Any modpacks that encourage traveling instead of settling down and building a base?
I've found with most modpacks making a base is obviously required so i'm wondering if there are any that mean you can spend most of it traveling with no long term base? Preferably not a large tech based modpack as well.
https://redd.it/1ot6pvj
@MinecraftModded
I've found with most modpacks making a base is obviously required so i'm wondering if there are any that mean you can spend most of it traveling with no long term base? Preferably not a large tech based modpack as well.
https://redd.it/1ot6pvj
@MinecraftModded
Reddit
From the feedthebeast community on Reddit
Explore this post and more from the feedthebeast community
HANK!!! HANK!!! YOU DON'T NEED THE ROTATION SPEED CONTROLLER, YOU CAN JUST GEAR RATIO IT!!! HANK!!!
https://redd.it/1otinhi
@MinecraftModded
https://redd.it/1otinhi
@MinecraftModded
Finished All The Mods 10 for the second time - now with Refined Storage!
(Since I couldn't crosspost from ATM subreddit, I just pasted the contents here)
**Introduction**
It has kind of become a meme at this point to point and laugh at how Refined Storage *is* bad. My mission with this playthrough (and talking a lot on the All The Mods discord) is to turn that *is* into a *was*. With recent developments in the RS ecosystem, it has become *very* powerful, and deserves way more respect.
I should preface it by saying I've always been a proponent of RS, even back then when it clearly lacked a lot of functionalities, a lot of *oomph*, so to speak. And after finishing ATM10S with the whole RS + addons suite that I installed smack-dab, I realized how powerful RS2 is, and wanted to give it a shot in a much bigger pack.
I've also talked a lot with the crew at the Refined Mods discord throughout this playthrough, and thus have given the devs there a lot of feedbackfeedbacks on their mods, and beta tested a bunch of them. This meant that I was constantly updating RS and its addons, as well as using newer addons - sometimes versions unavailable to the public - that honestly deserve more attention. I will try to keep my yapping as accessible as possible, though - and if you've got any questions about my setups, or RS in general, feel free to drop a question; I'll try to answer them to the best of my ability.
Overall, RS2 has blown me away with how useful it can be despite its limited toolkit, especially compared to how it used to be. It may very well be the reason I'm never gonna play anything below 1.21 again lol. I have a few ruminations on it that I want to share:
**1. What RS2 has done well**
A lot of things, really.
The single biggest change from the core RS rewrite must be the rework of Crafters, now more appropriately named Autocrafters. While the function is the same, it now boasts a wider variety of features. Firstly, there are now more locking modes rather than just the redstone pulse trigger locking mode back then; particularly, the most useful mode is to "Lock until all outputs are received", which lets me send just a single set of ingredients at a time to a machine. Autocrafter chaining is now also a thing, to help bypass the amount of Pattern slots a single Autocrafter can have, and use more Patterns on a single machine.
And of course, we have to talk about the addons. Perhaps the two most significant ones both come from Ultramega: Refined Types and Cable Tiers.
* Refined Types is a new RS addon in 1.21 that gives the system compatibility with FE, Source from Ars Nouveau, and Souls from Industrial Foregoing Souls, allowing the user to store and import/export these resources to/from their RS network.
* On the other hand, the Cable Tiers rewrite for 1.21 has brought better Autocrafters (*much* faster than ExtraStorage's autocrafters, hands down), as well as bringing tiered upgrades to the core tools in RS. Most notably, patterns with sided inputs are now possible, and the tiered Autocrafters can directly import items from machine - which leads to very compact setups at times. With these new tools, I was able to do really fast crafting, with a demonstration [here.](https://youtu.be/pLHf88AZSn0)
Apart from the addons already in ATM10, I've added a few myself, and I think they deserve recognition, if not addition to ATM10 and future packs from the team.
* Firstly, Omni Grid. It does... a lot of things lol; think of it as an extension of your inventory that allows for amazing automation of tasks like keeping yourself stocked with things, pulling things from containers, automatically looting containers, compressing things, etc. It's quite similar to Sophisticated Backpack, in some sense.
* Secondly, Buuz has updated Refined Storage: Requestify to 1.21! Much appreciated feature.
* Another mod that's a big WIP right now and not on CurseForge is [GridFlow](https://github.com/KindaWorks/GridFlow). Currently, it adds a single block: the Flow Scope. It lets you track ALL items inflow/outflow of your RS network, in a
(Since I couldn't crosspost from ATM subreddit, I just pasted the contents here)
**Introduction**
It has kind of become a meme at this point to point and laugh at how Refined Storage *is* bad. My mission with this playthrough (and talking a lot on the All The Mods discord) is to turn that *is* into a *was*. With recent developments in the RS ecosystem, it has become *very* powerful, and deserves way more respect.
I should preface it by saying I've always been a proponent of RS, even back then when it clearly lacked a lot of functionalities, a lot of *oomph*, so to speak. And after finishing ATM10S with the whole RS + addons suite that I installed smack-dab, I realized how powerful RS2 is, and wanted to give it a shot in a much bigger pack.
I've also talked a lot with the crew at the Refined Mods discord throughout this playthrough, and thus have given the devs there a lot of feedbackfeedbacks on their mods, and beta tested a bunch of them. This meant that I was constantly updating RS and its addons, as well as using newer addons - sometimes versions unavailable to the public - that honestly deserve more attention. I will try to keep my yapping as accessible as possible, though - and if you've got any questions about my setups, or RS in general, feel free to drop a question; I'll try to answer them to the best of my ability.
Overall, RS2 has blown me away with how useful it can be despite its limited toolkit, especially compared to how it used to be. It may very well be the reason I'm never gonna play anything below 1.21 again lol. I have a few ruminations on it that I want to share:
**1. What RS2 has done well**
A lot of things, really.
The single biggest change from the core RS rewrite must be the rework of Crafters, now more appropriately named Autocrafters. While the function is the same, it now boasts a wider variety of features. Firstly, there are now more locking modes rather than just the redstone pulse trigger locking mode back then; particularly, the most useful mode is to "Lock until all outputs are received", which lets me send just a single set of ingredients at a time to a machine. Autocrafter chaining is now also a thing, to help bypass the amount of Pattern slots a single Autocrafter can have, and use more Patterns on a single machine.
And of course, we have to talk about the addons. Perhaps the two most significant ones both come from Ultramega: Refined Types and Cable Tiers.
* Refined Types is a new RS addon in 1.21 that gives the system compatibility with FE, Source from Ars Nouveau, and Souls from Industrial Foregoing Souls, allowing the user to store and import/export these resources to/from their RS network.
* On the other hand, the Cable Tiers rewrite for 1.21 has brought better Autocrafters (*much* faster than ExtraStorage's autocrafters, hands down), as well as bringing tiered upgrades to the core tools in RS. Most notably, patterns with sided inputs are now possible, and the tiered Autocrafters can directly import items from machine - which leads to very compact setups at times. With these new tools, I was able to do really fast crafting, with a demonstration [here.](https://youtu.be/pLHf88AZSn0)
Apart from the addons already in ATM10, I've added a few myself, and I think they deserve recognition, if not addition to ATM10 and future packs from the team.
* Firstly, Omni Grid. It does... a lot of things lol; think of it as an extension of your inventory that allows for amazing automation of tasks like keeping yourself stocked with things, pulling things from containers, automatically looting containers, compressing things, etc. It's quite similar to Sophisticated Backpack, in some sense.
* Secondly, Buuz has updated Refined Storage: Requestify to 1.21! Much appreciated feature.
* Another mod that's a big WIP right now and not on CurseForge is [GridFlow](https://github.com/KindaWorks/GridFlow). Currently, it adds a single block: the Flow Scope. It lets you track ALL items inflow/outflow of your RS network, in a
YouTube
"nothing can match the crafting speed of ae2 quantum computer"
nice bitrate idiot
single UI, with detailed graphs and stats for each item. Unfortunately, it has a quite severe performance issue right now, and I haven't seen the dev in 2 days. Hopefully it gets fixed soon and uploaded to CurseForge.
One thing I find perhaps hyperbolic about this pack is the removal of Infinite Disks. The two main arguments for this decision from the ATM team is are that the more item types there are in a disk, the worse the performance will be; and that it's "too overpowered". For the former, the rationale is that if a feature does not work as intended and can be broken, the player shouldn't be given the option to use it in the first place. Firstly, I don't like it when people tell me how to do things; secondly, the barrier at which performance is seriously hit is nowhere near what's practical (the limit for total *item* - not fluids, chemics, or whatever - types in an AE2 network is like 800k, let's use half of that as a ballpark, which would still be way too much of a hyperbole); thirdly, if it's really that big of an issue then… slap a big warning sticker on it? Oh, and if this is a concern for *items*... why are the other types of Infinite Disks also hit? They just don't even have a lot of types? For the latter… how exactly is an elegant solution to storage overpowered? If the recipe is too cheap for what it does, then buff the recipes. And calling it “overpowered” in a pack where you produce items in the hundreds of millions, oneshot basically everything ever, and literally incentivized to scale…. having such a handy options hurts the experience of absolutely no one. The double standards is strong with this one. But, alas, I'm no modpack developer, I'm just a rando with too much time on hand and too strong of an opinion; I just reenable Infinite Disks for myself and I am happy in my little world.
While the solution to some automation challenges were indeed cumbersome, be that as it may, it was still technically possible with RS. And the amount of challenges it could solve has increased a *lot* from RS1.
**2. What RS2 needs improvement on**
Still, not all of the automation tasks are solvable completely with RS.
Really, it comes down to crafting: RS still lacks more advanced crafting options: crafting with fluids directly instead of a bucket; crafting with reusable items, and crafting recursively. Things such as converting Honey fluid to Honey Block at a large quantity, or even simply keeping my smithing templates in stock prove to be quite the burden. Note that Ultramega is developing a new tool for RS called the Step Crafter, which aims to solve the needs for reusables/recursive recipes.
Another issue that hasn't been touched on a lot (because I haven't seen anyone take RS to scale yet) but is quite severe is Cable Tiers' performance issues. I am very concious about my TPS and tries to keep it as healthy as possible, and in my Spark profiles, Cable Tiers often sit right at the top. And somewhat unfortunately, to quote my good friend Wraith at the Refined Mods Discord, "the sad part is that I know people that could fix the lag effortlessly but it's impossible to motivate them and they're insufferable to work with".
**3. Misconceptions about ease of use vs ceiling of complexity**
Only after having used RS2 very extensively and engineered my way through various mods in this pack have I realized that the stereotype of RS being an easy to use, entry-level solution to mass storage and not fully supportive of automations task is a vastly wrong one, and needs correction.
My thorough experience with the mod has helped me form my belief that RS is very lax when it comes to what you do with it - it will not try to assist or stop you, and whatever the consequences of your actions are will be paid by yourself. Want a thousand Mega Autocrafters running concurrently? Want hundreds of Network Transmitters? Your choice. Will it brick your world? Will it bring your TPS down to 2? You're the one discovering that out.
Next, if we take a look at [the Refined Storage design
One thing I find perhaps hyperbolic about this pack is the removal of Infinite Disks. The two main arguments for this decision from the ATM team is are that the more item types there are in a disk, the worse the performance will be; and that it's "too overpowered". For the former, the rationale is that if a feature does not work as intended and can be broken, the player shouldn't be given the option to use it in the first place. Firstly, I don't like it when people tell me how to do things; secondly, the barrier at which performance is seriously hit is nowhere near what's practical (the limit for total *item* - not fluids, chemics, or whatever - types in an AE2 network is like 800k, let's use half of that as a ballpark, which would still be way too much of a hyperbole); thirdly, if it's really that big of an issue then… slap a big warning sticker on it? Oh, and if this is a concern for *items*... why are the other types of Infinite Disks also hit? They just don't even have a lot of types? For the latter… how exactly is an elegant solution to storage overpowered? If the recipe is too cheap for what it does, then buff the recipes. And calling it “overpowered” in a pack where you produce items in the hundreds of millions, oneshot basically everything ever, and literally incentivized to scale…. having such a handy options hurts the experience of absolutely no one. The double standards is strong with this one. But, alas, I'm no modpack developer, I'm just a rando with too much time on hand and too strong of an opinion; I just reenable Infinite Disks for myself and I am happy in my little world.
While the solution to some automation challenges were indeed cumbersome, be that as it may, it was still technically possible with RS. And the amount of challenges it could solve has increased a *lot* from RS1.
**2. What RS2 needs improvement on**
Still, not all of the automation tasks are solvable completely with RS.
Really, it comes down to crafting: RS still lacks more advanced crafting options: crafting with fluids directly instead of a bucket; crafting with reusable items, and crafting recursively. Things such as converting Honey fluid to Honey Block at a large quantity, or even simply keeping my smithing templates in stock prove to be quite the burden. Note that Ultramega is developing a new tool for RS called the Step Crafter, which aims to solve the needs for reusables/recursive recipes.
Another issue that hasn't been touched on a lot (because I haven't seen anyone take RS to scale yet) but is quite severe is Cable Tiers' performance issues. I am very concious about my TPS and tries to keep it as healthy as possible, and in my Spark profiles, Cable Tiers often sit right at the top. And somewhat unfortunately, to quote my good friend Wraith at the Refined Mods Discord, "the sad part is that I know people that could fix the lag effortlessly but it's impossible to motivate them and they're insufferable to work with".
**3. Misconceptions about ease of use vs ceiling of complexity**
Only after having used RS2 very extensively and engineered my way through various mods in this pack have I realized that the stereotype of RS being an easy to use, entry-level solution to mass storage and not fully supportive of automations task is a vastly wrong one, and needs correction.
My thorough experience with the mod has helped me form my belief that RS is very lax when it comes to what you do with it - it will not try to assist or stop you, and whatever the consequences of your actions are will be paid by yourself. Want a thousand Mega Autocrafters running concurrently? Want hundreds of Network Transmitters? Your choice. Will it brick your world? Will it bring your TPS down to 2? You're the one discovering that out.
Next, if we take a look at [the Refined Storage design
philosophy](https://refinedmods.com/refined-storage/design-philosophy.html), while the main characteristic of it is indeed simplicity, it should "still allow for complexity". What does that mean?
That means using the minimal toolkit the mod provides, you are incentivized to use your ingenuity to come up with answers to logistics challenges. Let me demonstrate my argument with a few examples.
As I've mentioned previously, RS does not have native support for recursive recipes, which makes the solution for crafting smithing templates quite... interesting. [This](https://postimg.cc/XBYzkL03) is my solution. We employ an external crafter like the Crafter from RFTools, and supply it with ingredients via [Super Factory Manager](https://postimg.cc/CZmDqpww). We make good use of the Detector (RS equivalent of the ME Level Emitter) to put a threshold on when the SFM should run. A convoluted, but functional, solution, imo.
Another contraption I'm quite fond of is [my Draconic Evolution fusion crafting setup](https://postimg.cc/vxRm10xd), courtesy of my good friend Rhys for the [idea](https://youtu.be/BMnkMR1sgsA). Traditional setups employing Modular Routers has that slight delay between the Router transferring items and the crafting, and this system helps eliminate that as much as possible. We turn the Injectors into the storage of a subnetwork via External Storages, allowing instant "transfer" of item and energy when they are put into the Interfaces of the subnet. Since the Injectors should only hold the single item while the Fusion core sometimes need to hold a small stack, items should be inserted into the core last, which is possible thanks to External Storages' priorities. In the [patterns](https://postimg.cc/2qQYcCVQ), Certus Quartz is used as redundancy to ensure all 12 Injectors are filled before items are sent to the core.
These 2 are just the best examples I have that illustrate my point: very much contrary to the usual thought that RS is a "baby mode" storage, it very much *can* automate complex tasks if you put your head into it.
**Conclusion**
I don't ask for people to have to like RS2, or even give it a try (unless you're really an opponent of it - then get a grasp lol); the taste is ultimately up to the player. Instead, my goal is for RS2 to be recognized, be understood, and be respected - for what it actually is, not what people remember it as.
**tldr** RS2 good thumby
https://redd.it/1otk6dj
@MinecraftModded
That means using the minimal toolkit the mod provides, you are incentivized to use your ingenuity to come up with answers to logistics challenges. Let me demonstrate my argument with a few examples.
As I've mentioned previously, RS does not have native support for recursive recipes, which makes the solution for crafting smithing templates quite... interesting. [This](https://postimg.cc/XBYzkL03) is my solution. We employ an external crafter like the Crafter from RFTools, and supply it with ingredients via [Super Factory Manager](https://postimg.cc/CZmDqpww). We make good use of the Detector (RS equivalent of the ME Level Emitter) to put a threshold on when the SFM should run. A convoluted, but functional, solution, imo.
Another contraption I'm quite fond of is [my Draconic Evolution fusion crafting setup](https://postimg.cc/vxRm10xd), courtesy of my good friend Rhys for the [idea](https://youtu.be/BMnkMR1sgsA). Traditional setups employing Modular Routers has that slight delay between the Router transferring items and the crafting, and this system helps eliminate that as much as possible. We turn the Injectors into the storage of a subnetwork via External Storages, allowing instant "transfer" of item and energy when they are put into the Interfaces of the subnet. Since the Injectors should only hold the single item while the Fusion core sometimes need to hold a small stack, items should be inserted into the core last, which is possible thanks to External Storages' priorities. In the [patterns](https://postimg.cc/2qQYcCVQ), Certus Quartz is used as redundancy to ensure all 12 Injectors are filled before items are sent to the core.
These 2 are just the best examples I have that illustrate my point: very much contrary to the usual thought that RS is a "baby mode" storage, it very much *can* automate complex tasks if you put your head into it.
**Conclusion**
I don't ask for people to have to like RS2, or even give it a try (unless you're really an opponent of it - then get a grasp lol); the taste is ultimately up to the player. Instead, my goal is for RS2 to be recognized, be understood, and be respected - for what it actually is, not what people remember it as.
**tldr** RS2 good thumby
https://redd.it/1otk6dj
@MinecraftModded
And I probably missed some too. Luckily, they're pretty niche.
https://redd.it/1otto30
@MinecraftModded
https://redd.it/1otto30
@MinecraftModded
It’s rare to see this level of dedication in modpack design even creating a building contest with custom builds.
https://redd.it/1otxby4
@MinecraftModded
https://redd.it/1otxby4
@MinecraftModded
Reddit
From the feedthebeast community on Reddit: It’s rare to see this level of dedication in modpack design even creating a building…
Explore this post and more from the feedthebeast community