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The new OP is very clean and comprehensive. A+ editing and maintenance! If I could make a little request as to Sky Den's already generous inclusion, the download link should reflect the new version 1.1 , which now fixes the Hennepin glitch, so that can be removed. For people who've already started, the Cosmic Patch will implement the rebalances and fixes without mucking up too much of your progress, only reverting anything built near the Sky Den itself.
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# ¿ Jul 26, 2013 19:33 |
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# ¿ May 22, 2024 16:43 |
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Pidmon posted:Nice, I assume the more open version of the skyden is the 1.1 version? Good for me I haven't built much in that direction. 1. A lot of trades are rebalanced for convenience and to reduce tedium. For instance, cactus now returns 16 sand instead of 1, drastically cutting down on the most boring part of the game (cactus growing). One of the later shops is almost completely rebalanced to reward farming. Yet others are just to increase speed; instead of trading 1 smoothstone for 1 dirt, it's 32 smoothstone for 32 dirt. Saves time since you can't shift-click, requiring only two trades for a full stack instead of needing to sit there and click like crazy. Lots of rebalance fixes. 2. One of the late game quests involving Hennepin is bugged and usually doesn't work. There's a small in-game workaround but this time I just bypassed the whole mess and used a more direct method.
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# ¿ Jul 27, 2013 04:32 |
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I wanted to thank the folks in this thread for talking me into giving Tinkers Construct another shot. It really is a lot of fun once you get down to it. I guess I was overwhelmed by the options I didn't quite understand and was worried about resources. The only gripe I have with it now is that you can't use any Tinkers Construct weapons with Asgard Shields. And those shields are really good. They've made fighting skeletons go from an aggravating chore to a fun battle of reflex and skill. A TC weapon would be great, especially with the variety of types you can get, but I just don't think it would be worth giving up shields. So for now I'm sticking with just tinkering tools.
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# ¿ Jul 27, 2013 12:58 |
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The problem isn't just the distance. When you're up close they fire even faster. Being able to switch between attacks and defensive blocks with no knockback totally changes up how skeleton fights work. I think I'd prefer to just keep the TC stuff to the tools until the mods become compatible, if they ever do.
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# ¿ Jul 27, 2013 16:25 |
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Enzer posted:So Azanor has uploaded a video which I guess details how he intends research to work now. Seems pretty interesting and looks a hell of a lot better than more or less injecting a ton of resources into a desk. Definitely looking forward to this new system.
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# ¿ Jul 28, 2013 15:48 |
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So, I'm just posting to let you guys know, because there's been some interest for it, that with a little convincing Syrup and I have officially begun work on Sea Den for 1.5.2. (Some folks who've been here for a long time might recognize one of the locations we're using.)
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# ¿ Jul 29, 2013 03:55 |
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On that subject, I was wondering if those who played Sky Den had any more suggestions or requests for the sequel, because now's the time. So far the big ones we have are: Sky Den too far away, takes too long to get to and from. Trades not balanced enough. Thaumcraft slowed the whole thing down. Certain 'dry' periods, like waiting for cactus, with nothing else to do. Not enough stuff in the Nether/End. And the sequel should have more adventurelike quests. E: Also, "rulebook way too long, didn't read". Vib Rib fucked around with this message at 06:00 on Jul 29, 2013 |
# ¿ Jul 29, 2013 05:52 |
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Pidmon posted:What map is it referencing? I doubt I would've played it but I'd like to hear about what it was about. Sometime around March 2011 me and Syrup were working on an adventure map called Splintered Coast, and it ended up abandoned. It had a lot of complicated rules and was made before modding became standardized and before a lot of really useful changes were made, so it was really difficult to work with. It came with its own custom texture pack, so back then the island looked more like this. There wasn't an NPC mod yet so all the NPCs were made out of cloth blocks, pumpkins, and paintings. We still managed some fun variety though. It was made before there were books. There weren't even multiple kinds of wood yet. So all text had to be on signs, or more frequently, in attached notes. Rather than doing what most adventure maps at the time did and sending out story text one .txt file at a time, we made little comics to give the characters some personality. It was doomed as a map, largely because of how little we had to work with, but we tried a lot of creative workarounds. We even had a trade system, involving a pressure plate behind a slot, an iron door, and a chest full of loot. In the end it was just too many rules we couldn't enforce and too many things we couldn't do so we scrapped it. Now, of course, we have a full NPC system with dialog and built-in quests, trading, and all sorts of useful features. We can build in the ocean without leaving voids and whirlpools everywhere. We can use Extra Utilities to place blocks that will keep a 64-block area clear of monster spawns so we don't have to light up every inch of every island by hand, or the Angel Blocks from the same mod to build out in the open ocean without having to build up from bedrock first (lilypads work too, but those weren't in the game yet either). We can even build great big underwater areas easily because of working sponge blocks. Hopefully Sea Den will fulfill a lot of what we wanted to do with Splintered Coast in the first place, making all of this much more viable for both the modders and the players, with fewer rules to slog through. Vib Rib fucked around with this message at 17:35 on Jul 29, 2013 |
# ¿ Jul 29, 2013 17:33 |
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Pidmon posted:1. What's a good singular source of the 'expensive' goblet-shaped essentia so I can turn gold into iron and back into gold exponentially? 2. I think Thaumic Armor is slightly less protective than diamond, but enchants better. I'm not 100% on that though. With high enchants you could probably handle it in iron armor though, stacked enchants can make you almost invincible. 3. After the Final Rite you get a pretty fun reward, and there are no more quests, but all the shops remain open and you're not booted off the map or anything, so you can keep playing as long as you like.
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# ¿ Jul 30, 2013 14:31 |
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I never really knew where to say it, but this is as good an opportunity as any now that it's sufficiently after the fact and the topic's come up again. In Sky Den, some of the Four Trials were designed for lateral solutions. (Obvious spoilers for anyone who hasn't already tackled them). For instance, in the trial of Earth, one solution is to throw a few dozen levels onto your armor and weapons to toughen up so you can charged through and live. But a clever solution might be to drink an invisibility potion and go in with no armor at all, so you can just sneak through without fighting a single enemy. And in the Trial of Air most people have no choice but to go jumping through the precariously-placed platforms, but a short way in there's a difficult but possible jump that will skip over half the puzzle. However, an even more resourceful adventurer might just toss an ender pearl directly onto the goal platform and not have to make a single jump. I just liked having the multiple options there. The other ones are pretty straightforward, though the Trial of Fire does have two options depending on whether you want to go with alchemy or enchanting.
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# ¿ Jul 30, 2013 15:01 |
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NinjaNerd posted:That changed a few versions ago. Now, past level 5, each level requires the same amount of experience.
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# ¿ Jul 30, 2013 17:11 |
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I don't think rare drops can upset the game's balance, actually. You might get carrots and potatoes early but since the quest that gives you those also gives a few other items, you'll need to do it sooner or later anyway (plus, the quest only requires like 5 bread, which is nothing). As for the question about iron and gravel, you can't get gravel before you're "allowed" to get to the Nether, so even if a zombie drops iron you still can't get that flint.
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# ¿ Jul 31, 2013 05:40 |
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So in Tinkers Construct, oreberry bushes don't grow, do they? Normal berry bushes grow new segments over time, but I don't think oreberry bushes do. I've been spacing them out in case they bud out but nothing yet so I'm assuming they can't. Also, if anyone knows the specifics of how light inhibits them, that information would be super helpful.
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# ¿ Jul 31, 2013 18:44 |
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Nuclearmonkee posted:Are they in a dark area on smooth stone?
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# ¿ Jul 31, 2013 20:10 |
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Massively wordy post re:Sky Den/Sea Den development ahead. I watched a lot of the new LPs popping up lately in the wake of CaptainSparklez doing his Sky Den LP, and there's a lot of issues that have become a lot more glaring. I'm really torn on some design decisions in Sea Den so I thought I'd come to you guys. There are a few major things I noticed: * A lot of people skip through the text and dialog. The very important "Read Me First" book was skipped by some, but I can appreciate that those who read it were annoyed at how long it was. But even the people who are normally good about reading the text seem to skip the "quest completion" text, which usually gives some hint of what to do next. Because a lot of the quest text has guides like this on where to proceed, a lot of people ended up stuck and confused. Similarly, a lot of people skim through NPC actions entirely, rather than doing what I assumed they would, which is exhausting the dialog options -- choosing everything at least once. Even when it was established that talking to an NPC more than once was often necessary, people would ignore them. CaptainSparklez himself was stuck for several episodes because he simply didn't accept the quests that would give him farming resources. From what I've seen, a huge number of people barely read anything. They skip through the dialog and all they look at is the quest summary which tells you how many items you need. * A lot of people don't read or don't follow the rules. Even the people who read the rules out loud at the start will wonder aloud as they play "I'm allowed to take those jack-o-lanterns, right?" Or they'll read "don't break sequence", then take lava out of the cobblestone generator while staring directly at a sign that says "do not disassemble" so they can ignite wood they've stacked around the portal to ignite it without getting the flint and steel. Regarding cheaters: I could either use the honor system, or build the whole world out of bedrock. No matter how carefully I balance this, no matter how many anti-cheat systems I were to use, if someone wanted to cheat, they'd find a way. Hell, it's as easy as using NEI or going into creative mode or even playing on peaceful. So both Sky Den and Sea Den are built trusting people will follow the rules. This is more a concern of people who break rules without thinking they're breaking rules, not about people who cheat intentionally. * A lot of people get lost. Sometimes they're not familiar with the features added in mods, or sometimes it's resources in the vanilla game they don't understand. For instance, more than half the LPs I saw had people just ignore the mooshroom, which was supposed to be an infinite source of food, because they just don't know you can milk it. Or maybe they didn't know that you can grow mushrooms on mycelium, and even bonemeal them. Other people took hours building a cow farm because they didn't know Rotten Flesh to Leather was installed. The problem here is that because of the nature of the game, people don't know they don't know. If there was a book called "How to use Mooshrooms" next to the Mooshroom I feel like most people would just dump it, assuming it's just going to tell them what they already know. I don't want to resort to spam e-mail style titles like "One CRAZY Tip You Don't Know About Mooshrooms!" I think the best option right now is an in-game Tutorial that covers the basics of how the map works and what's expected, plus how to use the main mods (like NPCs). The thing is it's easy to get too minute in the detail, explaining every facet of the interface, and generating way too much text even when I try to keep it brief. And when there's too much text, especially explaining small stuff that people already understand, it feels patronizing and gets boring. It makes people think they already know what's being said so it only encourages them to start skipping the text and dialog, so that when they reach the important stuff they didn't know yet they'll already be in the "okay let me just play already" mindset. But watching the LPs I realized that even the most basic feature shouldn't be taken for granted, as interpreting the quest window was trial and error for a lot of people -- and some didn't even realize it was there, or remember to check it. I need to strike a really precarious balance in explaining things just enough and if anyone's got any insight, I could use an outside opinion. Writing the text, I'm too close to it myself, and as you can tell from this post I get very wordy and off-point sometimes. So just let me know what you guys think. I want to figure out a way to integrate all this information without just throwing a 20-page book at the player and saying "READ IT", only to be forgotten a minute later.
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# ¿ Aug 1, 2013 05:59 |
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Thanks for the reality check, folks. I guess I just got so worried about dumbing things down for the type of people who'd skip that stuff that I got preoccupied thinking they were the target audience. But they're everywhere and there's probably nothing I could do to stop them. No matter how simple I made it they'd end up blasting through it one way or another, so best to just build for people who'll actually appreciate the map. Like you guys said, those are the people who I should be building this map for. It is a challenge map after all. Mzbundifund posted:As far as signs saying "do not disassemble", I would rather the map design itself make things impossible rather than rely on players restricting themselves. Encase the cobblestone generator lava in obsidian or something unbreakable, so the player can't bucket the source blocks before you're ready for them to get lava buckets. I know not every challenge can be forced like this, but it's the best option if you can manage it. Just like there will be people who will always skip the text, there will always be people who do things they're not supposed to. The progress of Sea Den is going to be even more complex than Sky Den, in that there are going to be more options and means of gathering resources. There'll be new features and a very different fundamental layout. There are so many nuances that trying to "force" every stipulation would either be impossible, or take up more time than any other part of the map. No matter how hard I try to close loopholes or possible exploits, people will find a way through it. No amount of anti-cheat will ever stop someone who wants to break the rules. Even covering it in obsidian wouldn't stop everyone, because you can break obsidian even with your bare hands. It would have to be bedrock. And once you get to that point, you're covering the whole world in bedrock. By trusting people to follow the rules I have a lot more freedom in creative building. The locations and decorations can be that much more expressive. It's like how I decorated the End Portal with Nitor lights in Sky Den: some people might try and just grab those for themselves, but I think it's outweighed by how the place looked that much nicer for everyone who didn't. I'm going to think on all this and see what I can come up with.
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# ¿ Aug 1, 2013 16:28 |
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Is there any way to fly in Hexxit, or at least something close to it? I just got into the Nether and there's suddenly so much to do, but I'm having a lot of trouble getting around.
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# ¿ Aug 1, 2013 18:27 |
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Fortis posted:An Electric Staff (from Better Dungeons, I think) will let you effectively fly. You'd want to make a bunch though because they break pretty quickly. You could also breed a gold chocobo and then use a red gysahl (gysahl + red dye) on it to make it a red chocobo, which can fly.
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# ¿ Aug 1, 2013 18:41 |
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Having not used it myself, I don't understand Big Reactors entirely. Wouldn't that setup eat a ridiculous amount of the 'fuel' ore? And that ore has to be dug up, it's not a renewable resource.
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# ¿ Aug 2, 2013 03:04 |
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Why do they need to 3D-model the boobs? Why? There are plenty of players who use female skins on the default model and don't need two cubes jutting out of their chests.
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# ¿ Aug 2, 2013 16:18 |
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I'm using the Dynamic Liquid Tanks mod, the one where you can make your tanks look like any block, and need a controller on every level, and I've got some odd bugs. First off, whenever I empty a bucket into the tank, I lose the bucket. I really don't think that's working as intended. Secondly, but much more of a minor issue, when I camouflage a tank, the blocks slowly 'decay' and lose their camo, turning back into the default glass appearance at random intervals in the same way leaves decay or dry farmland reverts to dirt. Anyone run into these? E: Looks like both are problems with the mod version and was fixed in 1.6.2. I'll see if I can find a fixed version that still runs on 1.5. E2: On further examination, there is no version for 1.5 that has these bugs fixed. If you want 1.5.2 compatibility, you're going to have the bugs. That's a bummer. Well, are there any other recommended tank mods, or should I just bite the bullet and grab Railcraft again? I suppose it wasn't that bad, all things considered. Vib Rib fucked around with this message at 02:29 on Aug 3, 2013 |
# ¿ Aug 3, 2013 02:19 |
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Boy I feel stupid asking about steam boilers again, but here I am having the same problem as I was months ago. My boiler is producing steam, but the steam consumer is only getting 480 mb steam/tick when it should be getting 720. If I remove the top 3 liquiducts entirely, there's no change. I don't think they're affecting it at all somehow. Maybe liquiducts have changed? I swear this used to work! This is an old setup I had, using dual boilers. It worked fine, and as near as I can tell I haven't done anything differently. If you're wondernig why I'm even bothering with Railcraft, it's because I can't get Mekanism working in my Hexxit + Big Dig pack. Error of "NoSuchMethodError: mekanism.api.InfuseRegistry.registerInfuseType". If this turns out to be too much of a pain I'll just find another power source I guess, but most other options are either low-power or very high-maintenance in comparison. Also because I thought these tanks would be better than Xycraft's, since Dynamic Liquid Tanks doesn't work right on 1.5.2, but now I'm thinking maybe I made a mistake. Any help would be greatly appreciated.
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# ¿ Aug 4, 2013 06:51 |
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Anyone have any thoughts on Tinkers Construct regarding materials for bows and arrows? Apparently different rules apply than on normal weapons, because a metal bow takes forever to draw. I guess that makes sense, of course. But I was wondering if anyone had a bow setup they'd recommend, or any insight.
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# ¿ Aug 7, 2013 08:52 |
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Yeah, used to be that MCEdit wouldn't support the new range of block types, so editing a modded map with it would remove all blocks with an ID of above a certain type, but now that's fixed and you can modify it with ease.
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# ¿ Aug 7, 2013 21:04 |
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Pidmon posted:Oh, Vib Rib, at what point in the Skyden progression is it you get Mystcraft permissions? Is it past the boss fights?
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# ¿ Aug 8, 2013 02:07 |
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So is there an estimate for when this will be out?
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# ¿ Aug 12, 2013 07:20 |
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Arkitektbmw posted:Well Tinker's Construct has started it's lovely turn down Mod Bloat lane. There are new "floating islands" which appear to have a lot to do with blue slimes....(loving why???)
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# ¿ Aug 12, 2013 11:40 |
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It's been said already, but I'm pretty sure Heatscar Spiders are Natura, not Zulu, not Mo Creatures.
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# ¿ Aug 15, 2013 12:29 |
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Some pages ago there was talk of MFR laser drills being more effective from Galacticraft Overworld Space Stations. Is this a proposed/upcoming feature, or something that's already in? Come to think of it, I'm not even sure if the height from bedrock makes a difference, though I heard mention of that too. While I'm on the subject, actually, am I correct that prechargers don't increase efficiency or yield, just the speed at which the drill can accept energy?
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# ¿ Aug 15, 2013 17:33 |
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Okay nevermind it looks like distance to bedrock makes no difference for laser drills so the space station is sort of a waste of time. Man now I'm wondering why I even spent all those resources on Galacticraft in the first place.
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# ¿ Aug 16, 2013 09:41 |
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After watching some more Sky Den LPs, with people now getting towards the endgame, I wonder what the gently caress we were thinking when we decided it would be a good idea to throw Thaumcraft in there as a necessity. Especially near the end. It's a goddamn brick wall even if you have experience with it, and if you don't it's a brick wall you can't figure out. It totally destroys the pace of the map, maybe even moreso than the infamous cactus and sugarcane.
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# ¿ Aug 21, 2013 22:36 |
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Pidmon posted:Hey Vib Rib, is there a source for regular coal in Skyden that isn't 'wait for Wither skeletons to spawn' or 'loot mystcraft worlds'?
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# ¿ Aug 22, 2013 04:50 |
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Pidmon posted:Oh hell, I can't find it by googling - what do I need to add to Treecapcitor's configs to be able to murder a redpower rubber tree properly? It's managed to end up right over the pit trap location I have in mind and with the leaves in the way I won't be able to let the sunlight kill mobs for me.
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# ¿ Aug 23, 2013 18:29 |
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Rutibex posted:Just use the version that's on the platform, it will take care of all this poo poo for you:
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# ¿ Aug 23, 2013 23:41 |
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Well, I'm sure that's easily fixed in the configs, at least. The chicken sword is going to be in Sea Den.
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# ¿ Aug 24, 2013 07:22 |
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axelsoar posted:Uggg, Vib Rib your friend's pack has spoiled me, I cannot go back to packs with the old Tinkers Construct build without hammers, as well as the current build of Artifice.
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# ¿ Aug 28, 2013 06:08 |
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Onean posted:A video just went up showing off a little more on Thaumcraft's new research system will work. I'm quite liking it! That said, it's still way too much trial and error, and it doesn't in any way resolve the problem of being a tedious chore once you've completed it the first time. I don't mind teching up AE, TE, or MFR. But that research system doesn't look anything more like something I'd want to do twice.
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# ¿ Aug 28, 2013 11:51 |
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Onean posted:...so after your first time you will, aided by a wiki or such if needed... Don't get me wrong, I love that it's not a resource dump anymore. I just think this new "minigame" doesn't look fun. It's just the same trial-and-error, minus resource wasting, plus a whole lot of sliding puzzle-esque clicking (which apparently reduces the durability of your scribing tools per click).
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# ¿ Aug 28, 2013 22:01 |
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Serifina posted:I think the new Thaumcraft stuff looks about a million times more engaging than the previous version, which was literally just "throw endless stacks of stuff at the research table".
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# ¿ Sep 5, 2013 23:17 |
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# ¿ May 22, 2024 16:43 |
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Don't MFR farmers have the ability to automatically plant in segmented areas? I thought there was an option to set it so that you could divide the plantable area into 9 segments and have each one designated for a crop. If that's true then you can just use a different crop for each of the 9 areas and it'll automate itself, right?
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# ¿ Sep 12, 2013 04:23 |