EDIT: Nevermind, I'm going to see what I can do to port my current server to one running AE2 and Computercraft. That stuff is just too cool not to have.
I would still love your suggestions on what mods are excellent though (there are so very many...). Cheers!
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I gotta ask: do you cram mods into your Minecraft server, and if so which ones? If not, which do you keep?
And how the heck do you keep up with the version mismatching? Like, should I just not update the server, or should I stick with just one engine?
By way of mea cupla, I have tried to look into it and figure it out, and came away with that it's such a mess maybe I shouldn't bother. No reason to make my day job my fun time as well; hours of glitchy wonkiness ain't my way of destressing.
(I gave Aloglia's API a cursory try and haven't found you listing your favorites, but whenever minecraft comes up I recognize you seem to be in the know. I've been playing vanilla for a while enjoying the tedious relaxation of just being able to use command blocks, but it's getting to the point I think programming a robot to build my skybride and tunnels would be a wise investment of time :)
The advantage of a modpack like feed the beast FTB is they take care of all the incompatibilities and making sure Tinkers Construct Bronze is ore-dictionaried to be the same as forestry bronze same as all the other bronzes. Also tweaks to ore generation are important. Finally one important feature modpacks do is make the style uniform. It would be weird to have a 99% technology based modpack with 1% being terra firma craft. Or imagine a 99% magic themed pack full of witchery and thaumcraft and blood magic (not really my thing) but 1% AE2.
The role of a modpack group like FTB is almost perfectly analogous to linux distro. You could figure out all the dependencies by hand and namespace everything, but the Debian guys did all the sweating for you, so may as well use their metadata.
A long time when I was starting out I was a little overwhelmed by the modpacks having a hundred mods. So I'd start up with exactly one mod installed, lets say IC (the original) or just railcraft or whatever. But that leads to heartache and wasted effort (what, I need BC pipes to hook a railcraft boiler to a turbine?).
What seems to help is hard core quest mode packs. Crash Landing might scare people away, its kind of intense (but intense in a cool way). Agrarian Skies? Some HQM packs are so confusing they almost require watching youtube videos to figure out how to get past the first steps. Maybe FTB infinity evolved in NON-EXPERT mode?
Whelp, sounds like I'm using FTB and plonking mods in via a pack. That's exactly the answer what I was hoping for. I think a lot of my hesitancy was in regressing to an earlier version of Minecraft, but given the sheer depth you're describing, it wouldn't matter; it's a whole new game either way.
I really hope we eventually get something that is just about literally a Debian for Minecraft. That'd be even better for getting kids into the hacking spirit!
I would still love your suggestions on what mods are excellent though (there are so very many...). Cheers!
----
I gotta ask: do you cram mods into your Minecraft server, and if so which ones? If not, which do you keep?
And how the heck do you keep up with the version mismatching? Like, should I just not update the server, or should I stick with just one engine?
By way of mea cupla, I have tried to look into it and figure it out, and came away with that it's such a mess maybe I shouldn't bother. No reason to make my day job my fun time as well; hours of glitchy wonkiness ain't my way of destressing.
(I gave Aloglia's API a cursory try and haven't found you listing your favorites, but whenever minecraft comes up I recognize you seem to be in the know. I've been playing vanilla for a while enjoying the tedious relaxation of just being able to use command blocks, but it's getting to the point I think programming a robot to build my skybride and tunnels would be a wise investment of time :)