![]() I'd suggest a large tower with the infusion altar in the center, with many mob heads, crystals and candles all around it (I think they work within a, what, 10 block radius?). Tallow candles, skulls, mob heads and crystals can all reduce instability, as well as making sure that you place the infusion ingredients in a balanced, symmetrical way around the altar. However, it can show up with Infusion crafting, if you don't have enough 'stabilization elements' around your altar and the infusion process goes unstable. Taint is now, I think, back to the Thaumcraft 2 variant of it- it's mostly a Biome/Tainted Node thing. I have to agree, it seems a bit forced, everyone will use RF, no other, you must comply etc. Respectfully, I very much disagree with their plans.- Pahimar April 28, 2014 I'm just now getting to read stance on mod packs in MC 1.7. And the last 3 can be powered by RF through conversion. Again this does not mean that non- RF mods will not be in any packs, just that the main packs will be focused on a single energy system.Įdit to Add: The only mods not natively supporting RF one way or another are IC2, BC, RailCraft and Forestry. For those that absolutely have to have every mod in a single pack 1.7 will make it possible for you to do so on your own. ![]() ![]() However the modpack team has decided to move forwards with the rest of the MC community. We realize this decision may upset some die hard traditionalists. Right now Eyamaz and I are making our modlists and planning the themes for 1.7. As we get closer to having official 1.7 packs we will be providing you with more information and lore. More quest books and more maps will be making an appearance in 1.7 since we won't need to spend so much time dealing with ID conflicts. ![]() A new to be named pack or packs may be created to showcase the other energy system mods. Lite3 will probably closely resemble Lite2. The plan is to make a magic themed pack that isn't just a collection of every magic mod we can find. Magic 3 of course won't have an energy system unless someone adds a magic energy system. This means our Flagship pack and Tech 3 will be RF based with only mods that can be powered by or provide power for RF. 1 energy system per pack not 3 or 4 or 5. Our goal going forwards is to keep a consistent modpack feel in the main packs. Mods without native RF support but with native MJ support will be considered based on what they add that isn't present in the other mods.ĮU mods will probably be in their own pack assuming there are enough of them to fill out a pack that is significantly different from the main packs Mods we will be looking at most closely for inclusion in most 1.7 official packs will be mods with native RF support. Most of the modding community has adopted or added support for RF and for the first time in quite a while modded minecraft has a nearly universally accepted energy system.More and more it feels off to place a few mods that don't support RF in packs that are mainly powered by RF. With the ID change in 1.7 it will not be nearly as difficult for players to drop mods into the packs after creation or even to combine many of the packs into 1 large pack. ![]() We may make packs that focus on other energy systems as well depending on how viable it is to find enough addons for other energy systems. Going forward to 1.7 modpacks our main energy system will be RF. Most mods have swapped to or are at least compatible with RF. There are also less mods with native support for only IC2 or BC at this point. Packs always end up feeling like they have one main energy system and every other system is just on the side. We are not comfortable with continuing to attempt to balance multiple energy systems against each other in every pack. Jadedcat, post: 623024, member: 1388 wrote:As Eyamaz and I have started looking towards official 1.7 modpack builds we have noticed many changes in MC mods. ![]()
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