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Fortis posted:On the TE front, have you considered a mob spawning machine? With the morbs and fluid XP, all the prerequisites are there. I know that's not exactly missing from modded MC but the Thermal series is my favorite tech mod set, so not having to add an additional mod to have a reliable mob spawner would be pretty amazing. The centrifuge machine has an augment called the "Enstabulator" that dismembers mobs inside of morbs for their drops.
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# ? May 29, 2018 16:19 |
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# ? Jun 9, 2024 18:11 |
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Gwyneth Palpate posted:The centrifuge machine has an augment called the "Enstabulator" that dismembers mobs inside of morbs for their drops. I was even planning on saying gently caress the haters, the Enstabulator is a great idea and a novel way to handle mob 'spawers', until I completely forgot about it. It's early where I am, my bad.
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# ? May 29, 2018 16:26 |
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Fortis posted:I suggested a well-dressed, handsome Enderman mob who kidnaps you and teleports you 10k blocks away from your base, aka the Photogenic Isolator, on Twitter last year and you never implemented it! <> Re: Photogenic Isolator - I have wanted to make a mob mod for a while now. I don't remember the tweet offhand but drat I actually kinda like it. Lemme see if I can get artwork. As far as the Fluxbore goes, I'll think on the tunnel thing. I wanted some way of differentiating it from the Fluxsaw and felt like 1x2 on the drill and 1x3 on the saw was a good start, but I'm not particularly invested in the idea. Thaumcraft not recognizing it as a pickaxe is something I'll need to poke Azanor about. It most certainly is registered as a pickaxe. There's more TI stuff coming, I just want to be sure that what currently exists in the mod is polished and not broken. And I think I'm there. Current plans are to bring back the FluiVac and add an oversized crossbow that launches spherical ammo, an Orbalest if you will. Some sort of laser is in the cards and I actually have artwork for it but I don't want to step on the Fluxbore. So still pondering how to balance that. And yeah, the Enstabulator is sort of my auto-kill solution (and codewise it's sort of a nightmare, need to figure that out better), but as far as spawning mobs...I'd probably make a separate mod for that, tbh.
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# ? May 29, 2018 16:54 |
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I kind of don't want to, but also kind of do want to ask about armor that can be augmented with different effects. Maybe each piece has an augment slot and a bunch of augments to choose from. Powered with RF and somehow TE-themed in what they do. Something more mechanical than the boons, say, Blood Magic armor can give, maybe.
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# ? May 29, 2018 17:15 |
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Black Pants posted:I kind of don't want to, but also kind of do want to ask about armor that can be augmented with different effects. Maybe each piece has an augment slot and a bunch of augments to choose from. Powered with RF and somehow TE-themed in what they do. Something more mechanical than the boons, say, Blood Magic armor can give, maybe. Augments that charge the suit with RF from walking/moving/mining/sunlight/explosions/fighting - like that silly static generator where you shuffle in rubber boots on wool. Maybe a tool that you can zap power from suit/inventory capacitors, directly into a machine. Sometimes you're doing a one-off machine and don't want to set up ducts and it'd be nice to juice it up quickly.
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# ? May 29, 2018 17:30 |
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Thermal Innovation does seem like a good place to put a Modular Powersuits-esque set of armor. Personally I’d like to see more put into Thermal Cultivation. I like your mods and I like farming, so it’s sad to only see that lonely little watering can in the TC documentation.
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# ? May 29, 2018 17:32 |
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runchild posted:Thermal Innovation does seem like a good place to put a Modular Powersuits-esque set of armor. Yes. There's a huge todo list with this one. The problem is that we initially were planning on 1.13 for most of the content, since farming stuff is sort of block ID heavy, and 1.13 does away with that limit. I'll try and add a few things as I'm able. Design-wise, I'm hoping for a cross between Forestry and Harvestcraft, with some Thermal influence.
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# ? May 29, 2018 17:36 |
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make sure that the crops from the COFH crop mod have stats that can be improved by laborious, repetitive grinding, such as yield, growth rate, hardiness against weeds, and amount of clay needed to ensure proper balance
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# ? May 29, 2018 17:44 |
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i would like Thermal Cultivation to introduce runner ducks
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# ? May 29, 2018 17:46 |
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I was about to jokingly suggest spider breeding but that might actually be a good idea. You'd harvest silk and venom from them.
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# ? May 29, 2018 19:15 |
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McFrugal posted:I was about to jokingly suggest spider breeding but that might actually be a good idea. You'd harvest silk and venom from them. Hostile mob husbandry? Breed a line of creepers that explode into diamonds!
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# ? May 29, 2018 19:21 |
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McFrugal posted:I was about to jokingly suggest spider breeding but that might actually be a good idea. You'd harvest silk and venom from them. i would enjoy this
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# ? May 29, 2018 19:22 |
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Exoria - short on iron? no problem! you probably have shitloads of tin, so turn it all into plates and then buckets and bung them through the induction smelter. hey presto! iron!
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# ? May 29, 2018 21:44 |
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Inexplicable Humblebrag posted:Exoria - short on iron? no problem! you probably have shitloads of tin, so turn it all into plates and then buckets and bung them through the induction smelter. hey presto! iron! jesus gently caress where was this advice like two days ago augh (that owns)
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# ? May 29, 2018 21:48 |
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Gwyneth Palpate posted:jesus gently caress where was this advice like two days ago augh Well that was unforeseen. Ah well, hah.
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# ? May 29, 2018 21:50 |
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McFrugal posted:I was about to jokingly suggest spider breeding but that might actually be a good idea. You'd harvest silk and venom from them. Actually, mob breeding sounds awesome and I don't think it's been done before. You could get drops like a traditional mob grinder, but without the murder. Could be a great alternative for skyblock maps.
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# ? May 29, 2018 21:51 |
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KingLemming posted:Well that was unforeseen. Ah well, hah. This is in the Exoria modpack, where buckets are made from tin plates. It's on the modpack dev to find and stamp out these sorts of things, usually.
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# ? May 29, 2018 21:52 |
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bucket alchemy using the induction smelter is a longstanding tradition. any pack where you can make a bucket out of different metals tends to run into it
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# ? May 29, 2018 22:10 |
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Wow. Embers' ingame book is pretty loving terrible isn't it? Like yeah it explains some things but the layout is confusing as poo poo and it's vague as hell on a lot of things and it doesn't show any recipes. How the gently caress does the Atmospheric Gauge work? I wandered around with it and it looked like a good reading was in a certain direction so I went that way. Then after a while it seemed like the needle was going down if I kept going that direction so I figured I overshot. I walked back and the needle readings were different than they were before. I walk even further back and I get a stronger reading from a different direction now?! It's like the ember readings fluctuate so there's no way to tell if a certain chunk is better than average or not. I presume there are special chunks that have REALLY high readings since there'd be no point otherwise, but if everything fluctuates how am I supposed to tell when I'm near one?
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# ? May 29, 2018 22:25 |
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McFrugal posted:Wow. Embers' ingame book is pretty loving terrible isn't it? Like yeah it explains some things but the layout is confusing as poo poo and it's vague as hell on a lot of things and it doesn't show any recipes. The book suffers from the fact that each entry only gets one page. That limits how much it can describe. The atmospheric gauge seemed fairly pointless to me. It just tells you if one chunk is slightly better or not. It’s not like you can exhaust the Ember in one chunk, as far as I can tell.
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# ? May 29, 2018 22:32 |
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Yeah I think I'm going to ignore the gauge, seems like a given chunk can have readings as low as 10% or as high as 50% over time.
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# ? May 29, 2018 22:55 |
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i would suggest cheating in large amounts of ember
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# ? May 29, 2018 23:19 |
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Inexplicable Humblebrag posted:i would suggest cheating in large amounts of ember i mean, the ember bore isn't hard, you place it down on a 3x3 flat area touching bedrock, slap a mechanical doohickey on top, then pipe charcoal into it and pull ember poo poo out with pipes
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# ? May 29, 2018 23:20 |
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Okay, alternate mob breeding method brainstorming Currently the usual tactic is to generate a large number of passive mobs and killing them for in world drops. You sorta have a choice between vanilla breeding being automated, or hostile mobs appearing in darkness/spawners. Maybe a method of breeding hostile mobs to make more dangerous versions that drop more/better loot? You would need to build morb dispensing chambers sealed off to control where mobs go, which would be neat. Although breeding monsters that appear in darkness is weird, maybe you could change the darkness itself? Define a zone, any hostile mobs that spawn in that darkness are better. Could reduce a large spawn pad to one dark room enhanced by the machine. There are ways to make normal resource generation weird and different, presenting different engineering tasks for automating than what we are used to.
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# ? May 29, 2018 23:24 |
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I don't really get the enstabulator. You need to keep feeding it morbs right? So how can it work as a spawner? Don't you need to keep capturing mobs?
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# ? May 29, 2018 23:41 |
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Gwyneth Palpate posted:i mean, the ember bore isn't hard, you place it down on a 3x3 flat area touching bedrock, slap a mechanical doohickey on top, then pipe charcoal into it and pull ember poo poo out with pipes oh no it's not hard. it's just slow and dull, like everything in embers Blind Duke posted:Okay, alternate mob breeding method brainstorming i like the idea of having, like, one captive in-world mob that you somehow get resources out of. maybe pump various fluids into a weird biotank that you have it floating in, and get resources based on that - the type of fluid determines both drops and item spawn rate basically some excuse for mass-automating the cool fluids that thermex adds. a use for liquid mana! pump liquid ender into the tank and oh no where'd it go hisssss
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# ? May 29, 2018 23:45 |
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Inexplicable Humblebrag posted:i like the idea of having, like, one captive in-world mob that you somehow get resources out of. maybe pump various fluids into a weird biotank that you have it floating in, and get resources based on that - the type of fluid determines both drops and item spawn rate
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# ? May 29, 2018 23:54 |
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Vib Rib posted:I don't really get the enstabulator. You need to keep feeding it morbs right? So how can it work as a spawner? Don't you need to keep capturing mobs? Yeah, you do, but you can automate that. There's no actual "spawner" block, but the Creature Encaptulator will take Morbs and catch things for you. I'm pondering an actual spawner block for another mod later.
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# ? May 30, 2018 00:02 |
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which of you horrible people came up with "grassoline" i am not sure i can forgive such a terrible pun
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# ? May 30, 2018 00:17 |
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Vib Rib posted:This sounds loving cool as hell though. to expand on this, i was thinking the mob spawner complex would be replaced by an array of tanks, each with a vanilla mob in, each giving a set of items when provided with fluids. while i'd quite like to sort out The Vats and the requisite pipework/liquid automation, the difficulty is in functionally differentiating this from the morb/centrifuge thing that already exists. you'd maybe have to have the mobs explicitly not drop their normal drops, and have it based mostly on mob health/liquid provided - e.g. pump in liquid signalum to get a stack of clay or something and do 20 hearts of damage to the captive creature, pump in lava to get blaze rods and do 10 hearts of fire damage. having weird outliers like "cheap aerotheum if you can make a chicken survive 40 damage" would also provide incentive to mass produce and distribute potions to the vats. maybe redstone usage to ensure you don't overdose them it'd be significantly easier if you have just one new special creature that you pump fluid into, but then really all you've got is a new crafting table Gwyneth Palpate posted:which of you horrible people came up with "grassoline" probably some chemist in the 90s
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# ? May 30, 2018 00:37 |
Fortis posted:I suggested a well-dressed, handsome Enderman mob who kidnaps you and teleports you 10k blocks away from your base, aka the Photogenic Isolator, on Twitter last year and you never implemented it! <>
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# ? May 30, 2018 00:53 |
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Gwyneth Palpate posted:which of you horrible people came up with "grassoline" Realistically, I've been doing 95% of everything mod-related for a good long while now, including the naming of things. As far as the team goes, Tonius handles the website, Covers does render magic + Jenkins. Skyboy has been inactive for a while but recently got motivated and did the CoFH World work this last go round. So basically...literally every
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# ? May 30, 2018 02:29 |
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KingLemming posted:Realistically, I've been doing 95% of everything mod-related for a good long while now, including the naming of things. You should make a mod called "LemmingTech" that's just a textured block that says "gently caress gregtech" as a gag.
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# ? May 30, 2018 02:54 |
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The creative naming of things is one of the best parts of the Thermal mods. Everything has a pseudoscience name that definitely suggests what it probably does but also being perfectly at home in a steampunk or sci-fi world. Enstabulation Apparatus gets honorable mention here.
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# ? May 30, 2018 02:56 |
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Sorry to go back to the bee subject, but how does bee breeding actually work? Does it just randomly pick 2 of the 4 possibilities (active/inactive for both the princess and drone) for each trait, with some additional percentage chance for a mutation? Is there any way to lessen the chance of mutations? Are the active traits weighted? I'm trying to breed a pure rock line in Exoria, but these mutations are killing me. I thought I was in good shape when I finally had a pure rock princess to breed with a rock-something hybrid drone, but I ended up with all apatite bees instead of any pure rock bees I was hoping for. So now I'm basically starting over with hot, wet bees trying to get me rock solid.
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# ? May 30, 2018 14:15 |
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VegasShirtGuy posted:Sorry to go back to the bee subject, but how does bee breeding actually work? Does it just randomly pick 2 of the 4 possibilities (active/inactive for both the princess and drone) for each trait, with some additional percentage chance for a mutation? Is there any way to lessen the chance of mutations? Are the active traits weighted? https://en.wikipedia.org/wiki/Mendelian_inheritance With regards to mutations, using a Bee House instead of an Apiary eliminates the mutation chance. You aren't out of the woods in regards to mutations in an Apiary until the bees' recessive traits are eliminated. Use the portable analyzer to find these.
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# ? May 30, 2018 14:17 |
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Gwyneth Palpate posted:With regards to mutations, using a Bee House instead of an Apiary eliminates the mutation chance. Ah thanks this is the information I needed.
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# ? May 30, 2018 15:05 |
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quote:bees, undesired mutations On the other hand, this makes it easier to get to the Exoria species since you can immediately breed a rock bee with a fairy bee, without even bothering to get a purebred rock princess/drone. A hybrid rock bee would still work a good percentage of the time, enough that you probably won't lose the rock species trait before you get a Rune bee. Unfortunately once the Exoria gene shows up you're going to have to start using bee houses to get a breeding pair because of course Exoria mutates further, with Fairy. Also a lot of bee species can brick on you. Initially the only biome you have is hot/arid so climate requirements can make it impossible for certain queens to work. Next biome you unlock is normal/normal but it's caves so you need the cave-dwelling trait. McFrugal fucked around with this message at 17:53 on May 30, 2018 |
# ? May 30, 2018 17:51 |
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KingLemming posted:So just dropping in here looking for some opinions. New CoFH stuff will be released in...oh, something like 12 hours I guess. Anyways, lately I've felt kind of drained by the community. It's nice to add stuff to the mods and all, but there feels like people are just tired of them. Or at least, some vocal complainers seem to be. As a sort of general take, my favorite part about the Thermal stuff is that it's easy to get started, with minimal busywork, and good expandability. It reminds me of Factorio in progression, where you're using your factory to expand your factory, rather than mining for hours to make incremental additions. I wouldn't mind seeing a Thermal Expansion quarry, since I find the buildcraft stuff to be a bit more tedious to work with. Overall though TE is my favorite set of mods and is really my gold standard for having fun in modded MC. JerikTelorian fucked around with this message at 19:37 on May 30, 2018 |
# ? May 30, 2018 19:14 |
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# ? Jun 9, 2024 18:11 |
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Hey KingLemming, maybe you can flush out that Magic Trees mod idea that everybody was talking themselves over in a frenzy. IIRC the idea was to make (and breed?) multiblock, tree-like things that do stuff. I'd still like something to specify new types of machines with Thermal Expansion's UI but using just data files. I could use something like that to, like, replace most of Galacticraft's machines with ones that can have their sides configured. Or replace AE2's inscribers with ones that don't suck.
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# ? May 30, 2018 21:39 |