|
Vib Rib posted:This must be a joke Nope, FTB:I gates platinum and palladium behind the Chaos Guardian. Apparently they changed Astral Sorcery's Mantle of Stars to greatly nerf the Chaos Guardian's chaos element attacks, but it's still just the most ridiculous decision I've ever seen. And it's a hard block for anybody playing the pack who doesn't want to deal with it, as you can't change pack difficulty and the Chaos Guardian can kill you even in creative. RocketMermaid fucked around with this message at 22:54 on Feb 5, 2024 |
# ? Feb 5, 2024 22:51 |
|
|
# ? Jun 6, 2024 13:24 |
RocketMermaid posted:the Chaos Guardian can kill you even in creative.
|
|
# ? Feb 6, 2024 00:23 |
|
lol that's loving stupid
|
# ? Feb 6, 2024 12:30 |
|
If you don't want people to play your modpack, just say so
|
# ? Feb 6, 2024 17:18 |
|
Update: Black Pants fucked around with this message at 10:33 on Feb 11, 2024 |
# ? Feb 11, 2024 08:31 |
|
Vib Rib posted:Finally got the tinker's slimesling in GT:NH and what the hell, it sucks. What happened to the incredible overpowered slimesling I remember? What was that one two-item combo where they both lowered your friction but if you used both at the same time they interacted in a way that would just absolutely send you flying hundreds of thousands of blocks in a second
|
# ? Feb 11, 2024 08:54 |
|
Can anyone recommend a modpack that is a pretty simple and chill experience? I've been trying a bunch but they don't seem to fit exactly what I'm looking for. I'd like to just chill, build some cool looking buildings, farms, mining shafts, etc. Have some sort of low tech engineering like maybe just steam or water powered mechanics to make irrigation or canals, extra poo poo to build, and some dungeons and skill progression. A cherry on top would be maybe some town building and npc trading. A lot of mods I've tried have some variation of these but I'm not trying to grind for hours to get some part for a nuke generator or something crazy. Just want to relax after work and disappear into a little world I can build and fight in. Maybe there's a mod like this someone is using and can recommend or was thinking of smashing a bunch of mods together to make what I'd like but I wouldn't know where to start.
|
# ? Feb 11, 2024 17:01 |
|
GT:NH has gotten down to a slow slog and I'm not even out of LV yet. Feels like 70% of my play time is just spent running between chests plucking out items. Omnifactory putting AE relatively early was more of a godsend than I ever realized, and GT's much more limited power and item distribution is hitting hard. Even with backpacks my inventory feels constantly limited so I'm making frequent trips to the mines and not coming back with as much as I'd like. I know this is mostly my fault -- I know that batch processing is important in GT, and here far more than even Omnifactory it makes sense to make whole stacks of wires, circuits, etc. I know that if I just did more at once instead of tiny bits here and there I'd have to spend way less in the interim, but I keep waiting for that one moment of calm between all the spinning plates where I can deal with the stuff I've been putting off. Hell I haven't looked into cropsticks or even harvestcraft stuff because there's always a coke oven or primitive blast furnace that needs restocking. I do wish it was a little more clear on the best ways to get certain early materials. Lithium is an 11% side effect on spudomene or some such, which means I'll need to process over ~100 just to do the quest. With so, so many recipes in NEI, most of them either reprocessing, recycling, or some weird hosed up method no one would ever use, it feels like I often have to search through pages just to find the one "intended" recipe in a chain. If a quest doesn't explicitly tell me how I'm supposed to get something it's a cointoss if I'll overlook the right way to do it while browsing recipes on my own. On that point: Where do you get silicon at this point? I guess I have to process silicon dioxide with manganese? I've got quests asking for silicon but nothing pointed me towards where to get it.
|
# ? Feb 11, 2024 17:13 |
|
Vib Rib posted:GT:NH has gotten down to a slow slog and I'm not even out of LV yet. Feels like 70% of my play time is just spent running between chests plucking out items. Omnifactory putting AE relatively early was more of a godsend than I ever realized, and GT's much more limited power and item distribution is hitting hard. Even with backpacks my inventory feels constantly limited so I'm making frequent trips to the mines and not coming back with as much as I'd like. I know this is mostly my fault -- I know that batch processing is important in GT, and here far more than even Omnifactory it makes sense to make whole stacks of wires, circuits, etc. I know that if I just did more at once instead of tiny bits here and there I'd have to spend way less in the interim, but I keep waiting for that one moment of calm between all the spinning plates where I can deal with the stuff I've been putting off. Hell I haven't looked into cropsticks or even harvestcraft stuff because there's always a coke oven or primitive blast furnace that needs restocking. In terms of chest hell/tedium, there's a few things you can do to make it a little easier. I've forgotten if I've already mentioned any of these, so I'm just going to make like an old person and tell the same drat stories I always tell again. * Use the T key. If you're in NEI, and you hover over an item and press T, it will dump you out of the UI and display sparkly things on each inventory nearby that has that item. Given the sheer breadth of items in GTNH, this functionality is essential before AE2. * Make a TiCon crafting table, and put the biggest chest you can make next to it. The TiCon crafting table can pull items from adjacent chests. Load the chest up with stuff you use a lot (circuits, circuit components, tools) and it'll save you a lot of time. * Forestry Worktables are also good for recipes requiring tools. * Automate the coke ovens. The easiest way is to use XU's retrieval nodes. There's one for items and one for fluids. Put one of these on a chest/barrel or fluid container (fluid trash can), and it will pull from an arbitrarily large number of inventories connected by XU's transfer pipes and dump them to their connected inventory. It's not fast, but neither are coke ovens. I believe you can use the same transfer pipe for both retrieval nodes. You can use regular transfer nodes to fill the coke ovens the same way, but in reverse. If that's too expensive, then use hoppers and tin/brass item pipes and pump covers/wooden fluid pipes. * Compress your coke oven outputs. Compressed fuel in a BBF is more fuel efficient, giving you 10 smelts for 9 fuel. More importantly, they compress the tiny ash dusts into full-sized ash dusts, vastly increasing the time between BBF chores. You'll actually run out of iron before the BBF fills up with ash. It's worth making a second (low pressure) steam compressor and just putting it inline in your coke oven output pipe so everything that the coke oven makes gets compressed immediately. * Use coal coke specifically. Other BBF fuels are a +50% speed penalty on steel production. (Though, this adds an additional required amount of mining, so that's a judgement call on your part.) * Forestry mining backpacks are extremely cheap and you can have as many of them in your inventory as you want. (Regular backpacks are max 4.) Each holds 15 slots and has autopickup. Don't bother with the woven variants, they need bee poo. * Shift right click a chest or other inventory while holding a Forestry mining backpack (or any Forestry backpack) to dump its contents to the chest in one click. * Make a Forestry builder's backpack. Hold it and shift right click until it is in supply mode (yellow arrow.) Fill it with torches and put an additional stack in your inventory. The builder's backpack will resupply the torches as you use them from your inventory. All Forestry backpacks have this mode, but this is the most useful application. * Make a voiding drop filter. There's a quest for it off of the assembler quest. Set this to cobblestone, gravel, etc. and put it in your inventory while mining to destroy garbage. * Don't forget that you can equip a (Backpacks mod) backpack in a special, dedicated equipment slot. (Check the keybinds, I believe shift + open backpack key lets you equip it.) I use this backpack for tools. In particular, carry a TiCon crafting table and whatever ingots you need to repair your mining hammer. When your hammer needs repairs, place the TiCon crafting table down, and place the hammer in the center square. The other 8 squares can be filled with repair material, letting you repair the tool in the field. Vib Rib posted:I do wish it was a little more clear on the best ways to get certain early materials. Lithium is an 11% side effect on spudomene or some such, which means I'll need to process over ~100 just to do the quest. Skip the battery quests and pick them back up once you're in MV. MV's electrolyzer lets you zap most of the random stuff you're mining for adjunct elements like lithium with a lot less work. Clay dust, in particular, has lithium, and there are entire biomes made out of hardened clay you can bulldoze for it. For silicon, you can use a chemical reactor to react it with magnesium (not manganese) to separate out the silicon, then electrolyze the magnesium oxide to get the magnesium back. Gwyneth Palpate fucked around with this message at 17:44 on Feb 11, 2024 |
# ? Feb 11, 2024 17:39 |
|
Clay electrolysis was the go-to for silicon, lithium, and aluminum in Nomi. See if it works in GTNH. Derp, missed a post. Ah well. Of COURSE you’d need an MV machine to do it. Lordshmee fucked around with this message at 17:43 on Feb 11, 2024 |
# ? Feb 11, 2024 17:41 |
|
NJersey posted:Can anyone recommend a modpack that is a pretty simple and chill experience? I've been trying a bunch but they don't seem to fit exactly what I'm looking for. Haven't played with it a whole ton but I think the Create mod with some add-ons is relatively chill as far as tech mods go. You can use Create mod trains to fake having boats on canals, etc. It wouldn't have NPCs or town-building though.
|
# ? Feb 11, 2024 18:19 |
|
NJersey posted:Can anyone recommend a modpack that is a pretty simple and chill experience? I've been trying a bunch but they don't seem to fit exactly what I'm looking for. it significantly increases the variety of biomes, structures, and things to find that are generated in the world, without really loving around with the core treepunching concept. no ridiculous tech mods, no RPG mechanics, it's very standard but vastly expanded while adding things like backpacks to accomodate the insanely larger item count in the game, that sort of thing. some posts about the mods I use that I made in the GOTY thread Captain Invictus posted:I really want to encourage you to switch from Realms to modded online minecraft. like I play using very outdated mods and even then it's incredibly robust, far more than vanilla. Oh The Biomes You'll Go and Biomes o' Plenty both add dozens of biomes each, totaling well over a hundred new biomes that with the requisite Terralith(iirc that's the required core mod for them) create immense, sprawling environments to explore. plus, with things like Yung's improved constructs, it spawns much more elaborate versions of the existing Ocean Monuments, Desert/Jungle/etc Temples, and the like. And that's only scratching the surface. If you want, I can provide my complete modlist(and even make a rar file of it all for you to cut down on getting it all), thanks to the extremely easy to use Prismlauncher, it's incredibly easy to select and update mods and keep a particular build of MC cohesive, it does a ton of the difficult work for you. Captain Invictus posted:in my opinion, never go into minecraft without some idea of what you want to do. whenever I go in, I think to myself, "what is my goal this time? what do I want to accomplish this session?" whether it be acquiring specific resources for adding on to one of the many villages I've fortified, or harvesting a ton of flowers to stockpile for later usage for dyes, or restocking on important supplies like iron/diamonds/nether bricks, etc, I always go in with a specific idea of what I want to do. sometimes my goal is "okay, look at my Xaero's World Map, and see if I want to flesh out an area that's currently fog of war. or maybe I bought a special map from a traveling merchant months ago that's been sitting in my backpack for ages, and decide it's finally time to trek across literally a dozen miles ingame to find what it takes me to. I do sometimes just go "gently caress it, let's wander in an unexplored direction for a few miles and see what we find" which is also valid, but again, at least when you start, something like "I want to build a safe shelter" or "I want to get iron tools" is a great beginning point. there are quite a few RPG and technology mods you could most assuredly slide in amongst these ones to further complicate the world you create, if you want. other posters in this thread can help with that though, they're way more experienced on that front.
|
# ? Feb 11, 2024 20:09 |
|
Great list, shame that some of them haven't (to my knowledge) been updated for 1.20
|
# ? Feb 12, 2024 02:58 |
|
Gwyneth Palpate posted:[Very helpful tips] That said, between the old version jank, the super ramped up difficulty, and the overall slow progression, I think GT:NH has finally beaten me. I might go back to Nomifactory (or even try NomiCEU) for the simpler and more streamlined experience.
|
# ? Feb 12, 2024 07:00 |
|
NJersey posted:Can anyone recommend a modpack that is a pretty simple and chill experience? I've been trying a bunch but they don't seem to fit exactly what I'm looking for. what's your tolerance for versions? like, are you happy to go back to 1.7? Regrowth is a chill farming modpack where you have to turn a dessicated wasteland lush again. there's no worldgen ores, so you have to grow everything - lots of botania and magical crops, with a bit of mariculture under-the-sea stuff to start. it's more magic/tech-disguised-as-magic than it is lowtech. it also has no dungeons, iirc vaguely recall forums goon Black Pants (i think?) put together a terrafirmacraft pack which had some limited windmill/power technology at its highest tech level - that was viable to play on Peaceful where your only enemy was your stomach, and that's definitely low-tech and chill. it was terrafirmacraft though so there's a lot of running around looking for materials thousands of tiles from your base, and again, no dungeons. finally, i remember quite liking Exoria (https://www.curseforge.com/minecraft/modpacks/exoria); this one definitely needs building, as some blocks need to be in sealed rooms to be placed, and it's relatively low-tech, low-automation. you start on an ash planet and need to portal onwards to new and weird biomes to progress. definitely dungeons involved here, but it's not the usual minecraft green-and-pleasant-land aesthetic, and no villages iirc
|
# ? Feb 12, 2024 10:31 |
|
me and a few other goons are having a good time solo playing Create: Arcane Engineering, it's quite chill but also with some surprisingly complex crafting chains. It's very well put together for a Create based pack.
|
# ? Feb 12, 2024 12:00 |
|
Inexplicable Humblebrag posted:what's your tolerance for versions? like, are you happy to go back to 1.7? Nah wasn't me, I just remembered TechnodeFirmaCraft which prompted someone else to dredge up a download of it. I'm not sure I'd call TFC any kind of chill, though. Zen, maybe, when you're hammering thousands of iron slag chunks and furnacing metal into ingots, but not really chill. There's a Harvest Moon-ish modpack called Farming Valley which is pretty nice and chill though.
|
# ? Feb 12, 2024 13:20 |
|
old thread posters kinda merge together in my memory. it's a small mercy i didn't mix you up with rutibex i found the pack quite chill on peaceful; having to deal with enemies would make it a lot worse
|
# ? Feb 12, 2024 13:35 |
|
For no good reason whatsoever I spun up a new Vault Hunters world on Sky Vaults and ohhh boy this game loop still isn’t very good is it? Running vaults isn’t very satisfying, the quest line is weirdly paced, there’s no B part to spend non-vault time on, and the vaults themselves are tedious and repetitive. I wish there were custom rules for vault gen, or at least a room size option. Adding a back half system that feeds off of and back into the vault system would also go a ways to making both runs and everything other than runs more enjoyable. I’ve run maybe 10 or so vaults so far and I’m ready to never look at one again.
|
# ? Feb 13, 2024 17:59 |
|
Pollyanna posted:For no good reason whatsoever I spun up a new Vault Hunters world on Sky Vaults and ohhh boy this game loop still isn’t very good is it? Running vaults isn’t very satisfying, the quest line is weirdly paced, there’s no B part to spend non-vault time on, and the vaults themselves are tedious and repetitive. I wish there were custom rules for vault gen, or at least a room size option. Adding a back half system that feeds off of and back into the vault system would also go a ways to making both runs and everything other than runs more enjoyable. I’ve run maybe 10 or so vaults so far and I’m ready to never look at one again. I've bounced off it these last few months, for me I enjoy the skinner box dopamine of opening loot crates and finding rare poo poo. But the mid to late game is suffering from that classic ARPG problem where there is so so much stuff to keep track of and manage it gets to be a real chore. Seals, Focus', Catalysts, Inscriptions, Gems, ALL THE FUCKIN GEMS, Gear, Coins, Souls, Knowledge, Orbs and all the useless junk you get from vault running. It just gets too much tbh. Also, while not as bad as straight vanilla, it's still vanilla MC combat which sucks absolute balls.
|
# ? Feb 13, 2024 19:11 |
|
Vault Hunters has so much potential but there's some incredibly stupid and needlessly punishing mechanics to it, bad design choices they've hardcoded, and the balance is so slow that you seem to be expected to run an utterly ridiculous amount of vaults just to make a little progress.
|
# ? Feb 14, 2024 00:37 |
|
To be fair, that's always been a "feature" of Draconic Evolution - the Chaos Guardian is designed to be more or less impossible unless you have the most end-game DE materials (or the completely invincible armor from Avaritia). But most modpacks either don't put any progression on the Chaos Guardian, make the Chaos Guardian optional and provide other ways to get its Chaos Shards (e.g. Omni/Nomifactory), or make the Chaos Guardian an extremely late-game fight (e.g. Enigmatica 2: Expert). FTB:I is the only one that makes the Chaos Guardian a gate for mid-game materials and won't let you change the difficulty. It's the dumbest progression decision I've ever seen in a game.
|
# ? Feb 14, 2024 01:28 |
|
I started up Cuboid Outpost and... there's no mod options menu. Looks like they changed it again and you can only change the configs from the main menu? edit: unbelievable. that doesn't change mod config on existing worlds. So you just can't change mod config at all on existing worlds in this modpack. Who did this and can I slap them? edit2: Wait this doesn't make sense there's no config folder in my save file! edit3: ...new worlds don't use the config change. edit4: apparently I had to restart minecraft to get the config change to work. All I did was move The One Probe's display to the bottom right. I used to be able to do that in the middle of playing the game, what the hell is going on!? McFrugal fucked around with this message at 09:58 on Feb 14, 2024 |
# ? Feb 14, 2024 09:35 |
|
It was a really weird time for Forge mods. That said I think you can config TOP in-game by using the item itself.
|
# ? Feb 14, 2024 10:17 |
|
Does anyone know where ProjectE keeps it's emc value data? I don't mean for items added via [/projecte setemc x] but for items it already knows before doing anything. I want to transfer that data from a modern 1.20 version of ProjectE to an older version and don't feel like adding EVERY item the newer one already has (all mekanism items for eg) [edit] best armor for Chaos Guardian is the one from Overloaded, it lets you noclip. It's attacks fly right through you, while the Infinity Armor still lets you get hit and the sound of 100's of attacks is annoying. Ak Gara fucked around with this message at 17:04 on Feb 14, 2024 |
# ? Feb 14, 2024 17:01 |
|
I can't check right now but I believe its somewhere in the world folder. At least it used to be
|
# ? Feb 14, 2024 19:33 |
|
AceClown posted:I've bounced off it these last few months, for me I enjoy the skinner box dopamine of opening loot crates and finding rare poo poo. Vib Rib posted:Vault Hunters has so much potential but there's some incredibly stupid and needlessly punishing mechanics to it, bad design choices they've hardcoded, and the balance is so slow that you seem to be expected to run an utterly ridiculous amount of vaults just to make a little progress. Vault Hunters seems like it’s designed to be streamed and recorded, not played. It’s paced so slowly and is so bloated that the only reasonable explanation is that it’s maximum content with minimum effort for the sake of perpetuating long-term youtube series. It’s a deeply unsatisfying game loop otherwise. Which is a shame, cause I like the core idea of Sky Vaults - instancing small, tightly-scoped challenges as a way to secure resources and outfit your base is way more fun than the hypercraft grind that all skyblocks end up as. It’s just executed poorly. Are there any similar mods that do it all better? I’ll even take suggestions for completely different games. Edit: Like, Vault Hunters is gonna have to do at least the following to make it more tolerable: - Ditch all the cosmetic/junk loot, that poo poo’s just annoying and chest hell is absolutely dire in this mod - Size down the rooms, 47x47x47 is way too loving big and tedious without movement upgrades - Shorten corridors between rooms to like 1/6 the current length - Limit rooms to 1 or 2 vertical “floors” max - Don’t gate mods behind like 2 hours of grinding one specific material per point, like what the christ This is all intended to cut out as much downtime as possible, where nothing is happening other than travel and sheer movement. I swear to god like 80% of your time in a vault is spent walking up and across rooms in between hitting up chests and objectives. It’s loving boring. Pollyanna fucked around with this message at 23:00 on Feb 15, 2024 |
# ? Feb 15, 2024 22:18 |
|
Oh and another thing is that they need to ditch the gilded/wood/whatever affinity system entirely and just make every chest mineable by default. They already have a quest that gives you four affinity gems that you’re supposed to immediately put in your first tool, they know that functionality is baseline for a decent experience.
|
# ? Feb 15, 2024 23:07 |
|
Vault Hunters is very much a mod pack designed around being played by streamers. Also you cannot separate the amount of donations streamers receive on the official Vault Hunters SMP from how they handle balancing and overall game design. The game design is also weird in that it encourages farms for all the materials for vault crystals, but everyone and their mother needing farms on a server hurts performance. Honestly the “feed the altar 700 beetroots” is definitely there because iskall loves grinding (and RNG bullshit). In the end, if the dynamic of the vaults and leveling in Minecraft appeals to you you’d probably try vault hunters and then get frustrated because it is not designed for solo play by people that just want to run vaults. It is an ARPG in Minecraft, but designed by and for a very niche community.
|
# ? Feb 16, 2024 00:16 |
|
Yeah, that’s exactly what I thought. Think I’ll play something else.
|
# ? Feb 16, 2024 00:28 |
|
Pollyanna posted:Vault Hunters seems like it’s designed to be streamed and recorded, not played. It’s paced so slowly and is so bloated that the only reasonable explanation is that it’s maximum content with minimum effort for the sake of perpetuating long-term youtube series. It’s a deeply unsatisfying game loop otherwise. As for mapping in the Vaults I'd probably remove corridors entirely, because amusingly they're sort of emblematic of the whole padding problem to begin with.
|
# ? Feb 16, 2024 04:49 |
|
The balance in vault hunters can be tuned, to the point that your first vault completion will give you about 20 levels (out of 100 max) and far more resources than you can carry out, even if you focus on a specific thing and bring several pouches. Pretty much all of those resources have some use though. Once you hit level 25(?) you unlock catalysts so you can build custom vaults targetting certain resources, or just a theme that you enjoy. The more recently added quest line walks you through all this stuff, and prepares you before entering your first vault. Also, if the vaults were any smaller, most of the movement abilities you can get would be utterly useless. The combat might start out as default minecraft, but you can (and probably should) build a character that never needs to use their default attack. Outside of scavenger vaults or guardian vaults, combat is technically optional anyway. Vaults are by their nature very fast-paced, though obviously at level 1 you haven't unlocked any of the things that enable you to move, fight and loot chests very quickly. The pack is built around giving you a reason to build farms for vanilla resources. But if you don't like that you can turn down the required resources with another in-game setting, or even turn it off entirely. This does remove like half the game loop though so feels a bit weird, much like the Sky Vaults world gen. It also makes most of the in-vault resources pointless, since these generally help you scale up your resource generation, alongside big QoL improvements in and out of vaults. These are supposed to provide progression so they feel good when you unlock them. There are several options to essentially delete any items or resources that you don't want, though they require some exploration or investment to set up. The one place it does get grindy though is at end-game. The final vault requires 25 unique artifacts, which are rare and you can get duplicates. If you actually get that far I wouldn't feel too bad about cheating in a full set. Obviously if you don't enjoy running the vaults this is not the mod for you, but a lot of the complaints posted in this thread are incorrect. The default settings for experience gain and resource drops are aimed at a fairly long playthrough, I suppose.
|
# ? Feb 16, 2024 08:45 |
|
Vib Rib posted:As for mapping in the Vaults I'd probably remove corridors entirely, because amusingly they're sort of emblematic of the whole padding problem to begin with. I'd be fine with that. They're just more and more time between The Good Stuff, and what Vault Hunters really needs is to always be doing The Good Stuff. ..btt posted:The balance in vault hunters can be tuned, to the point that your first vault completion will give you about 20 levels (out of 100 max) and far more resources than you can carry out, even if you focus on a specific thing and bring several pouches. Pretty much all of those resources have some use though. Once you hit level 25(?) you unlock catalysts so you can build custom vaults targetting certain resources, or just a theme that you enjoy. The XP scaling is actually not a problem I ran into at all - for the first 10 or so levels, at least, it's pretty speedy. The problem is how running vaults feels. Whenever I try to play the modpack, vaults become a matter of double tapping to sprint from one room to the other, keeping an eye out for obvious and easy to reach chests+objectives, traversing the room where necessary to engage with interesting things, repeat. So there's a solid like, 20-30 seconds minimum between the interesting parts of each room, and that gets even longer when POIs are spread out around 47 blocks of height. That, plus the verticality, plus room size, plus the special room and POI spawn rate, means that the pace of running vaults scales proportionally to traversal speed. (Not to mention loot bloat and inventory management toil, which is its own separate problem.) Which leads me to my next point: quote:Also, if the vaults were any smaller, most of the movement abilities you can get would be utterly useless. Then why are they present at all? Obviate their need and simplify the game loop. quote:Vaults are by their nature very fast-paced, though obviously at level 1 you haven't unlocked any of the things that enable you to move, fight and loot chests very quickly. Disagree as discussed above. And the fact that there are unlockables designed specifically to enable vaults to be fast-paced means that they are by definition not fast-paced by nature - the player has to take specific actions to make that. It's not a core part of the vaults themselves, and that means there's a baseline potential for an unsatisfactory game loop. quote:The pack is built around giving you a reason to build farms for vanilla resources. But if you don't like that you can turn down the required resources with another in-game setting, or even turn it off entirely. This does remove like half the game loop though so feels a bit weird, much like the Sky Vaults world gen. Well that's a bummer because I'm a hunter-gatherer, not a farmer. I play Minecraft weird compared to everyone else. I find fun and enjoyment in exploration, resource runs, and survivalism. I don't find designing and building large-scale automation to be particularly engaging, I do that poo poo for my job and I've already spent my spoons on that for the day. And if the problem is how the design of the mod interacts with the Sky Vaults ruleset, then Sky Vaults is underbaked and needs some revision. quote:It also makes most of the in-vault resources pointless, since these generally help you scale up your resource generation, alongside big QoL improvements in and out of vaults. These are supposed to provide progression so they feel good when you unlock them. There are several options to essentially delete any items or resources that you don't want, though they require some exploration or investment to set up. It's really not a great point in the game's favor when the early game is a mess by default and you have to invest time and effort to make it not a mess. quote:Obviously if you don't enjoy running the vaults this is not the mod for you, but a lot of the complaints posted in this thread are incorrect. The default settings for experience gain and resource drops are aimed at a fairly long playthrough, I suppose. It's not the sheer numbers that bother me, it's the overall system design. It's bloated and tedious, and it's clear that the reason for this is to enable long playthroughs for maximum creator content and engagement metrics.
|
# ? Feb 16, 2024 15:25 |
|
The fact you have to unlock basic QoL is a bad sign right off the bat but it really makes it painfully expensive, too. A ton of the things you can unlock are just for automating or farming the stuff that lets you enter the vault, which feels weird as hell to even have that exist. "Because you have enough successful raids, now you can afford to go on raids more often". Aren't the raids the point? The fact that unlocks make everything else in the same "category" more expensive is stupid as hell, you buy one little quality of life unlock and now all the others that the dev thought were thematically similar are way more pricy. I dunno what the balance is at now but it was something like 2-3 points for the first unlock, and then 16+ for the next one. ..btt posted:The combat might start out as default minecraft, but you can (and probably should) build a character that never needs to use their default attack. Outside of scavenger vaults or guardian vaults, combat is technically optional anyway. I dunno who you're trying to convince, but I actually played the pack so I don't buy it Vib Rib fucked around with this message at 15:42 on Feb 16, 2024 |
# ? Feb 16, 2024 15:38 |
|
Pollyanna posted:The problem is how running vaults feels. Whenever I try to play the modpack, vaults become a matter of double tapping to sprint from one room to the other, keeping an eye out for obvious and easy to reach chests+objectives, traversing the room where necessary to engage with interesting things, repeat. So there's a solid like, 20-30 seconds minimum between the interesting parts of each room, and that gets even longer when POIs are spread out around 47 blocks of height. To be fair, this is less a Vault Hunter issue specifically and more "this is how ARPGs in general play" and Vault Hunters is very transparently an attempt to boltstrap the ARPG formula onto Minecraft.
|
# ? Feb 16, 2024 15:44 |
|
Kyrosiris posted:To be fair, this is less a Vault Hunter issue specifically and more "this is how ARPGs in general play" and Vault Hunters is very transparently an attempt to boltstrap the ARPG formula onto Minecraft. Yes, and a well-designed ARPG will specifically design their system to maximize awesome-per-second.
|
# ? Feb 16, 2024 15:47 |
|
Vib Rib posted:The fact you have to unlock basic QoL is a bad sign right off the bat but it really makes it painfully expensive, too. If you don't like it then fine, but it's quite common in ARPGs and minecraft mod packs - you start out without much QoL but unlock it as you progress. This is what makes the actual progression feel worthwhile, and makes you look forward to reaching your next goal. If everything was unlocked from the start it would be a rather flat experience. Vib Rib posted:Just lol, lmao There are several builds you can put together that will allow you to passively kill mobs by walking into them. They generally require support from both vault gear and abilities though, and aren't available until you have a few levels. They mostly become viable at level 30+, but get better as you have more levels, but even just stacking thorns on vault gear can get you there. If you want to completely bypass most enemies, you can make a small nerdpole using a solid block (e.g. unobtainium) and use the mega jump specialisation "dig" to destroy all the ground block around you so no enemies can reach. This strategy can be enhanced by getting some +reach on your vault gear so you can loot/dig from further away. At higher levels you can just outrun all the mobs and ignore the tiny amount of chip damage if you spec into it. There are plenty of videos online of people employing all these strategies. For my playthough I didn't mind the combat so I just got a little thorns to handle packs of weak enemies and relied mostly on chain and later, lucky hit. Like, I also played vault hunters 3 (and the one before it though much more briefly) but apparently I had a completely different experience from you. I'm not trying to convince you or anyone else of anything. Pollyanna posted:The problem is how running vaults feels. Whenever I try to play the modpack, vaults become a matter of double tapping to sprint from one room to the other, keeping an eye out for obvious and easy to reach chests+objectives, traversing the room where necessary to engage with interesting things, repeat. So there's a solid like, 20-30 seconds minimum between the interesting parts of each room, and that gets even longer when POIs are spread out around 47 blocks of height. Honestly I think it's just not the mod pack for you, but at higher levels you will be crossing rooms in 5-10 seconds (or less with high level dash and gear support) and jumping about half the height of a vault room (if it had no blocks in it other than the bedrock seams). You also start to recognise the room generation and where you likely need to go for PoIs or vault objectives. It is RNG though so some rooms/vaults will sometimes be annoying. e: Pollyanna posted:And if the problem is how the design of the mod interacts with the Sky Vaults ruleset, then Sky Vaults is underbaked and needs some revision. P. sure Iskall (the mod designer) hates skyblocks, thinks it breaks the mod experience, and only added this due to endless requests. ..btt fucked around with this message at 17:58 on Feb 16, 2024 |
# ? Feb 16, 2024 17:21 |
|
..btt posted:
Sounds dumb. If that guy was here right now I'd give him a piece of my mind.
|
# ? Feb 16, 2024 19:20 |
|
When you said there were alternatives I didn't think you were going to suggest nerdpoling in every room...btt posted:Honestly I think it's just not the mod pack for you
|
# ? Feb 16, 2024 20:53 |
|
|
# ? Jun 6, 2024 13:24 |
|
Started a non-Sky Vaults playthrough to see how different it might be, and...I think I like it even less than the skyblock version. I tried Vault Hunters because I wanted to run vaults. Sky Vaults immediately gets you running vaults. Non-Sky Vaults requires you to trek all the way through a large chunk of vanilla to get your first fault, and that poo poo can take like an hour for someone like me who completely loving sucks at Minecraft. The whole time I was like, I could be running vaults if this was Sky Vaults.
|
# ? Feb 16, 2024 22:42 |