All The Mods Expert Guide

Posted byFTB Interactions1 year ago
  1. All The Mods Expert Remastered
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🔸 As a vaper, finding the “Best Vape Mod” is one of the first things you will need to do, the right vaping device will depend on your personal preference on style and functions. Here at TheVape.Guide, we summarize all the Best Vaping Device that we will highly recommend for different types of users. Jan 6, 2018 - The Feed the Beast Infinity Evolved is a general all purpose. Who want to have all the different types of mods in one modpack. Expert Mode can be enabled by typing /ftbmode set expert in the chat. Guide-API, 1.0.1-20.

All The Mods Expert Remastered

Guide

So I just finished ATM:ER and wanted to share my experience of the pack with you guys. I clocked in a total about [226 hours]( on the pack to craft all 7 creative items which are the Atomic Multiplier from Calculator, Creative Fluid Source from Pressure Pipes, Creative RF Source from Draconic Evolution, Creative Capacitor from Draconic Evolution, Everlasting Guilty Mana Pool from Botania, and Survivalist's Strainer from Water Strainer.

The big pros:

  • Astral Sorcery was integrated into the pack. The only other progression pack that had Astral Sorcery integrated into its progression was Nuts and Bolts: Torqued as far as I'm aware for 1.10.2 (Age Of Progression 'has' Astral Sorcery in it, but the last 1.10 version I played of AoP seemed to be in beta still and didn't have many tweaks that incorporated Astral fully). Despite that it has a whopping 700k downloads on CurseForge - I'd also say that Astral hasn't really gotten the love it deserves yet compared to other magic mods so far.

  • They promised on a good questbook to help get you started, they delivered. The questbook is not comprehensive throughout the pack's entire progression, it only details the earlygame - midgame of ~10 major mods, and the late endgame on setting up infrastructure for ATM Stars. However, this is an expert pack and my expectation was that JEI would be there for mostly everything, with the Questbook as a little treat on top. Whatever the questbook does cover, it covers mostly well with some exceptions (eg. Platinum Quest in Rockhounding). Regardless, the questbook will get you started and is a huge boon to the point I'm making below.

  • The start of the pack has been the smoothest of any 1.10 pack I've played so far. Nice and early Tool Forge, decent but not overpowered storage (AA Crates available after Creosote oil), and decent transportation early on (Slime Sling + Slime Boots or Astral Celestial Gateways). You have certain quality of life items available to you early on that aren't overpowered, and more importantly give you a lot of OPTIONS. If I could plot out a general graph of 'progression' versus time, it would look like a steep curve early on, that flatlines towards midgame, and then occasional spikes until endgame. As a modded mc player, I've gotten used to 3x3 mining and take a certain pleasure in the web of 3x3 tunnels I make underground. It's not as powerful as automated ore mining/generation, which I'm used to seeing much later, but early on 3x3 mining just helps with the resource grind without completely taking away one of the best parts of minecraft - mining. It's also nice that you have access to decent storage that isn't crates - a chest is fine in vanilla with it's limited item set, but in modded you just simply need more storage to play the game without drowning in a maze of chests due to the variety of items. Lastly, they removed the huge reliance of Embers in the early game compared to this pack's predecessor. What I mostly enjoy about a pack is spending some early game getting started, and then diving into the complexity of the midgame and figuring out how to progress.

Sonarika bhadoria hot navel. The little pros:

  • Several key items have alternate recipes that are either derived from a magic route or from a tech route of progression - ET Laser cores needed for void miners can either be crafted via Mekanism crafting materials (teleportation cores) or via Blood magic crafting materials (Teleposition reagents)

  • You do go through nearly every single item of every mod (notable exceptions off the top of my head are Roots Staff, anything after Dawnstone in Embers, some Mekanism gasses, Botania meme items) so you'll enjoy a challenge in this pack. In terms of difficulty and time, this pack is harder than AoE (mostly due to sheer variety of mods), a cakewalk compared to GTNH, and only slightly longer than Nuts and Bolts: Torqued (which had Avaritia based endgame).

The big cons:

  • The ATM Star required Octuple Compressed Stick and Octuple Compressed Cobble - I hate recipes like these, I consider them neither challenging, creative, fun, nor actual 'gameplay content'. This is a personal pet peeve, but my endgame base was in the void world provided by the pack, and I was able to indirectly measure how much tick time my base was using by checking the tick time in the dimension. After I had my tree farm and cobblegen set up, the tick time tripled from 7ms to 22ms. My base was already running two large blood altar set ups with mob spawners underneath them as well as the various ore processing from void miners, along with an endgame ME system, yet it didn't come close processing load of the repetitive spam of machines I had to make for the Octuple Compressed items. Now it's a fair argument to say that this didn't really impact tps in the big picture, but this was also a larger multiplayer server and tps is a shared resource. Part of the reason why I join multiplayer servers communities for these progression packs is that I know my computer won't be able to run the pack in the background and chunkloaded successfully. On top of all that, you also had to make TWO of them at minimal, as you had to use one ATM star for the Atomic Multiplier and then create a 2nd star to multiply. Lastly the only viable cobblegen was just using Igneous Extruders, as for some reason ExU2 Transfer (Item and Fluid) Pipes in this pack caused clientside crashes whenever you tried inserting upgrades of any kind (mining, speed, stack etc.) ruling them out as cobblegens, and the pack doesn't include Tiny Progressions.

  • Rockhounding: Chemistry could have been implemented better or replaced entirely. I think Rockhounding is a okay mod, with some minor quibbles (as far as I can tell no way to automate the Distillation Tower/no JEI integration when trying to figure out uses of a chemical dust, need to go instead check the recipes of an alloy). However implementing a mod like Rockhounding is pretty demanding (eg a mod that generates a resources with only one use most of the time, dedicated one-function machines, and a whole lot of fluff). I think RH is nice because it challenges the player to automate a complex system that consist of many different machines/material inputs/fluid inputs. Not to mention I think the textures look better than average for a tech mod, however there's so many extraneous fluff that seems to take away from it's purpose in the pack. It would be nice if there were a way to just straight up disable those chemicals or give them alternate uses - one solution implemented in the pack was using RH Corten Steel as a steel replacement for certain early game items. Corten Steel is available as soon as you start Rockhounding (pre-steel) and allowed you to craft certain items that had an alternative recipe using corten steel. Now if this could've been implemented for Arsenic, Boron, Vanadium, etc. for all 30ish dusts that aren't actually used - it would've been implemented greatly in my opinion. However I also understand that this is a lot of work. I do think as an alternative, why not just use Calculator Circuits (they have a very similar process in that you use worldgen to 'synthesize' crafting components at an RNG/%-based rate, requires automation since it's so RNG based and needs to run long term to have any sort of dependability, and if you want to add in fluid component in machine processing, you could just use Forestry carpenters).

All The Mods Expert Guide

Lastly this criticism wouldn't be relevant to new players starting the pack - but during one update of the pack, there was no absolutely no warning given that induction heating elements (they allow RH machines to take RF instead of constantly need furnace fuels like coal) would all get deleted. These heating elements were fairly expensive early on, and losing all 14 of them in my RH setup was very discouraging, but that's the nature of modded mc. However at the very minimum there should have been some warning either from the modpack dev side, or from the mod author side I feel. This was also the update that included the Distillation Tower/GAN Controller, which is a multiblock that produces Liquid Nitrogen for Nitric Acid - as far as I know, the Distillation Tower cannot be fully automated since it has two modes - Compressing Air which uses water to make Compressed Air, and producing Nitrogen, which uses Compressed Air to make Nitrogen. It cannot do both at once, and I have not been able to pump compressed air into a second distillation tower dedicated to Nitrogen, not sure if this was an oversight or intended behavior, but regardless now you have to check back every now and then to change the mod of a distillation tower manually in the GUI.

The little cons:

  • Most of the endgame creative items aren't actually used nor do they help in progression in obtaining each other since all of them use ATM: Stars as the most difficult part of their recipe. This was unlike in AoE where at least the Creative Capacitor bank was the only reliable RF Source (excluding Draconic Reactor) that could power the Atomic Multipliers. It's one thing to work up to build to a nice trophy, but sometimes it's even sweeter to use that big thing you worked for to with another goal.

  • No Arc Furnace recipes for lategame alloys, so you still have to deal with the TiC smeltery - automating is no issue, but honestly waiting for things to melt/alloy for Mirion, Osmiridium just give an overall sense of disconnect when I'm in endgame of the pack

Overall the pack was fun - I thoroughly enjoyed the extended midgame and accelerated early game. The endgame was really damepered by the Octuple Compressed recipes but let's be honest - you can't fully discredit a pack because the last 30 hours of the 220+ hours was not fun, everything else provided a great time (although it does say alot that I had nearly every other item for the ATM Star ready and prepared by hour 180 and was just chunkloading and logging in to do random things like decorate for the last 30 or so hours). I did enjoy AoE more (enough that I did two playthroughs of it), but if you can't live without your magic mods, this is worth checking out until 1.12 starts dropping more packs.

This write-up is going a lot longer than I intended, but apparently I might've gotten shadowbanned on imgur when I tried to upload the 90+ screenshot album all at once. If anyone knows an easier hosting site I can try there or wait until Imgur starts cooperating with me again.

edit: Let's try google photos: https://photos.app.goo.gl/phzuKkwthIzaTEhz2

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