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4 posts in this topic

okay, so I'm looking to make a TFC modpack, and I wanted to have either a tech tree, magic tree or both.  For now, looking at tech, and searching for more realistic Tech mods, I came across RotaryCraft.  My question is this then.  How easy would it be to MineTweak it so it is compatible with TFC?

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I see two issues:

1. Reissa modpack policy - you need his personal agreement to change recipes,

2. biome ambient temperature

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1.  Hmm.  That does look like a problem.  Barring getting the permission, would altering the ore dictionary and altering vanilla recipes so as not to allow items to be crafted that shouldn't be craftable be a viable option?

2.  Sorry, I'm new to the mod, haven't looked at RotaryCraft in depth just yet.  What do you mean by this?

Edited by GreenGriffin5
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If you install the mods on your own client, you don't need permission. You only need permission when you create a mod pack that you want to share with others.

This means you can put the mods together and see which problems you encounter. Things that come to mind are world generation, over powered mechanics and ambient biome temperatures. Some machines need to be cold, others need to be hot. Placing them in a biome that is either too hot or too cold can be detrimental. And since Rotarycraft has some very powerful machinery the jump from TFC's hand forged tools to Rotarycraft's high tech machinery will be huge.

Try playing through the Rotarycraft tech tree with TFC installed and see if it works. Rotarycraft is a really nice mod that we were fortunate enough to get permission for to include in our HappyDiggers AMP mod pack back in Minecraft 1.6.4 before Reika even allowed his mods in mod packs in general. Rotarycraft is also a more technical mod in the sense that it's a bit more difficult to understand it's mechanics than other tech mods like Buildcraft, Industrialcraft, GregTech, EnderIO, Mekanism, etc. If you ask me that also makes it a potentially good fit for TFC. Not everything has to be easy :)

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