Hello, since dan decided to focus on his life path, CC has died, i know we have people working on it but when will we see CC Mod in a upto date modpack?
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When will we see CC
Started by Mr_Programmer, Dec 08 2017 10:35 PM
7 replies to this topic
#1
Posted 08 December 2017 - 10:35 PM
#2
Posted 08 December 2017 - 10:45 PM
I can't speak for the creators of mod packs, but I suspect ComputerCraft would have to be marked as beta or release (rather than it's current alpha) before being included in any major mod packs. There's at least one "relatively major" mod pack with it bundled.
I don't know if you've had a read of this thread, which discusses things in much more detail.
I don't know if you've had a read of this thread, which discusses things in much more detail.
#3
Posted 08 December 2017 - 10:51 PM
On the plus side, if you are like me and don't care about multiplayer (or if you run your own server) CC is relatively easy to add to a modpack manually on account of the fact that it adds very few custom items so ID hunting is not a big deal.
#4
Posted 09 December 2017 - 12:14 AM
Purple, on 08 December 2017 - 10:51 PM, said:
On the plus side, if you are like me and don't care about multiplayer (or if you run your own server) CC is relatively easy to add to a modpack manually on account of the fact that it adds very few custom items so ID hunting is not a big deal.
Kinda off-topic: there's no need to "hunt IDs" at all nowadays AFAIK because Minecraft moved from numbers to strings as id
#5
Posted 09 December 2017 - 08:28 AM
I make modpacks for me and a friend to play and it was years since id conflicts was a problem. Nowadays is having to configure ore gen to not have 4-5 different copper ore a larger problem.
#6
Posted 09 December 2017 - 05:14 PM
Stekeblad, on 09 December 2017 - 08:28 AM, said:
I make modpacks for me and a friend to play and it was years since id conflicts was a problem. Nowadays is having to configure ore gen to not have 4-5 different copper ore a larger problem.
Oredictionary is great for that. If the mods register with OD then any copper can be used in any recipe that needs copper.
#7
Posted 09 December 2017 - 05:29 PM
CLNinja, on 09 December 2017 - 05:14 PM, said:
Stekeblad, on 09 December 2017 - 08:28 AM, said:
I make modpacks for me and a friend to play and it was years since id conflicts was a problem. Nowadays is having to configure ore gen to not have 4-5 different copper ore a larger problem.
Oredictionary is great for that. If the mods register with OD then any copper can be used in any recipe that needs copper.
You still end up with several different items that are functionally identical but don't stack, and generate more than they should
#8
Posted 09 December 2017 - 06:54 PM
H4X0RZ, on 09 December 2017 - 12:14 AM, said:
Purple, on 08 December 2017 - 10:51 PM, said:
On the plus side, if you are like me and don't care about multiplayer (or if you run your own server) CC is relatively easy to add to a modpack manually on account of the fact that it adds very few custom items so ID hunting is not a big deal.
Kinda off-topic: there's no need to "hunt IDs" at all nowadays AFAIK because Minecraft moved from numbers to strings as id
As for the ore thing I find that a good way to deal with it is to take a modpack that overlaps with your wishes, typically one of the technical packs (in case of ores) and than download that and just remove the mods you don't like and add those you want, keeping their config files.
My own custom brew is based off IIRC feed the beast or tekkit or something, I forget.
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