- Ftb infinity best mob spawner generator#
- Ftb infinity best mob spawner mod#
- Ftb infinity best mob spawner upgrade#
I've thought about starting on magic a couple of times, but for some reason I find them much more annoying to progress, botania is fun, witchery is OK, but thaumcraft and blood magic are annoying when you've already done them half a dozen times. When I finally built the Harvester it was a major sense of acheivement (followed quickly by a major sense of exhaustion).Īnyway, enough about the modpack, is anyone else here playing it? More than any other modpack it would benefit from collaboration and tips/advice from others, unlike other skyblock (or in other way resource limited) packs, there's no HQM system to lead you through the progression, you have to figure things out for yourself, and that can be tricky!
Ftb infinity best mob spawner generator#
Cue 8 hours of teching up through Agricraft, Harvestcraft, Ender IO, Thermal Expansion, Buildcraft, creating an automated obsidian generator (which in turn required building an automated lava generator) and much more. For example last night I set myself the goal of building a Minefactory Reloaded 'Harvester' (to get automatics crops going, whcih will lead to improving my power generation).
I did prety much nothing else except sleep and eat since then, I'm about 40 hours in and I'm having a blast. So now you not only have a crazy convoluted inter-mod tech tree but skyblock resource gathering too.Ī large number of well known twitch and youtube minecraft content producers were given access to the beta server during development, so it's been quite well known for over a month now that it was coming. Some crazy folks thought that having a mode with a 100-200 hour tech tree wasn't hard enough, and came up with the idea of adapting it to skyblock.
Ftb infinity best mob spawner upgrade#
This not only slows down progression within individual mods by forcing you to progress through half a dozen other mods at the same time, but also gates some mods way until later than they usually are (for example, AE2, which under normal circumstances you could start immediately on spawn in a fresh world, is about 100 hours in, forcing you to use other mods for sorting/storage and autocrafting to start with and upgrade to AE later, stuff like that).
Ftb infinity best mob spawner mod#
progression within a mod depends on machines/items from other mods, instead of each mod only being internally dependant. I'd never played it, but from what I understand it's unique in that you can play it in either 'normal' mode where the item recipes are all standard, or in 'expert' mode in which the recipes are changed, not to make them more difficult or complex per se (such as like in gregtech) but in order to make the tech tree progression more linear and less radial.
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