I'm at the early game and wonder if the next update has any large gameplay changes. I tried to install the snapshot but custom main menu seem to have problems with vanilla fix.
I would be interested if you can share details of your issue with us on GitHub as we want to make sure players can update smoothly from 1.2.2. I have not heard of an issue between CMM and VanillaFix.
Our releases are compatible with worlds from or migrated to the immediately-preceding release version of the pack. The gameplay itself is not substantially different, however there are notable changes to some things. For example. the snapshots are on a much more current version of both GregTechCE and Shadows of Greg, and with that comes new features, bug fixes, and some changes to chemistry recipes (DStrand1 spearheaded two pull requests to standardize the rules of GT chemistry which fixed the accuracy of many recipes and prevented violations of conservation of matter).
The more notable changes include a switch away from Modular Machinery to using Multiblock Tweaker, which is made by Eutro on our dev team. This gives us effectively native-GTCE custom multiblocks rather than the buggy and clunky multiblocks we used through 1.2.2.
We are also deprecating SimpleFluidTanks (there are known issues with it, there are alternatives now, and the author actually removed it from CurseForge) and Forestry (we barely used anything from it so it's wasteful to load the whole mod; we made some custom items to use instead).
I just wanted to give a quick bit of appreciation to everybody working tirelessly to maintain this pack. When it first came out I saw the potential for it to be an incredible pack, and the fact that people are putting in the effort to reach that potential is just awesome to see.
What's the estimated release here at Curse, of the new version of Omnifactory? Because I'm newbie and I don't know how to download GitHub. I am really looking forward to playing this ModPack. But, I do not want to start in this older version and have to update later, because it will break many farms and with that it ends up discouraging, because I have to redo everything.
Sorry for the delayed response. The bad news is we don't know exactly when 1.3 will be ready. We've been constantly working on the pack as well as contributing to development of some of the mods directly (or in some cases, extending support for previously end-of-life 1.12 mods we rely on and have a permissive license).
The good news is our dev snapshots are very easy to use if you want to, you just import a zip into your launcher as a custom modpack. We have a guide on this topic here: Playing On Dev Guide (GitHub). New snapshots are generated whenever we successfully test and integrate a change we want to make towards a completed 1.3 experience, so you'd have the current progress as of whenever you get it.
Thank you so much man, I'll test this newer version here. But, even though my English is horrible and I don't understand much, consequently I can't enjoy 100% of modpack. Coming back to the subject, I would like to thank you all for this great work, so that you can make other great modpacks. All of us here in Brazil are rooting for this.
the modpack is great, but if i try to enable optifine, it works alright but i see a lot less large ore clumps. if anybody can help i would appreciate that
Really enjoyed the pack so far, maybe the addition of Solar Panel quests to help prepare the player for them being needed later for the Neutronium Solar Panel, as everything else seems to build to the next stage.
Sir i need help with a recipe issue. For some reason i can't craft the refined processor array in the assembling machine. I tried MV/HV/EV, with soldering alloy and tin, with SMD and "base" components, none work.
Sorry for the delayed response, I'm glad you figured out the issue. There are some items that blend into the input grids, namely certain boards and vacuum tubes. This can also be caused by texture packs, if you use them.
That can differ greatly player to player as learning new mods and recipe trees takes time, people care more or less about beautifying their bases, and there is a great deal of variation in how people approach problems.
If you're just focused on completing the pack rather than other aspects like building, a first-time playthrough is likely to be somewhere around 500 hours.
Loving the modpack so far. However, I am having issues getting shaders to work. I have tried multiple versions of optifine and different shaders. The game launches fine. But, when I try to enable shaders, the game is either super dark and unplayable or crashes entirely. I was wondering if you had any insight into this problem. Thank you so much.
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ndf111
Is this modpack still maintained?
thanks for everything you've brought to us.
Is version 1.2.2 only available on Github now?
If so, how would you update from Github?
I'm at the early game and wonder if the next update has any large gameplay changes. I tried to install the snapshot but custom main menu seem to have problems with vanilla fix.
In reply to GokuTMC:
I would be interested if you can share details of your issue with us on GitHub as we want to make sure players can update smoothly from 1.2.2. I have not heard of an issue between CMM and VanillaFix.
Our releases are compatible with worlds from or migrated to the immediately-preceding release version of the pack. The gameplay itself is not substantially different, however there are notable changes to some things. For example. the snapshots are on a much more current version of both GregTechCE and Shadows of Greg, and with that comes new features, bug fixes, and some changes to chemistry recipes (DStrand1 spearheaded two pull requests to standardize the rules of GT chemistry which fixed the accuracy of many recipes and prevented violations of conservation of matter).
The more notable changes include a switch away from Modular Machinery to using Multiblock Tweaker, which is made by Eutro on our dev team. This gives us effectively native-GTCE custom multiblocks rather than the buggy and clunky multiblocks we used through 1.2.2.
We are also deprecating SimpleFluidTanks (there are known issues with it, there are alternatives now, and the author actually removed it from CurseForge) and Forestry (we barely used anything from it so it's wasteful to load the whole mod; we made some custom items to use instead).
I just wanted to give a quick bit of appreciation to everybody working tirelessly to maintain this pack. When it first came out I saw the potential for it to be an incredible pack, and the fact that people are putting in the effort to reach that potential is just awesome to see.
All that to say,
Thank you for your hard work!!!
What's the estimated release here at Curse, of the new version of Omnifactory? Because I'm newbie and I don't know how to download GitHub. I am really looking forward to playing this ModPack. But, I do not want to start in this older version and have to update later, because it will break many farms and with that it ends up discouraging, because I have to redo everything.
In reply to alanccardoso:
Sorry for the delayed response. The bad news is we don't know exactly when 1.3 will be ready. We've been constantly working on the pack as well as contributing to development of some of the mods directly (or in some cases, extending support for previously end-of-life 1.12 mods we rely on and have a permissive license).
The good news is our dev snapshots are very easy to use if you want to, you just import a zip into your launcher as a custom modpack. We have a guide on this topic here: Playing On Dev Guide (GitHub). New snapshots are generated whenever we successfully test and integrate a change we want to make towards a completed 1.3 experience, so you'd have the current progress as of whenever you get it.
In reply to Exa4096
Em resposta a Exa4096 :
Thank you so much man, I'll test this newer version here. But, even though my English is horrible and I don't understand much, consequently I can't enjoy 100% of modpack. Coming back to the subject, I would like to thank you all for this great work, so that you can make other great modpacks. All of us here in Brazil are rooting for this.
the modpack is great, but if i try to enable optifine, it works alright but i see a lot less large ore clumps. if anybody can help i would appreciate that
In reply to a_random_id1ot:
nvm i just needed to turn off lazy chunk loading
Really enjoyed the pack so far, maybe the addition of Solar Panel quests to help prepare the player for them being needed later for the Neutronium Solar Panel, as everything else seems to build to the next stage.
Sir i need help with a recipe issue. For some reason i can't craft the refined processor array in the assembling machine. I tried MV/HV/EV, with soldering alloy and tin, with SMD and "base" components, none work.
If anyone could help i will be very happy.
In reply to elkapp88:
I'm just blind, the recipe for the refined processor array require a plastic circuit board, which i didn't see.
In reply to elkapp88:
Sorry for the delayed response, I'm glad you figured out the issue. There are some items that blend into the input grids, namely certain boards and vacuum tubes. This can also be caused by texture packs, if you use them.
Hi, can anyone give an estimate of how long the pack is?
In reply to robokop92:
That can differ greatly player to player as learning new mods and recipe trees takes time, people care more or less about beautifying their bases, and there is a great deal of variation in how people approach problems.
If you're just focused on completing the pack rather than other aspects like building, a first-time playthrough is likely to be somewhere around 500 hours.
Hello,
Loving the modpack so far. However, I am having issues getting shaders to work. I have tried multiple versions of optifine and different shaders. The game launches fine. But, when I try to enable shaders, the game is either super dark and unplayable or crashes entirely. I was wondering if you had any insight into this problem. Thank you so much.