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Alice 1.5 Mod List and General Consensus

Discussion in 'Suggest + Report Bugs + Get Help' started by Neonbeta, Jun 25, 2013.

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  1. Neonbeta

    Neonbeta Person who did stuff and things

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    THIS THREAD IS NOW OUTDATED.
    I will no longer be maintaining it, but I will keep it locked​
    incase anyone needs any of the information here.​
    ------------------------------------------------------------------------------------------------------------------​
    You can find my post from here about RedPower2 replacements just below​
    Also thanks to tonius11 for compiling the list of most mods that will be dropped.​
     
  2. Tonius

    Tonius 555 Eternal Server Error

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    Please note that Factorization has been removed from the 1.5 pack for now, due to crash bugs. It will probably be readded later when/if it gets updated.
     
  3. leo389

    leo389 Demon Ted/Watainiac

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    • In response to the loss of factorization, we have added The Barrels Mod. It adds 3 different types of barrels. It's very similiar to factorization's barrels so there shouldn't be too many problems.
    • We have also removed Jaffas and more. While this mod was interesting, it causes problems when loading it up to a server. We have added a food mod that is awaiting permission however.
     
  4. xCromyx

    xCromyx Gamer With an Eye-patch

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    Can we remove Pam's mod I don't like salt just sayin'

    Also does extra storage cells have an applied cost to have on the network, similarly to the rest of the AE mod?
     
  5. leo389

    leo389 Demon Ted/Watainiac

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    Pam's Harvestcraft is not on here at all. To be honest I loved the mod, but it lacks a lot of configuration such as salt. In the end it wasn't a worthwhile enough mod to keep on the server. The new mod Usefulfood, adds a few different food option, including mutton and squids, but requires absolutely no World gen, which therefore means no salt, as the mod is really supposed to be more compatible with vanilla.
     
  6. Neonbeta

    Neonbeta Person who did stuff and things

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    As leo said, it was dropped for 1.5. But keep in mind, that any mods not listed here, will not be considered when updating to 1.5.

    As for extracells. I'm not entirely sure, but I would expect for it to follow how AE itself works, yes.
     
  7. fKunze123

    fKunze123 Probably that retarded person you know

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    When is the update taking place
     
  8. Neonbeta

    Neonbeta Person who did stuff and things

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    There is still no set date. We're still waiting for spawn to be finished (I hear there is only a few little things to finish), and sk to update/port his mods.
     
  9. xCromyx

    xCromyx Gamer With an Eye-patch

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    I'd be interested to know what items are likely to not make the port form 1.4 to 1.5
     
  10. Neonbeta

    Neonbeta Person who did stuff and things

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    For now, mods like harvestcraft, pams mods, factorization temporarily and wireless redstone of course. There might be a few things I missed, but that's the general summery of thing.
     
  11. Tonius

    Tonius 555 Eternal Server Error

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    Mods that are (likely) to be lost:

    - RedPower 2 (due to updating too slowly and holding the updating of ALL the other mods back, don't worry most of the functionality is now available in other mods)
    - Factorization (due to crash bugs and general non-optimizedness, may be added back later)
    - HarvestCraft (in favor of UsefulFood)
    - TooManyPlants (not updated yet, and it isn't really worth waiting for it)
    - Transformers (in favor of Power Converters, we might keep it for a short while so you can switch if you keep your base)
    - ccPrinter (whoever used that anyway, and CC also has its own printer that can do almost all the same things)
    - WildCaves (it wasn't even on sk's mod list, and it was kind of annoying too)
    - Wireless Redstone (because of redpower, but there is another version that we may add)
    - ExtraBiomesXL (in favor of Biomes O' Plenty, we have some backwards compatibility in place)
    - PortablePeripherals (it won't be updated anymore)
    - CCCable (the functionality is now in CC itself. Yes, you WILL have to adapt your programs if you keep your base)
    - Pacman Arcade (if it doesn't get an update soon)
     
  12. Neonbeta

    Neonbeta Person who did stuff and things

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    I said 'a few' :p
     
  13. xCromyx

    xCromyx Gamer With an Eye-patch

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    So then export import and ME Interfaces should be fine even wit the changes made to them?
     
  14. Neonbeta

    Neonbeta Person who did stuff and things

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    The ME interfaces shouldn't be effected when we update. The export buses.....I'm not sure. I would except They change into fuzzy buses but I'm not sure. I'll test it now and edit the post on what happens.

    -edit-
    So we update to the new Applied Energistics, all ME export/import buses, will turn to precision buses and their contents will stay the same. SO the update for all AE stuff should go as smooth as a heated knife through butter.
    -another edit-
    From What I could see, the export bus didn't keep what its settings when I ported the world.
     
  15. xCromyx

    xCromyx Gamer With an Eye-patch

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    Sorry I don't have set list, but things like:

    BC Filler (Fixed? Say yes!)
    Extra Bees > Magic Bees (any losses in bee types/syrums)
    Forestry trees (traits lost/kept?) For example I have apple trees with fastest largest, I'd like to keep doing tree breeding but if they're lost on port no point.
    Also Player data like thaumcraft research (I'm sure you know what I'm asking about here :p)
     
  16. leo389

    leo389 Demon Ted/Watainiac

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    Another mod that won't make the cut this time around is the Paintball mod. It wasn't really used on the current alice, and had several issues, ie. paintballs not despawning, claymores crashing players. For those reasons this mod has been removed.
     
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  17. Neonbeta

    Neonbeta Person who did stuff and things

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    All issues that persisted on the 1.4 alice, will not be fixed for 1.5 since all of our work has been working on the modpack. And sk has been too busy to do anything of the sorts.

    But other then that, all things should transfer over fine. If anything does, be sure to tell a moderator.
     
  18. Rabbidfan236

    Rabbidfan236 Member

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    Then please add another mod with sniper rifles. ;)
     
  19. Neonbeta

    Neonbeta Person who did stuff and things

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    If you can find another mod that is not flans, that adds sniper rifles; Feel free to suggest it :p
     
  20. Benjobean99

    Benjobean99 I play 100 mods evry day on skcraft :D

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    are we keeping the map or reseting because I have heard from some people we are reseting and that the map will stay from others
     
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