Stylez 160 Posted July 3, 2012 Report Share Posted July 3, 2012 (edited) Please post all discussions related to Industrialized season 2 in this thread. See locked info thread here for a list of mods. Thanks! Edited October 15, 2012 by Stylez added link to info thread Quote Link to post Share on other sites
Jasenty 18 Posted July 3, 2012 Report Share Posted July 3, 2012 It sounds like you had a hectic day of modding and rerouting ID's. Was it difficult? Quote Link to post Share on other sites
Stylez 160 Posted July 3, 2012 Author Report Share Posted July 3, 2012 More like a week! It wasn't so bad once I figured out that I can export unused IDs from NEI (shut up Gr8ful). I also made sure to leave a good 10 block buffer above vanilla block IDs for future updates. Who knows what's going to happen when 1.3 comes out though... hopefully I shouldn't have to modify any IDs but now I'll be using so many mods it's going to take forever for them to all get updated. Gr8ful 1 Quote Link to post Share on other sites
Jasenty 18 Posted July 3, 2012 Report Share Posted July 3, 2012 Oh lord.... I was actually thinking of attempting to replicate the mods you have and try to live my own little industrialized world... Now, it seems very unlikely that Ill get much going... Do you happen to know anything about 1.3 and what it promises to bring other than some multiplayer fixes? Quote Link to post Share on other sites
Stylez 160 Posted July 3, 2012 Author Report Share Posted July 3, 2012 Oh lord.... I was actually thinking of attempting to replicate the mods you have and try to live my own little industrialized world... Now, it seems very unlikely that Ill get much going... Do you happen to know anything about 1.3 and what it promises to bring other than some multiplayer fixes? Check out this page on the wiki. Quote Link to post Share on other sites
Jasenty 18 Posted July 3, 2012 Report Share Posted July 3, 2012 Possibilities of a lava boat!? Quote Link to post Share on other sites
Gr8ful 55 Posted July 3, 2012 Report Share Posted July 3, 2012 Interesting choice with mobs and Turret mod, that sounds fun; also, If you got the ID's resolved from RP World then....YouDa MAN! =D (shut up Gr8ful). Nuff Said....... Quote Link to post Share on other sites
Stylez 160 Posted July 3, 2012 Author Report Share Posted July 3, 2012 There's a trick to installing Forge mods on a fresh install of Minecraft. As long as you remove all config files (if you've already installed a mod), most of the bigger forge mods will dynamically choose their IDs based on what's available. Some mods are hard coded though like ExtraBiomes, HarvestCraft, ComputerCraft... mostly mods that "tolerate" Forge instead of inherently using it. Also, if you look in the RedPower2 config file, there's a variable where you can tell it to auto reassign block IDs but this will jack up any pre-existing worlds. From what I can tell in my limited testing is that it seems that the mods will all communicate with each other (via forge) and figure out which block IDs they can use as long as they're all installed and ran for the first time at the same time. I can't remember how good it works if, say, you added IC2 after you already ran the game with RP2 or BC installed. Gr8ful 1 Quote Link to post Share on other sites
Gr8ful 55 Posted July 4, 2012 Report Share Posted July 4, 2012 Good info for anyone running these mods for the first time. Unfortunately, I tried adding RP World after running all others. Long story short...(i.e) Wood looked like TNT, Redstone looked like planks, etc... :wacko: Quote Link to post Share on other sites
Stylez 160 Posted October 9, 2012 Author Report Share Posted October 9, 2012 So I've went though a lot of the mods we're waiting on for season two and here's a list of mods that still need to be updated: AtmosMobs ComputerCraft Sensors Simple Harvestcraft Weee! Flowers Redpower 2 Turrent Mod Wireless Redstone (chicken bones edition) Somnia So the list is still quite extensive. I can start the LP without the ones that don't have any sort of world gen. So once these get updated I can start the LP: Simple Harvestcraft Weee! Flowers Redpower 2 Everything else should be self-contained and can be added at a later date. If anyone has any information that says the opposite of what I'm thinking please let me know! Quote Link to post Share on other sites
Stylez 160 Posted October 9, 2012 Author Report Share Posted October 9, 2012 Actually nevermind that... it looks like Pam's mods are updated to 1.3.2! http://www.minecraft...t/topic/402069- I don't see an option to download just Weee Flowers on that page though except inside the mega mod package... Looks like we're only waiting on RedPower 2 now. EDIT: Looks like I have to download the mega mod package and then disable everything to get Wee Flowers only (I want these for the dye for cables plus they look nice). I'm wondering if I should just go balls out and get the whole mod package and have like 2983759873 new foods to eat? lol Quote Link to post Share on other sites
Stylez 160 Posted October 11, 2012 Author Report Share Posted October 11, 2012 I'm removing the Pam's mods from the LP... now that it's one big combined package it adds a ton of crap that I don't want and I can't figure out how to disable the bloat. Despite being disabled in the config a lot of it is still generating. I might still use the Simple HarvestCraft mod as that is still a separate mod but the flowers one is out unfortunately. Hopefully I can find another mod to add dyes. Edit: Okay I can't find anything to add a lot of dyes that isn't overpowered. I found a good mod like Wee Flowers but it made it so you could get lapis, bonemeal, and ink sacs from flowers. Another flower mod only added 3 flower dyes but required the addition of biomes and had to be installed in the jar. So... I'm going to use the entire Pam's Combined Mod and disable what I can and live with the rest. On the bright side I can now make lime coloured planks... yay?! Quote Link to post Share on other sites
Stylez 160 Posted October 15, 2012 Author Report Share Posted October 15, 2012 I've updated the info thread with the current list of mods I'll be using. The list is getting quite extensive and looks like it's going to be a lot of fun this season! Hopefully it's not too tricky to update the game with all these mods... On the same note, 1.4 is slated for release in 9 days (Oct 24th) so it's looking like we may be waiting for 1.4 before the LP kicks off. I'm really just waiting for RedPower to update but I have a feeling it may not hit until 1.4 is out and we'll be waiting for 1.4 mod updates. I'm thinking that the updates to 1.4 will take a LOT less time than they did for 1.3 as the updates to 1.3 were major due to the engine changes in Minecraft. Anyway, we'll play it by ear and see what happens! I want to spend a few days playtesting the mods before I start the LP anyway to make sure everything is most things are working and seem balanced. Quote Link to post Share on other sites
Jasenty 18 Posted October 15, 2012 Report Share Posted October 15, 2012 I believe the only real issue mod authors might encounter when porting up to 1.4 is new additions to blocks, which, might cause conflicts with ID's. Also, who knows what cool things they might add to f-- I mean, add onto said new blocks/entities. Quote Link to post Share on other sites
Stylez 160 Posted October 16, 2012 Author Report Share Posted October 16, 2012 I'm being careful this season when I install the mods to leave a good 20 or so block IDs above the defaults to allow for vanilla additions. That's what screwed me last season - I had a lot of RedPower IDs that were overlapped by new vanilla stuff and I couldn't edit the IDs in my save with mIDas. That's why I got stuck on 1.2.3. Jasenty 1 Quote Link to post Share on other sites
Jasenty 18 Posted October 17, 2012 Report Share Posted October 17, 2012 After seeing the new snapshot in action, Id have to say that perhaps, mod authors might have their work cut out for them implementing these new additions, i.e. anvils, naming, invisibility, etc. Quote Link to post Share on other sites
Stylez 160 Posted October 17, 2012 Author Report Share Posted October 17, 2012 After what they went through for 1.3.2 they can probably port to 1.4 in their sleep! haha But seriously, most mods all use Forge hooks so I think these mods will almost work right out of the box when Forge is updated without the mod creator having to change much, if anything, at all. Quote Link to post Share on other sites
Jasenty 18 Posted October 18, 2012 Report Share Posted October 18, 2012 Luckily a lot of these industrial mods (mainly the ones you use) all use Forge and FML. Quote Link to post Share on other sites
Stylez 160 Posted October 22, 2012 Author Report Share Posted October 22, 2012 I'm going to wait until 1.4 now since the pre-release is already out. Forge has already been ported to 1.4 as well as a preliminary version of IC2 and Iron Chest. So it looks like it's quick to port from 1.3 to 1.4 as expected. There's still no sign of RP2 being released so I would say it's probably going to be a 1.4 mod. I'm also waiting for Mystcraft to be updated to not be a JAR mod as I think I'm going to use it in my LP. Quote Link to post Share on other sites
Jasenty 18 Posted October 22, 2012 Report Share Posted October 22, 2012 What did I tell ya(; (About Mystcraft) And if you watch DW20's videos, you will see that not only is RP in early stages of 1.3/1.4 but also, Thaumcraft3 has just been added to the ForgeCraftServer. So yeah, expect to see me raving over it when it finally releases(: Quote Link to post Share on other sites
Stylez 160 Posted October 22, 2012 Author Report Share Posted October 22, 2012 Yeah I've been watching DW20s videos almost daily lately. Mystcraft is as close to magic as I'm going to get! My reasoning is that Minecraft itself has a small bit of magical stuff in it with enchanting and stuff but I feel things like Thaumcraft and EE add way too much magic for the industrial theme of Industrialized. Maybe when TC3 and EE2 come out I will do another series that focuses more on magic... but I dunno if I have the time or energy to do two Minecraft series' at the same time. lol No idea how DW20 puts out so much content he's obviously not human (or doesn't work 8 hours a day?). Jasenty 1 Quote Link to post Share on other sites
Jasenty 18 Posted October 22, 2012 Report Share Posted October 22, 2012 Just think of it as interdimensional space travel to other similar worlds to the Overworld:D Quote Link to post Share on other sites
Stylez 160 Posted October 22, 2012 Author Report Share Posted October 22, 2012 Just think of it as interdimensional space travel to other similar worlds to the Overworld:D Yeah that's sort of how I see it. I sort of wish there was a fork of Mystcraft that used something like stargates instead of books. Quote Link to post Share on other sites
Jasenty 18 Posted October 25, 2012 Report Share Posted October 25, 2012 You could go in and retexture the Mystcraft Crystals, making them something more along the lines of a warpgate style and then you can use those instead. (; Quote Link to post Share on other sites
Gr8ful 55 Posted October 26, 2012 Report Share Posted October 26, 2012 Did you say you're going to be using Hardcore mode this time? mwuahahahaha!! Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.