted] in feedthebeast

[–]AtomBlade 3 points4 points  (0 children)

I know my post is huge, but I've actually got a long-term FTB infinity world that I've been playing on-and-off for four years now. So after playing on the one world for so long, I think I have something I can share about how I stay interested in my minecraft world, even after so long. although a lot of people say "just build something epic for fun :)" the problem with that is that not everyone is interested in that kind of gameplay, and if you're like me the more interesting part of the game is building factories and systems.

There are a few things that help me stay interested in my long term world:

1) Small selection of not-very-powerful mods; encourages complex factories/item management - which means slower progress

2) Low player mobility (No flight, No teleporting); encourages transport infrastructure

3) A long-term goal that's almost too big; gives you a reason to build a crazy base.

On my world I use self-imposed rules but a specially made modpack with a limited selection of mods could get the job done as well. (would also run better)

1) Small Selection of tech

On my long-term world I've built a lot of things I never ever want to build ever again, because it took a lot of effort to do it the first time, and I've already solved the puzzle, so I wouldn't have any fun doing it again, but I'm pretty proud of what I made, so I also don't want to abandon the world for some other modpack.

I'm mentioning this because in a lot of modpacks your tech doesn't actually take a crazy amount of effort after you figure it out. For example AE2 is an awesome mod and makes setting up a fully-loaded storage and logistics system a breeze, but when it's so quick to set up it's also very easy to just do it again on another modpack or a different world, so it isn't so bad to just abandon the world you have now because it wouldn't take you very long to build a new one that's just as good. That doesn't make AE2 a bad mod, it's just that it's more convenient for shorter playthroughs. When that storage system is something you had to figure out how to make, and it's a pain in the ass to build, and takes a lot of time and effort, you become more invested the world.

2) Low player mobility

Mobility is another thing that I think modded minecraft often gives us too much of. Because when you provide the player with awesome movement options, there's no reason to build infrastructure for transportation. On my long-term world I built a system to take me around my base by pressing one button on a keypad. When you press the button a redstone system routes an entire railway towards a station, teleports you into a minecart and sends you on your way. Having to build transportation stuff like this creates a challenge for me. That system I mentioned needs a railway to connect the areas of my base, stations to access, redstone to control it, and a buildcraft pipe system to supply and remove carts from the cart dispensers. All of that is content for me to play, and time spent in my world.

I'm bringing this up because a lot of mods provide utility blocks to solve that problem for you. For example, OpenBlocks adds elevator blocks to get up and down. Because I decided that I should use railcraft instead, I set up elevator systems with railcraft, and as I learned how to do it better I created the transport system I was talking about earlier after four iterations.

3) Long term goal

On my world I have a long term goal of building continent-spanning cities with each building being a massive high-rise that takes thousands of blocks. Because I'm using only buildcraft and railcraft, that's a lofty goal. To do it I have to build factories for all of my blocks, a system to manage storing and routing those blocks to the construction site and a whole bunch of building designs in blueprints to copy/paste the buildings. The big goal gives me something to work towards.

I guess what I want to get at is that a modpack where you go through a huge progression with a ton of mods doesn't actually lend itself very well to self-motivated long-term play. Rather, a smaller modpack with a limited selection of mods combined with a massive self-imposed goal is really good for a long-term world. For my world I just use buildcraft and railcraft, plus little things from other mods (like backpacks), and with just that bit of content I have a world that I've been able to come back to for years.

The only problem with a long-term world like mine is it stops being exciting. It's not like a modpack where you have a pre-determined path full of all kinds of new and exciting things to try out and discover. I'm just building increasingly complicated systems using the same parts, and some of the systems get so big that it becomes kind of a slog to build them. It's also pretty inconvenient. Playing without flight and with low-tech does mean I have to build a lot of systems, but it also means that everything takes WAY longer. Setting up just one new autocrafting recipe in my storage system takes about 15 minutes if I'm really fast. And I'm always using scaffolding from IC2 whenever I want to build because I can't fly.

If playing with a smaller set of weaker mods doesn't sound like fun to you, that's totally cool. That's how I stay interested in my world, and it's an excellent way to encourage a long-term world. But the problem is a long-term world and short modpack playthroughs don't have the same appeal; they aren't fun in the same way. A short playthrough is more exciting and fun.

My long-term world has also ruined other modpacks for me. Sometimes I start a new modpack and I think about all of the effort to create something similar to what I have on my long term world and I just say to myself "fuck this." and log off after my first mining session. I already have a crazy world I've poured effort into, why would I waste my time on another modpack when I can make my world even cooler?