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Sky islands and solving the problem of moving between them to secure resources is still infinitely more interesting than Yet More Sieving. Was thinking a little bit about the Artificer mini-pack I have (literally just mods cobbled together with no integration), and I'm beginning to think that IE is totally superfluous for it and out of scope for the concept of the class. It sounds cool to merge old 1800s electric tech into magical artifice, but I'm probably going to remove it, especially since guns and drills are outclassed by Tinkers. IE is also bloated as gently caress. Edit: Does anyone else think that Actually Additions needs to be broken up further? It's got way too much poo poo in it and its scope is all over the place. Pollyanna fucked around with this message at 15:07 on Oct 4, 2019 |
# ? Oct 4, 2019 14:20 |
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# ? May 31, 2024 19:20 |
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Pollyanna posted:Edit: Does anyone else think that Actually Additions needs to be broken up further? It's got way too much poo poo in it and its scope is all over the place.
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# ? Oct 4, 2019 17:09 |
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AA should definitely be split up, but then half the mod wouldn't be used. Like, it adds the Powered Furnace and the Double Crusher, but who the hell uses the Double Crusher in any pack unless there's one specific item that you can't get out of a faster, cheaper machine to build? In any pack that uses it, I pretty much just make a drill, set up some item/energy/fluid lasers, and rely heavily on the small storage crates until I have an AE type system set up. My ideal AA mod would pretty much have the AIOTs, drills, (non quarry) lasers, crates, the empowerer/reconstructor, batteries, and then some of the functional tools and poo poo from dead mods, like Aura Cascade's Amulet of the Angel's Wing.
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# ? Oct 4, 2019 17:30 |
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Whalley posted:AA should definitely be split up, but then half the mod wouldn't be used. Like, it adds the Powered Furnace and the Double Crusher, but who the hell uses the Double Crusher in any pack unless there's one specific item that you can't get out of a faster, cheaper machine to build? In any pack that uses it, I pretty much just make a drill, set up some item/energy/fluid lasers, and rely heavily on the small storage crates until I have an AE type system set up. Mods usually design themselves to be used in a vacuum. The reason the double crusher is there is so you can get ore doubling if AA is the only mod you've installed. It's not necessarily there to add value in a modpack environment.
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# ? Oct 4, 2019 17:41 |
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Vib Rib posted:Also Seablock: Rustic Waters should be out tomorrow so that'll be a nice distraction. anyone know when, at all? and also how, i guess - is this gonna be on the twitch launcher?
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# ? Oct 4, 2019 17:42 |
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Amnesia is good for a laugh or two, but it isn't actually all that fun to play. Skip.Whalley posted:AA should definitely be split up, but then half the mod wouldn't be used. Like, it adds the Powered Furnace and the Double Crusher, but who the hell uses the Double Crusher in any pack unless there's one specific item that you can't get out of a faster, cheaper machine to build? In any pack that uses it, I pretty much just make a drill, set up some item/energy/fluid lasers, and rely heavily on the small storage crates until I have an AE type system set up. Khorne posted:Yeah. It has some cool vanilla++ blocks. Then it has fps-destroyers like canola. Then it has infinite free ores in your first few hours with lens of the miner. It's all over the place with no unified theme or internal consistency. Some stuff is real expensive for no apparent reason and the strongest things border on free. Hah, I haven't even looked that far into it. Kinda lame, honestly - I'd love to just break that thing up. Gwyneth Palpate posted:Mods usually design themselves to be used in a vacuum. The reason the double crusher is there is so you can get ore doubling if AA is the only mod you've installed. It's not necessarily there to add value in a modpack environment. Why does AA have to provide ore doubling? Why not just use...something else?
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# ? Oct 4, 2019 17:49 |
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Hey, guess who's an idiot and doesn't know the difference between the woods and a village? http://lifeinthewoods.ca/ https://www.curseforge.com/minecraft/modpacks/life-in-the-village
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# ? Oct 4, 2019 18:00 |
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Ambaire posted:Or minimize the launch window and also have it load really fast. Just wait for the menu music to reopen it. Works for all modpacks, by the way. Something about doing window refreshes to update what it's doing slows the load way down. whaaaaaaattt
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# ? Oct 4, 2019 18:08 |
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Pollyanna posted:Why does AA have to provide ore doubling? Why not just use...something else? Because it's designed to not require anything else. To put it in reverse, why is it bad that it has an ore doubler? You can ignore it freely and nothing bad happens.
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# ? Oct 4, 2019 18:11 |
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Nearly every mod is designed in a vacuum. While everyone knows modpacks are the standard for modded Minecraft, you can't know what the end user is going to have in their pack except the mod you're making. So anything with any degree of progression includes an ore doubler mechanic, presumably so you spend more time interacting with the mod itself and less time with vanilla Minecraft mining mechanics.
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# ? Oct 4, 2019 18:16 |
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Vib Rib posted:"Waiting Time" Screw this mod...I almost gave up on PO3 when I saw they added it unironically. I remember OG or Caz defending it when the pack was first released too. And it's still in the pack! Ugh.. Anyways, annoyances aside, been playing Titan mode and it's forced me to finally play Astral Sorcery and Blood Magic. Gotta say, Astral is amazing!
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# ? Oct 4, 2019 18:19 |
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DawnOfMinstrel posted:Being a bit tired of skyblocks myself, I'm trying to roll my own small modpack on the Twitch app with the Biome Bundle for the OTG+ mod, but I'm running into a compatibility problem: the terrain generation seems to go nuts when combined with Thermal Expansion mods (I think CoFH World specifically). If you play Biome Bundle with OTG+, you will have to manually break or burn every single leaf block in your world. I had to scrap that world and start over. Just save yourself the hassle and use Biomes O'Plenty instead. Pollyanna posted:Was thinking a little bit about the Artificer mini-pack I have (literally just mods cobbled together with no integration), and I'm beginning to think that IE is totally superfluous for it and out of scope for the concept of the class. It sounds cool to merge old 1800s electric tech into magical artifice, but I'm probably going to remove it, especially since guns and drills are outclassed by Tinkers. IE is also bloated as gently caress. Pollyanna posted:Amnesia is good for a laugh or two, but it isn't actually all that fun to play. Skip. It also benefits from the crafters that can save a recipe between amnesia waves, and the expensive anti-amnesia potions that can permanently reset an item to its normal recipes. Combine those all and you could get some very interesting farming operations going. In practice, though, yeah, you're probably going to spend half an hour searching for a way to make chests and a crafting table, then break the game over your knee by just cycling log types every wave and seeing which one gives you an endgame sword/chestplate or what have you. Vib Rib fucked around with this message at 19:02 on Oct 4, 2019 |
# ? Oct 4, 2019 18:54 |
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Xun posted:whaaaaaaattt I discovered that a year or two ago and it works with all modpacks, from 1.7.10 to 1.12. GTNH in particular speeds up a bunch. edit: to reiterate for those who cba to follow the quote chain: After launching a modpack, while it does its loading thing, minimize the window and it will load significantly faster. I wait for the menu music to start before reopening it. Ambaire fucked around with this message at 19:31 on Oct 4, 2019 |
# ? Oct 4, 2019 19:27 |
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Vib Rib posted:I am begging you from one player to another not to use the OTG+ Biome Bundle. Only after I'd finally gotten a couple hours into a server set up with friends did I realize the biome generation is hosed up (and according to the page's bug reports, has been for years) and all the leaf blocks on all the trees in all the generated biomes are incorrectly generated. They're marked as player-placed and thus will never decay on their own. Other problems with Biome Bundle I've discovered while running a modpack with it: - very few of the 440 biomes have Biome Dictionary IDs in their configs, so modded mobs or trees tied to biome tags will not spawn. You need to fix this yourself before generating the world, because the biome dictionary tags will not populate retroactively. If you want to skip the hassle, just copy the biome bundle files from the Jebcraft modpack in PGS, I've done the work for you. - some biome IDs conflict with the twilight forest, causing, e.g., fire swamps to spawn in the overworld. Again, I've fixed that and you can copy the files out of my modpack - it uses a bespoke mob spawner, which conflicts with Multimob/Primitive Mobs's bespoke spawner. I think both mods are at fault here, there's no need for that crap. - some biomes added by mods, such as Thaumcraft's Magical Forest, just don't ever generate. Still, Biome Bundle worlds are loving gorgeous. BoP is trash by comparison. And the problem with tree leaves (which only applies to the custom trees spawned at worldgen) isn't such a big deal if your modpack includes veinminer or similar. If I were going to start over from scratch, I might replace BB with the (recently updated) Realistic Terrain Gen, but it would be a close call.
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# ? Oct 4, 2019 19:46 |
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Inexplicable Humblebrag posted:anyone know when, at all? and also how, i guess - is this gonna be on the twitch launcher? It's supposed to be out today and as far as I can tell should be on twitch or just downloadable through curse site.
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# ? Oct 4, 2019 19:50 |
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Eugene V. Dubstep posted:Still, Biome Bundle worlds are loving gorgeous. BoP is trash by comparison. And the problem with tree leaves (which only applies to the custom trees spawned at worldgen) isn't such a big deal if your modpack includes veinminer or similar. If I were going to start over from scratch, I might replace BB with the (recently updated) Realistic Terrain Gen, but it would be a close call. OgNar posted:It's supposed to be out today and as far as I can tell should be on twitch or just downloadable through curse site.
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# ? Oct 4, 2019 19:52 |
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Maguoob posted:Yes you will have to move between the various islands, so if you play it I hope you like building dirt bridges. There is a glider thing you can make, but it doesn’t go up. Though that may change as it is still being worked on and obviously no eta for release. If they move around some of the progression this could work real well. In normal SevTech you have a quest to make an airship, but it comes when you both don't need to explore and you already have close enough to flight from AS. Make that a WAY earlier tech and this could be a major improvement. Arkitektbmw posted:Anyways, annoyances aside, been playing Titan mode and it's forced me to finally play Astral Sorcery and Blood Magic. Gotta say, Astral is amazing! My only gripe with AS remains "how do I make a cool build of this without doing floating islands, uh again?"
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# ? Oct 4, 2019 20:03 |
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Vib Rib posted:I am begging you from one player to another not to use the OTG+ Biome Bundle. Only after I'd finally gotten a couple hours into a server set up with friends did I realize the biome generation is hosed up (and according to the page's bug reports, has been for years) and all the leaf blocks on all the trees in all the generated biomes are incorrectly generated. They're marked as player-placed and thus will never decay on their own. Yeesh, that sounds bad. No loss though, something added a "realistic" terrain generation option (not actual RTG though I think), and the smooth transitions along with nice flat areas are currently pleasing enough. Especially after spending so much time in Stoneblock. Also, I mostly wanted just the basic Thermal Expansion mod to get more ores for TiCon build variety. I love how bronze allows me to save iron for all the other mods, which are always iron-hungry.
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# ? Oct 4, 2019 20:05 |
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DawnOfMinstrel posted:Yeesh, that sounds bad. No loss though, something added a "realistic" terrain generation option (not actual RTG though I think), and the smooth transitions along with nice flat areas are currently pleasing enough. Especially after spending so much time in Stoneblock.
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# ? Oct 4, 2019 20:08 |
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Trying to load up a 1.14.4 modpack, but I've added a few mods and for some reason when all are in the mods folder 0 mods load, so going through the new mods one by one and loading to see which is causing the problem. I'm guess one is a Fabric mod and isn't labeled correctly. Now mods on curse are just labeled forge and not the version, so if the modmaker hasnt put the version in the filename it can be hit or miss on finding the right version. e: poo poo that was my fault, missed a library. OgNar fucked around with this message at 20:20 on Oct 4, 2019 |
# ? Oct 4, 2019 20:16 |
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oh man rustic waters looks so fun i watched a couple videos on the youtubes
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# ? Oct 4, 2019 21:32 |
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Pollyanna posted:Hey, guess who's an idiot and doesn't know the difference between the woods and a village?
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# ? Oct 4, 2019 22:30 |
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It's out. https://www.curseforge.com/minecraft/modpacks/seablock-rustic-waters
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# ? Oct 4, 2019 22:30 |
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Ah, rustic waters doesn't have toasts disabled. Is there any drawback to using "/recipe give @p *" to clear out all the recipe notifications?
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# ? Oct 4, 2019 22:59 |
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Tip In Rustic waters, cobblegen = Creosote/Cobble/purified water. For those that didnt watch the LP. e: this actually runs fairly decent on my old laptop OgNar fucked around with this message at 23:04 on Oct 4, 2019 |
# ? Oct 4, 2019 23:00 |
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oh nice i didn't realise that it's pretty good so far but yikes at multiple different crafting tables with fluid requirements. not too painful, though
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# ? Oct 4, 2019 23:55 |
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OgNar posted:e: this actually runs fairly decent on my old laptop It took a long time to get stabilized after worldgen and I was getting a lot of block lag, but eventually it evened out. Now it's pretty okay but every time I open my inventory (or a container/UI) the game freezes/chugs for about a half a second. Also, I can't seem to harvest mature Harvestcraft fruit, like the apples growing at the start, by right-clicking them. Isn't that how that's supposed to work? Problem on my end, or do they expect you to harvest them some other way?
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# ? Oct 4, 2019 23:56 |
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Vib Rib posted:Really? It's running very poorly for me, even by Minecraft modpack standards. Just break the apples, they will drop more sprouts to replant than you will ever need. In general I have a hard time running big packs, but this has not given me any problems. I am running Optifine in it though, only change I've made besides turning a few things down in video settings. Overall, Rustic Waters is a pretty decent pack....so far. It is a little grindy with multiple crafting tables needing multiple liquids (for someone like me who hates even the tiniest grind) but not so bad that i'll stop.
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# ? Oct 5, 2019 00:19 |
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Started playing the Rustic Waters pack. How do I hide the registry/oredict tooltips? Not sure why the pack dev enabled them by default.. guess they forgot to disable em again
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# ? Oct 5, 2019 00:32 |
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I did a fresh install and it's running better for me now, though I can't imagine what of the few small mods I'd added that would've tanked performance and added that inventory lag. It actually seems to run better for me without Optifine than with, but I wonder if it's more to blame on something else. Also Pam's Harvestcraft apples don't seem to drop sprouts, that must be the Cyclic ones.
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# ? Oct 5, 2019 00:34 |
I'm just waiting a million years for the string I need for fabric mesh right now. Got both my hopping bonsais on spider tree duty.
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# ? Oct 5, 2019 00:55 |
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taiyoko posted:I'm just waiting a million years for the string I need for fabric mesh right now. Got both my hopping bonsais on spider tree duty. Make string with leaves>vines>string
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# ? Oct 5, 2019 01:02 |
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so is rustic waters even remotely comparable to blightfall
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# ? Oct 5, 2019 01:03 |
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Johnny Joestar posted:so is rustic waters even remotely comparable to blightfall No. I'm only really interested in it for Better Diving, because that sounds cool.
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# ? Oct 5, 2019 01:09 |
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Johnny Joestar posted:so is rustic waters even remotely comparable to blightfall It's more like Skyblock, Craft of the Titans, and a tiny bit of Subnautica (mostly the aesthetics and options). It's not a handmade world and while exploration is a significant part it's not comparable, no.
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# ? Oct 5, 2019 01:09 |
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i figured most things wouldn't have the handcrafted world but the comparison to subnautica at least made me hope it mostly focused on finding neat stuff and fleshing out your base than endlessly grinding certain things
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# ? Oct 5, 2019 01:59 |
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I heard modded minecraft was a big inspiration for factorio so I'm giving it a shot. I'm playing FTB ultimate reloaded because its light-weight enough to run well on my laptop, and because I imagine the old-school mods are closer to what the factorio devs probably played. Anyway, before I get too far I was wondering if anyone can recommend mods that overhaul cave generation to be more interesting, without tanking performance?
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# ? Oct 5, 2019 02:13 |
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This isn't really what you're asking for, but I just wanna throw out there that Omnifactory is probably the best processing-heavy modpack I've played that's explicitly about building up a big factory and gradually turning every complex step of production into something fully automated that's just pumping out nonstop resources. That said, while it does have a great questbook to guide you through it, you may need some familiarity with mods in general before you hop in, since it's far from a beginner's pack. As for caves though, Worley's Caves makes cave structures much bigger and more open/branching, as opposed to a cluster of tiny, narrow tunnels with no real variation. I'd strongly recommend it. Additionally, Quark adds a few underground microbiomes and stalactites/stalagmites, plus reorganizes rare rock structures (diorite, andesite, and granite) into huge clusters. Good convenience mod to begin with and it's a start for what you want.
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# ? Oct 5, 2019 02:42 |
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That looks perfect, thanks.
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# ? Oct 5, 2019 02:55 |
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# ? May 31, 2024 19:20 |
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Rustic Waters having the Artisan workbenches killed my desire to ever give it a try. When playing minecraft with dumb extended crafted recipes all I could think was, "man I wish I could make this even more stupid by requiring a loving fluid as well!" Thanks to DDSS for at least showing me another mod to hate.
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# ? Oct 5, 2019 03:26 |