Or we Can Just Upgrade to the FTB Coding. Just because the coding you are using is the base of Tekkit, Which has MINIMAl mod maker support. Thats why more people play FTB than Tekkit.
Greg's Lighting affects an area straight down (different to Factorization's area). It can also be affected by Redstone, unlike The Wrath Lamp as far as I know.
I know of FTB - I've played it, it's a mod pack, just like Tekkit except it has mod author permissions. I have no clue what you are talking about when you say we are on Tekkit "coding" and need to upgrade to FTB "coding". We are not on Tekkit anything, nor do we need to be FTB. We are simply creating a compilation of mods to use on Alice.
Understand that Tekkit has more players than the FTB. Also as thtredstonegui said, Alice is a compilation of mods, that is done by sk89q.
Also FTB makers use brand new unstable builds for mods so that leads to FTB crashing often right now tekkit and the Alice pack are running on the most stable updated builds of mods.
I like this Mod list, I play Single Player alot, and this really saves me alot of time on the configuration of mods. But nothing beats Multi-Player
I think there should be a collection of mods that encourage many "career paths" on the server, so that everyone does something different and unique instead of having all the players focused on building mining systems and nuclear reactors. For example, I would suggest: -Aquaculture, to encourage fishing business -Mo' Creatures, Forestry(Maybe), other farming mods to encourage, of course, farming business -Thaumcraft, opens a new path for players to take on magic instead of technology -Paintball, because you aren't taking away my paintball -ExtraBiomesXL, to create more of a world to explore
That isn't true, the FTB Beta A pack is full of id conflicts and such, so most things crash when you try to do certain things
I mostly disagree, I don't know what kind of "fishing business" you're talking about but I haven't heard of anyone that actually used that mod. Mo' Creatures, I hate it, and so do others. ThaumCraft is okay, using UU-Matter will ease up the process when researching(Which is what the mod is about). Paintball, I'm assuming no one actually uses it for any good use since I got no replies. ExtraBiomesXL, I like that mod but the biomes aren't that rare, especially when you play on a server, most players travel away from spawn so in their path they should pass by a ExtraBiomes' biome.
The FTB/Tekkit business does not affect us and doesn't have relevance for Alice. We do not use Tekkit and we never have. I definitely agree with the career paths, and it's something I wanted to do back then but there weren't very many mods to do it with. I see really four career paths in Minecraft available: Capitalist (selling stuff) Builder Explorer (including magic) Engineer And my stance: Unfortunately, the capitalist path is not possible because there's nothing of value to sell. No one wants to buy any of the food/fish that you can get, because they provide no practical use. For builders, frankly we don't have many of these and they don't seem to be the type of people who would play on something like Alice (think art major vs. engineer). There are also fairly few mods for this anyway. Explorers are a large group of people, and many of who are put off by the industrial stuff. Unfortunately there are not that many mods for these people as there are for engineers (programmers are writing these mods, surprise surprise). That said, Thaumcraft seems to fit the bill quite well here as it's quite an involved mod. Mo's Creatures is also a good fit here and I actually recently played with it with some friends of mine, and it's not that bad at all after some serious configuration tweaking (it is, however, practically unplayable on stock settings). There have always been a ton of mods for engineers and they do not have a problem. Here are my concerns for a number of mods: I don't know much about Factorization, but it seems to obsolete BuildCraft/RedPower2. I don't know much about Thermal Expansion either, but it also seems to obsolete BC/RP2 (and Factorization). ComputerCraft has turtles, and I could spent not very long building a turtle to rape the server and become the richest player. I know it can require fuel now, that's a trivial matter when the machine in question is capable of getting that fuel. Granted, most people are not programming wizes, but there are enough to make it worrisome. Wireless Redstone seems to be abused too much. There are obviously legitimate uses but many people use them for everything. I don't like Forestry aside from the bees because I find that it's practically freebies for industrial farming. There's not much actual work involved in creating these industrial farms. Paintball has stuff that is really cheap out of the box unless disabled, and if I have to decompile it to remove these features, I am not willing to do it anymore. I know almost nothing about Mystcraft and GregTech at the moment.
I don't see Mo'Creatures fitting for myself and others, someone requested it in game and everyone disagreed. How is Wireless Redstone being abused? In a way that players can use it against you? If so, you can make your wireless transmitters private. Mystcraft is all about new ages and I don't think you'll like it since players can use it to easily travel around the place if they create "linking book"s. GregTech focuses on making everything more expensive and its config is mostly about other mods than its own (Last time I fiddled around with it).
How is paintball cheap? I don't see it any cheaper than a bow and arrow. Besides, they're more meant for fun purposes anyway, they don't do much damage to other players in their fancy quantum armor.
You can make something like 20 wool blocks from 3 with some recipes with Paintball. You can also unpack a Paintball base and destroy people's homes. The only reason why you can't do these things on Alice is because a lot of it has been disabled. In the case of wireless redstone, when I mean "abused," I mean over powered. Rather than spending some extra time to plan out your contraptions, some people would opt to simply use wireless redstone everywhere. This amount of time saving typically doesn't translate into being able to build considerably more advanced machines, as these mods together are still quite limited. Therefore the main effect is simply to make the game become boring quicker. Most people have never played Mo's Creatures and their opposition is mostly some preconception of a new mobs mod. Even if they have, they may have simply used the default settings, so once again, their experience is not particularly relevant. If too many things are added, people get less gameplay time out of the combination of mods, so the key here is to find the right combination and configuration of the mods. That is the majority purpose for these discussions -- we want to combine the right addons to maximize gameplay time for as many people as possible, while also identifying troublesome combinations that would be disastrous (for example, as over powered as EE2 was, combining it with RedPower or BuildCraft makes it considerably worse).
I think if we add Mo'Creatures to will make the game more fun, since caving will be more difficult, it will make the game more rewarding in a way, also since it has horses it will also add a unique way to travel.
Why did you remove the farming mods? I am a big fan of farming! Also, Furniture mod and the farming mods are what makes Skcraft more modernized. If you remove them, machines won't fit into the stone aged MC. :3(and also add the new ones!) Yes, the nobody buys it but it's fun when you eat it with your friends or when you have no quantum armour. Factorization looks not bad, we should have it. Mo's creatures....doesn't that cause lag? I wish it adds more food :3 If we were to have the Gravi suite mod, can we have the Advanced Solar Panels too? Put it on hard mode for balance and it's less balance disrupting than Compact Solars . Infestation is the best entertainment next to actual TV when working around your house lol. Please add the extra bees <3 BEES FTW. Foretry's honey slice is a very nice thing for starters. Forestry adds a few different power options to BC and IC. Please keep. Power converters is quite an important mod. I can pick to produce MJ or EU from BC or IC or both <3 I'd love greg tech on the server but judging from the long term-wise for the server, it's a bad thing. First of all, our server IS whitelisted so not many people come on. Second of all, MC is full of lazy noobs and stuff. So if they come on and find the server too hard, they'll just leave and never come back. EE3 can be added, I heard it's been rebalanced. Additional BC pipes/objects should be added since they DO improve automization and we are used to using them already. WE cui is a very useful thing for giving me a idea of the land I am claiming and helps me count, saves me time(more like WE is doing that)(Thanks for making WE SK <3). Also, increases accuratecy with WE Wireless RS is just like the best thing for hiding RS contraptions in tight spaces, and decreasing RS line lengths. Please keep <3 If you find it too OP, change the recipe for balance reasons then. I find the Iron chest mod Really OP too, why'd you keep that? XD Computercraft is just the best thing for automation and cool doors. MiscPeripherals seems to add uses to turtles without disturbing balance, please add? :3 Advanced Power Management is very useful for it's charging tables, and that's what I love. ExtraBiomes looks cool, we can use some Thermal Expansion looks very nice but doesn't that increase the rate of people using BC which is the leading cause of lag on the server?