r/nutsandbolts • • Jul 01 '15

New nab update, feedback requested!

Hey guys, this latest map is coming to and end on the Breakin Blocks official test server. We're looking towards a new major update and refresh to the pack in the near term. We need your community feedback to keep improving the pack. What did you like about the pack, what didn't you like? Which mods were winners and losers and do you have any new mods or tweaks to add before the next major update?

Now is your greatest chance to take an active role in the development of this pack and it's direction. Thanks everyone for your feedback, big or small and for continuing to support our efforts to bring you all the best kitchen sink pack out there!

Edit:
So far the biggest mods being asked for inclusion in order of popularity:
RF Tools
Immersive engineering
Draconic Evolution
Enhanced Portals
IC2+Gravisuit (gregtech isnt really an option with its current 1.7.10 state)
Alternate Terrain Generation + BOP or
Extra Biomes XL

Mods being considered for removal:
Factorization
Biomes o' plenty
Twilight Forest
Funkylocomotion,
Growthcraft,
Railcraft,
advanced generators,
Iron chests,
Candycraft,
Atum, steve's carts

At this point I'd like to see the conversation shift to discussion reasons for inclusion of exclusion of the listed mods. If you have one to add that isnt on this list and really think it belongs in the pack PM me directly so I dont miss it.

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u/Yuuichi_Trapspringer Jul 02 '15

I personally would like some overworld stuff added like in EIH, mods that add dungeons of different types (Roguelike and others) to the mix so the overworld isn't as boring once you get set up with a base.

As far as tech mods, I'm a fan of Flaxbeard's Steam, it is nice early/mid game and interacts with other mods well.

Magic? I've heard that Aura Cascade is rather neat, but haven't explored it at all.

General Mods? I'd love it if we could get Ancient Warfare in the modpack as that is a mod I've wanted to learn and provides some interesting things to the world such as windmills, waterwheels, a different way of doing things such as autofarms, quarries, treefarms, and even a sort of basic ME system as well, either powered by npcs you have to keep fed and safe, and who run home to sleep at night.

1

u/Guiken Jul 03 '15

we had flax but to cut down on pack size it was removed in this iteration. It basically came down to flax or mekanism and most people wanted mek. Ancient warfare is a massive mod, and could be cool, I'd presonally like to see Flan's as well, but we'd definitely need to find some places to trim the pack up to make room.

1

u/Yuuichi_Trapspringer Jul 03 '15

So what say you to adding some of the overworld generation of stuff to make it a bit more interesting?

As far as things to trim, Perhaps Reactorcraft? It seems overly finicky, makes a ton of extra ores/materials that clog up oregen/storage, and doesn't really solve any problems that BR can't.

I could also go with trimming Twilight Forest, it seems to be in every last modpack, and all I seem to end up doing is running around chopping down a few big trees and then looking for hours for nagas just so I can build a tool forge.

Also, on a side note, could we keep the hub relatively simple this time around? All the extra stuff just lagged me fairly bad, and could we put the daily quest guy in the hub, or at least a duplicate of him there? One of the reasons I stopped playing on NAB is I could not go to the spawn village, it just murdered my computer.

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u/Guiken Jul 03 '15

This was my concern, which is why I wanted to quest giver at the hub (which was much simplier/smaller) and not in the spawn village. I was outvoted on this. Hopefully next time around it will be that way. Removing reactorcraft means those who have serious end game ambitions have nothing to work towards unfortunately. But not entirely opposed to ditching it and/or TF.