The Flying Islands Modpack

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Re: The Flying Islands Modpack

Postby Renzo The Fourth » Fri Feb 13, 2015 2:24 am

Then may I add you on skype? And even if the group chat isn't active, it would be nice to be involved with nonetheless.

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Re: The Flying Islands Modpack

Postby Chrisknyfe » Wed Feb 18, 2015 12:48 am

Sure thing Renzo. I'm 'toldyoualready' on skype. I messaged you the other day.
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Re: The Flying Islands Modpack

Postby sentientfungus » Fri Mar 20, 2015 11:22 pm

Here are my suggestions:

1: Drop IC2 altogether. It's a nice mod, but it has very few features that aren't already covered.

2: Add Mekanism. It has relatively little overlap (really just the item sorting system and basic machines), but it adds a lot-- machines that smelt multiple stacks or items, a really cool ore multiplication system, and some nice miscellaneous mods. Basically it's a very expandable mod that adds a lot to the high end of gameplay, and a bit throughout. I know we're a bit heavy on tech mods, but this integrates very well with our current mods, as it takes and generates power for all of them.

3: I think I mentioned that we should probably have InventoryTweaks in the pack on the Skype chat-- it's just generally a very useful mod to have.

4: I'd also recommend Fast Leaf Decay mod, just because waiting for leaves to decay is a pain.

5: I don't know Galacticraft has already been considered and turned down because it's too large or something, but I think it adds a lot in terms of exploration and build concepts in space, on the Moon, on Mars, etc. If you're looking for more adventure style mods I'd definitely recommend it.

I'll add a bit more after I do some more research.
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Re: The Flying Islands Modpack

Postby .:[Jsh]:. » Wed Apr 22, 2015 11:13 pm

Just wanted to put these recommendations on paper, even though I've already discussed it elsewhere.

1: Binnie's Mods. More bees, more trees, and botany. Really, it's the bees + genetics thing that's important. (I don't know if others show interest in this mod, though.)

2: Extra Utilities. Just generally useful stuff. Low level early-game energy generation, drums (massive liquid storage), and an assortment of useful miscellaneous blocks (sound muffling, bag of holding, etc).

3: Xeno's Reliquary. Honestly, I just want this for a few specific items. Probably not important. Glowing bread is pretty neat too, I guess.
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Re: The Flying Islands Modpack

Postby Chrisknyfe » Fri Apr 24, 2015 11:28 pm

Note to self: scrap Thermal Dynamics, since Mekanism covers it.
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Re: The Flying Islands Modpack

Postby Renzo The Fourth » Sun May 03, 2015 6:25 pm

I'm having a problem with joining the server now.


"Internal Exception: java.io.IOException: An existing connection was forcibly closed by the remote host
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Re: The Flying Islands Modpack

Postby Chrisknyfe » Mon Jul 06, 2015 6:42 am

Note to self, gilby's voice chat isn't working yet. Something must be wrong with my settings.

EDIT: UDP server isn't working, so I switched to the "minecraft protocol" mode. More laggy but it actually works
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Re: The Flying Islands Modpack

Postby Chrisknyfe » Mon Jul 13, 2015 8:21 pm

Note To Self: buff Big Reactors by 20%, nerf Mekanism turbines by 20%.
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Re: The Flying Islands Modpack

Postby Chrisknyfe » Mon Jul 13, 2015 11:09 pm

Note To Self: add Thermal Dynamics. Mekanism cables are being buggy.
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Re: The Flying Islands Modpack

Postby Chrisknyfe » Sun Jul 26, 2015 8:00 am

Note to self: villagers breed out of control, and rose gold has no use. Disable story mode.
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