Discord for the pack: https://discord.gg/jEEq7u5
Hello, i just wanted to ask 1 thing: Which are these mods with extended support for 1.12?
if asking this is disallowed, sorry,
Good day, I want to find the translation of quests and descriptions, where can I find this information ???
In reply to Furryk_play:
I'm not personally aware of specific translations made already, but our development snapshots support third-party resource packs for independent translations of our quest book and custom items. Internationalization support is something we're trying hard to ensure is available for the upcoming release.
Chances are that people are waiting to create translations until we release 1.3 though. Otherwise they'd have to follow along with development progress and update their translations repeatedly as we make changes.
when to wait for the new version ???
We've been actively developing 1.3 since the release of 1.2.2 last year. Development snapshots are available if you are interested in playing on the latest progress. The easiest way to keep up with things is either with our GitHub or our Discord, both of which are linked to at the top of this page.
An exact timeline for the release of 1.3 is not known. We are getting closer as several major milestones of progress have recently been met, but there are still some things to do before testing a release candidate for 1.3 then publishing it on CurseForge.
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.
Thank you for the support! One of the things we've done as part of the progress towards 1.3 is make it possible for people to create their own resource packs to translate our custom assets and the quest book entries. I know there are interested parties for a few languages, so maybe someone will be willing to create one for Brazilian Portuguese (pt_br).
In reply to Exa4096:
Quests and mods can also be translated into Ukrainian ??
How much ram is needed to play this modpack?
In reply to matheusmsb123:
You will need to allocate somewhere between 2560M and 4096M heap (2.5G ~ 4G), more than that is unnecessary. Omnifactory is a very lean modpack.
Minecraft also needs more room for the JVM Stack on top of that though, so what you set it to will depend on how much total RAM your computer has available for it. When I played on a system with 6G total RAM I used 2560M and it was fine as long as I didn't have much of anything else running. If you have 16+ GB RAM, just go ahead and set 4G heap, it shouldn't be an issue.
Whichever value you go with, set the minimum and maximum to the same value, otherwise you may get performance stutters if the heap grows. You will not need to include Reddit's favorite 200 cargo-cult "performance" options either, just set the heap size and fire it up.
There's also a rolling development version of the pack (about a year of updates ahead of 1.2.2, our progress towards 1.3) on our GitHub if you're interested.
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.
In reply to cfayin:
Glad you're enjoying it so far!
I'll think about your suggestion. There's been a lot of changes in our development builds since the release of 1.2.2 last year, including updates to the quests. I believe we don't have quests for them as they are pretty straightforward to make, and to use them you just place them somewhere with a view of the sky.
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.
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.