Discord Link: https://discord.gg/yZhyc4CWMP
After over a year of development, 300+ hours, and over 3500 lines of crafttweaker scripts,
I proudly present to you: Feed the Factory! My attempt at bringing factorio-style gameplay to modded minecraft!
(PS. The pack just hit its full release, updated infographic coming soon)
I started playing the pack recently and when working with minecarts i noticed an infinite coal and cart engine glitch.
Basically carrying the cart when there is an engine and coal inside it will drop coal and an engine and when putting it back there is still engine and coal inside it.
Did you all know that if you wait long enough on the main menu, a statue of an amogus will pop up in the background. If you don't want to wait a while for it to show up, you can just check the game files, it should be in \curseforge\minecraft\Instances\Feed the Factory\resources\mainmenu
Im trying to run this pack off my extra pc for a server, but its on windows 10 and theres only a .sh file not a .bat file to start it. how wouald i start teh server or make a .bat file to start the server?
This mod pack is perfect in everything except the plot. I almost cried after using the Home Portal, now I feel sorry for the player after all the work done. This does not make the modpack worse, it's still was quite a journey, thanks
Hey Vnator, I love the pack in it's current state and can't wait for more updates. I would like to ask: Do you think you would ever make a "Modern" (1.15+) version of this pack? I know that more than a few mods might have gotten stale or re-branded, but I would love to be able to play this in 1.16 or later versions just to have something newer to play with. Plus, if you wanted to, you could add on the Create Mod and make early game automation balance a bit better.
Hi I am loving this pack so much, and I have found what I think is a bug, the integrated crafting mod seems to not be able to craft recipes that have been unlocked with research, I tried to make an auto crafter to craft mv conduits when i needed them but it doesn't appear to work after looking around I found a reddit post that mentions the same thing where it can craft unlocked recipes, I'm not sure if you can fix this but I would love it if you tried and again thankyou for the amazing modpack
Hi,
Everything in the pack seems polished (from my limited time playing it) but I still have a couple questions.
First, it seems like the day/night cycle (doDaylightCycle) is forced off at all times; I turned it back on via cheats at one point, closed and reopened the world, and it was turned back off. Is there some setting I can change to disable this?
Only other concern is that, in a similar vein, the difficulty is always forced to peaceful whenever you open the world. Is there a setting for this, too, that I can change?
I looked through the modlist and saw that you added one that has things grow more difficult as time goes on. Is there some stage in the game I haven't reached where the day/night cycle and hostile mob spawns are re-enabled?
In reply to A_Fax0r_Machine:
I'm glad you're liking the pack!
The reason day/night cycle is turned off is to allow solar panels to always work. I used a mod that lets me set commands on world creation to enable this, and I'm not sure what to do to undo it, sorry. But the mod is Default World Gen, and that might have a way for you to disable it on your instance.
And peaceful mode is set by default because the game is supposed to be entirely focused on automation, so no enemy mobs and hunger should get rid of the biggest distractions to that.
I don't remember adding a "difficulty as time goes on" mod, could you please tell me what it is? Maybe I accidentally added it or it was for a different purpose. Thanks for the comment!
Amazing Modpack! Enjoyed my time with it so far.
Truly having fun on v1.0 (Release version).
However, I did notice a "few" issues:
Progression - (problem resolved)
Recipes
Insulated EV Wire Coils are unable to be crafted after it made 12-13 times
- results in "ERROR: Could not execute RecipeFunction: , caused by java.lang.nullPointerExeption"
- when you "Save & Quit", quit out of Minecraft, and sign in later the recipe seems to work again (unknown for how long)
Insulated IV Wire Coils
- does/will this even/ever exist in this modpack?
Technical
If you have a Medium Pressure Fluid Conduit connected to a Tank Fluid Intake (from Pressure Pipes)
- when you "Save & Quit", quit out of Minecraft, and sign in later the pipes directly connected to the Intake do not work
- I have to break them, replace them, and reset the configs of EACH ONE
- already mentioned by KIlroy_42
Elevators
- don't always work when you jump/crouch on them
- sometimes takes up to 15 attempts for it to work
- sometimes you have to look down right at the elevator in order for it to work
Crafting Coolers
- Unable to be crafted in Auto Workbench or Fabricator
- They "craft" using the ingredients, then the created item VANISHES INTO THE ETHER wasting crafting materials.
- This is referring to ANY cooler that uses the "Empty Cooler" as a crafting ingredient.
Thermal Expansion
- Cell Frames DO NOTHING!
- Can't Make them (except the 1st one)
- Can't place them
- Can't infuse with Redstone to try & make a usable Energy Cell.
- can't upgrade it
- Can't use them to store power, NOTHING!
Sorry for long list. Just didn't want to make multiple posts.
Either way, had fun & truly enjoyed the modpack. Have truly been havin' a blast!
Just happy that I am able to complete the final quest and unlock the conclusion.
In reply to jdknavirez:
Thanks for the list, and I'm glad you're enjoying the pack! It'll be a while before I can address all of these, however. But I seriously appreciate you taking the time to write this up! Its worth its weight in gold.
Hi.
The end is nigh ;) Some more Plutonium-238...
According to the quest book Solar Panels Tier VII should produce 65536 rf/t and Tier VIII 1048576 rf/t. But they only generate 8192 rf/t resp. 32768 rf/t?
I´m using Pressure Pipes Tanks with EnderIO Fluid Conduits. After saving and reloading a game, i've to touch every Fluid Conduit otherwise theres no fluid transportation.
Feed the Factory-1.0.zip
In reply to Kilroy_42:
Thanks for catching that! I'll get to fixing them soon.
Though I have no idea what could be up with the fluid conduits, maybe some kind of weird blockstate reset? Having the thermal device that acts as a block-sized fluid buffer between them might fix things.
In reply to Kilroy_42:
I had the same issue, it's a fairly common issue. While I don't have a fix for the conduit problem, I would recommend that you should research the "High Pressure Pipes." in the Transfer tab. While very clunky and oversized, they keep a persistent connection between saves. Plus, I find that they are PLENTY capable of feeding the steam turbines and keeping them topped off. Yes, you will need a redstone signal to keep the pumps on for input/output. Thankfully, just a simple lever will do.
Amazing Modpack!
but i have some questions, how to unlock the ender io's item pipe speed upgrade? thx.
In reply to peter_shih:
Glad you've been enjoying!
I've disabled the speed upgrade completely to encourage other forms of item transport that have a high throughput.
In reply to Vnator:
oh! OK got it!
My girlfriend and I really like your pack! thx.
In reply to peter_shih:
I'm glad she likes it too! I hope you both have fun playing!
In reply to Vnator:
Today I found another question, all of recipes from contenttweaker disappeared. thx....
In reply to peter_shih:
Apparently the Curseforge Launcher/Microsoft Auth is broken and somehow doing that to everyone. Sorry about that happening, and I hope you have a backup world you can reload in case your items got deleted.
Great Modpack!
Its really something different from other Modpacks!