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Post by CoconutCurry on Jan 20, 2012 6:28:08 GMT -7
So, I finally got my computer set back up... and stole my boyfriend's ethernet cable... My brother's been playing with the Technic pack, so I thought I'd give it a try.
HOLY CRAP. There is so much stuff. I have no idea where to start. I looked on the wiki, and the guide they have is just for installing it. There are wiki pages on their wiki for all the different mods, and what interacts with what other mod... but I still don't really know where to start!
Does anyone else use the Technic pack? Any tips?
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Post by ldog on Jan 20, 2012 10:25:20 GMT -7
My tip, uninstall it! I've been playing Minecraft since it went beta but I only started playing with mods since 1.0, so coming late to the party I started with the yogbox and then the technic pack. Yogbox when I downloaded it wouldn't even work properly without tweaking (I may be new to Minecraft modding but I am not new to modding in general). Technic if you saw one of my other posts I couldnt fit Minecolony in since there werent enough block ids free. Anyway, long story short. The problem with those packs is they are not using current versions of the mods in question. Also they have customized some of the mods a bit (mainly to make them work together). Don't get me wrong, they are good for people that dont want any hassles and just want to take what is there, and are only going to update when the pack updates. I quickly found I was much better off downloading all those mods seperately and using MCPatcher (looking into the new one that Optifine thread was advertising, no editing minecraft.jar required) since it makes it a lot easier to add, remove and troubleshoot. One other problem with the packs, granted it is easy to do the same thing to yourself just downloading everything in sight, is that it is pretty overwhelming if you aren't already used to using the mods in the pack. Adding so much stuff at once I wasn't sure which feature came from which mod most of the time even. The first major mod out of the pack I would get into is IC2. They have a great tutorial on their own wiki that guides you through a logical progression. Also the macerator is something you want asap since it doubles your ore. Equivilant Exchange you also want to get your philosophers stone asap. Depending how interested you are in the rest of it you may or may not want to start trying to setup machines but be warned it takes many hours to make enough dark matter to make an antimater relay (which should be the first DM thing you build probably). Again there is an excellent wiki for the mod itself. Probably worth getting a Thaumcraft energy collector (that might not be proper name for the device) setup early on too, since killing wisps is a pain, and those are the 2 ways to get vis crystals. Buildcraft I found very frustrating, the written documentation sucks and I hate watching videos (unless its porn ). Finally getting the hang of it. Stick with it since it is a very useful mod. I dont remember if they include the BC/IC2 addon, but I find that useful as well since I like IC2 power better. It adds generators/engines that convert between each other.
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Post by Vega Sera on Jan 20, 2012 10:32:51 GMT -7
Alrighty, let's see what's all in the technic pack... Industrial craft and millenaire. These seem like a good starting place. First get yourself 9 planks and craft yourself a crafting table and a treetap wiki.industrial-craft.net/index.php?title=Treetap. Then set out to find yourself a good millenaire village with a good amount of room to build. On your way to the millenaire village, try to find some rubber trees. You can see them from up high since they have three leaf blocks on top of each other, which no other tree has. Go to them, use the treetap where there is resin, then cut down the tree and take any saplings you get. Once you get a good supply of resin and find yourself in a good millenaire village, go ahead and set up your base. From here it can go in a lot of different directions depending on what you want to focus on first. You can gather plants, redstone and glowstone OR an egg, some coal and some ender pearls for a Philosopher's stone for EE. Or you can continue building stuff from Industrial Craft since you now have a nice supply of resin and rubber tree saplings. Or you can start building auto crafting tables and pipes to start your buildcraft factories. Or you can simply kill stuff to build up the experience for Tale of Kingdoms. To be honest though, I haven't touched Thaumcraft yet, so I have no idea what it's good for or where to even start for it. PS Whatever you do, if you have a balanced gameplay in mind, NEVER sell a denier argent from millenaire to anyone in tale of kingdoms. You will get a ton of money, you will be able to buy many golden apples, it will likely completely destroy any sense of balance in the game.
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Post by ldog on Jan 20, 2012 12:58:42 GMT -7
Oh, I forgot ToK and Millenaire are in Technic. ToK make sure to go in and talk to the guildmaster immediately and sign contract, that way everything you kill counts towards you becoming king.
When you setup your ToK kingdom, bear in mind that it will be built to the East of where you stand and will expand South and East. Make sure nothing you want is in that direction for about 200 blocks.
I have not gotten too far into Thaumcraft yet but it adds some very useful highend stuff. You can make portals that link to each other and you can have like 7 different groups. That seemed like the most useful thing to me. Kinda like IC2 teleporters except they use Vis instead of electric (but I think have much more range, IC2 teleporters supposed to be pretty horrible). As I haven't gotten around to building either yet that's all I know. There is more to Thaumcraft but the boots I have not been able to craft (think recipe is broken, might be fixed in new version...the boots work from NEI/TMI). The magic wands are....meh. The armor/weapon/tools are meh. Portable hole is fun. It lets you make a temporary tunnel to run through quickly. I think it was done exceptionaly well. You can also make symbols & add runes that have various area effects but again I am about a week ahead of where you are Coco.
I don't remember which pack had Twilight Forest (Yog does for sure, I forget if Technic does) It adds another dimension. I went up there and poked around a bit, but most of my time has been spent on learning the finer points of Minecolony, IC2, ToK and now Milenaire. It seems like another very interesting and well done mod.
Railcraft is another in there that looks awesome but I just haven't had time to mess with.
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Post by Vega Sera on Jan 20, 2012 19:30:12 GMT -7
Forgot to mention, doing millenaire quests either try to give ToK experience and fail, or they break ToK experience all together and set it to 0. Still haven't figured out which but I know it does nothing to help.
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Post by CoconutCurry on Jan 21, 2012 5:21:56 GMT -7
I opted not to install Millenaire and ToK. Maybe at some point I'll add them, but right now... just not feeling it. I've played with a lot of mods, so I'm not a noob about it. I like the idea of mod packs because I know all the mods work, and don't have to test Minecraft after every mod install. I also don't have to worry about if the order I'm installing them is what's making things break. I don't mind having mods that are out of date. If anything, at least I know what the bugs are! Right now, I'm playing with Technic without MineColony. I'm a version or two behind on MineColony, and don't need to be figuring out a bunch of new mods while trying to figure out the new stuff for my town. I'll definitely have to take a peek at the IC2 wiki. I need a better way to hold on to all the recipes for mods and such. Writing them in a notebook is a pain... and gets kindof messy. My internet's still iffy right now, so I can't always depend on just loading up a wiki page. I'll have to check and see if it's got the IC2/Buildcraft addon thing to make them compatible. I'd think it would, but you never know. Also good to know that the Buildcraft wiki is not worth my time. Youtube it is then. I'm thinking I'm going to hold off on the magic bits for now... I don't know anything about Thaumcraft, and very little about EE. I haven't even played with enchanting/potions in vanilla yet. Heh, Vega. I remember reading your post about the Millenaire/ToK gamebreaker somewhere else. It's awesome that it's there for if you get accidentally totally screwed. Otherwise, I'd think it'd take all the fun out of it. I saw Twilight Forest when it first came out, and didn't try it. I wasn't sure it'd run on the POS I was running at the time. I think it's Yogbox that has it though. I will be trying that pack eventually. I'm only doing Technic first, because I was watching my brother play it. TL;DR Looks like the consensus is (since I'm not running Millenaire or ToK) to focus on IC2 and maybe EE. Gotcha.
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Post by Vega Sera on Jan 21, 2012 23:08:38 GMT -7
I believe IC2 is nigh impossible to understand without the wiki, lol.
And yep, I've posted about that several times. I've seen in the past where something that was only half as unbalanced kill entire games.
I still highly recommend equivalent exchange though. It's balanced for far end game play, or a mid game play if you dump absolutely all of your resources into getting the first collectors and condensers and all. (Actually if I hadn't thrown my cards in with Minecolony, I'd probably be doing all I've done here to help out EE, lol)
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Post by ldog on Jan 22, 2012 8:00:45 GMT -7
The IC2/BC crossover isn't a compatibility fix for the mods themselves, they work fine side by side; it is a "compatility fix" for their power systems. So you can use IC2 power for BC machines and vice versa. In a nutshell it adds a few generators and engines that output the opposite type of power. As an added bonus there is a machine that lets you make oil from UU matter.
RichardG (who is now an IC2 dev) made a craftguide addon for IC2 that you will love then (probably want to grab his solar helmet addon too). It adds the "smelting" recipes for macerator, compressor, etc. You may need to replace the old version of craftguide Technic is using though. At any rate the Technic pack didn't include the addons for craftguide which I wouldn't use it without.
I would also replace TMI with NEI (recipemode)
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Post by CoconutCurry on Jan 23, 2012 6:34:02 GMT -7
I'm definitely going to check out EE eventually. I've been wanting to play with it for awhile... I just happened to start with IC2, and want to get the hang of it before I dive into another huge set of recipes and whatnot.
I was just playing with IC+Buildcraft... the different power systems thing sucks! If Technic has the fix thing for that, I will be very happy. If it doesn't, I may just have to find it and install it myself!
I noticed that the craft guide didn't have some of the recipes I was looking for... but with all the stuff in Technic, the recipe guide is too huge to really be useful to me. Unless I already know exactly what I'm looking for, I can't really find anything!
I don't have TMI installed, but I'm considering it just to play with some of the mods. Do you have a link for NEI? I haven't looked at it before, but it might be worth a peek.
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Post by Peter on Jan 23, 2012 7:44:38 GMT -7
There is a mod out there that lets you craft power converters that swap IC power to BC power and vice versa... Personally the two mods are so interlinked it's crazy they don't get their heads together and make it the same mod Also there are two versions of tin and copper, which I think IC and Red Power introduce.. Again why they just can't use the same blocks/I'd's I don't know, I mean as it stands the type are completely interchangeable (although one type of copper doesn't stack with the other etc. But IC recipes that use "Copper" can use either type etc.
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Post by ldog on Jan 23, 2012 10:26:21 GMT -7
NEI - www.minecraftforum.net/topic/909223-110181-smp-chickenbones-mods/You need his core as well (all there) both go in the jar. I use MCpatcher myself since it makes it easy to add & remove mods when they bone something up. Craftguide you want to get the newest version not the version in the Technic pak. You can actually type in what you are looking for. I know it is ridiculous between EE (which can't be avoided) and then Xie (do we really need 500 fucking sammich recipes?!). Also quickguide, crafthide and brewguide addons (Technic doesnt include either). Crafthide lets you hide recipes including given item, brewguide shows potion recipes, quickguide lets you bind to a hotkey instead of having to make a book. The mod author also made a RP recipe addon, Technic may or may not include it. www.minecraftforum.net/topic/731133-100-110-craftguide-v140/The IC2 recipeguide addon you can get at the IC2 forums: forum.industrial-craft.net/index.php?page=Thread&threadID=3556OH HAPPY DAY! I just popped over there to get you that link and IC2 1.6.2 for MC 1.1 has been released! I am down to Minecolony, EE and Mo Creatures updating and pretty much everything I care about is up to date. The BC/IC2 power addon is also on that same forum. Sir Fengir's forestry mod also adds some crossover capability (it is designed to nicely complement both mods). It is also almost a replacement for Minefactory; it automates all farming but not animal husbandry & fishing. I remember reading that IC2 copper is not registered in the ore directory (or maybe that is bronze). That issue is of course since you don't have dust without IC2 macerator. Forestry also has the tin/copper/bronze issue (but you can disable forestry ores from config and make it use IC2). Red Power I dont use (Powercraft is a viable alternative for logic circuits, and they are much simpler to make), but IC2 is the odd man out of the forge bunch when it comes to those ores. Sir Fengir really went out of his way to accomodate you using his mod by itself, with BC, with IC2, or with both.
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Post by CoconutCurry on Jan 23, 2012 18:20:22 GMT -7
Ok. Grabbing NEI for a test. I was trying to play with things in creative... it's so frustrating when half the blocks I want don't show up! I have to craft every single machine, which is such a pain with the way inventory works in creative.
I saw Craftguide has a new version when I was looking at what it was earlier. I'm kindof wary of installing things over Technic because there's already so much there, but poking around on the Technic forums... a lot of people added and changed stuff in the pack. So, it shouldnt' break it too badly. As long as I remember to backup my .minecraft folder...
So far, I've only seen one copper ore (and I've been to bedrock) so I assume they have it configured to use just the one ore.
Someone on the Technic forums was asking for Forestry to be added, and they were saying that as long as it doesn't screw up blockIDs completely, it'll likely happen. There's enough there for me right now without adding it in myself though.
jklasdfkdfhdfjk!!! The crossover mod doesn't come for the version of Buildcraft or IC2 that I have with the Technic Pack. >.< I'm hoping someone was awesome and fixed it to work, but something tells me "no."
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Post by Peter on Jan 24, 2012 5:17:53 GMT -7
I kinda want updates to minecraft to stop.. forever.. so I can get all the mods I want at the correct version and actually PLAY the game without having to restart worlds every month or two cos there is a new shiny thing I need a new world for.. I've taken to playing Hardcore mode exclusively for now purely so I don't get too attached to a world I know will be obsolete soon.. Played about 1 dozen Hardcore games so far and I think EVERY death is from creepers
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Post by Vega Sera on Jan 24, 2012 12:13:19 GMT -7
The only time I really play hardcore is when I'm playing certain survival maps, Skyblock being my favorite. www.minecraftforum.net/topic/600254-surv-skyblock/I prefer the bigger island version, but that's simply so I can have more dirt end game. But yeah, with all the issues between mods, it kinda makes me wish that I knew java so I could balance everything, make everything work, etc. Also certain other changes to mods, like adding forge support for the planes mod. (It has so many sprite IDs but it doesn't use Forge, you can't explain that...) Hmm, so Step 1, Learn Java. Step 2, Create the VEGAPACK OF AWESOME
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Post by ldog on Jan 24, 2012 13:26:29 GMT -7
@coco Yeah, I couldn't stand that about the Technic pack, but I just have to be on the bleeding edge. The way I see it, if I am learning something from scratch it might as well be the newest, bugs and all, but that's me. If you install everything from the Technic pack (unless they have updated it recently) I know there aren't quite enough block ids to add Minecolony let alone Forestry as well, although one thing I did figure out was to disable Buildcraft legacy pipes from BC config file (unless you are upgrading an existing world with old BC stuff you should not need them) which did free up quite a few ids. Technic had them on by default. I believe they do have the ore only generated from IC2. The forge copper ore is a darker color I think(more like IC2 bronze). I had been testing out 1.1 with Forestry generating ores (usually I let IC2 do it) and it was very noticeable. Right now there are so many versions of everything floating around since we've got different builds of the major mods, and then different builds of each of those for different Minecraft versions, it is hard to keep track. If you dig around you may be able to find a version of the crossover pack that works. Craftguide is safe to update and use the addons if you like. I did so when I was using Technic. The newest version is there for 1.0 and 1.1 MC just make sure you grab the right one. PeterI feel your pain. Since I got bored with vanilla MC (been playing since beta gawd!) and 1.0 was out a while I thought what the hell, let me start trying mods. And 2 weeks later we have a new version and still no official API. BTW, Happy birthday!
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