|
I tried playing GT:NH not that long ago but it blows my mind that it still runs as poorly as it does.
|
# ¿ Nov 16, 2020 14:23 |
|
|
# ¿ May 14, 2024 10:45 |
|
One of about a million pet peeves I have when it comes to Minecraft modding is when already humongous modpacks throw in like 40 other mostly-aesthetic or stylistic mods, which only serve to make load times longer and strained performance worse. There's a mod whose sole purpose is to add Call of Duty style HIGH DEFINITION BLOOD SPLATTERS onto the screen when you take damage, and it's in about 2/5 of all modpacks I download these days. A ton more add the mod that blurs the world when you have a menu or container open. Or make items fall flat on the ground (and possibly even need to be clicked to pick up) instead of their normal floating and spinning behavior. Or add weird reverb to every sound any time you're within a mile of a cave. Or have all leaf blocks spawn 4000 particles every 2 seconds. Or add a ton of "atmospheric" sounds, like a 6-second loop of shrill, piercing birdsong 24/7. Modpack makers: If I wanted items to land flat or birds to shriek in my ear, I would add those myself! Please stop throwing dozens of these mods in every pack that's already got 200+. I hate having to sort through the modlist of everything I download and immediately check under mods titled "atmospheric..." "better..." or "realistic..." The worst aspect (and this gets harder to avoid the further back you go, as with packs like GT:NH) is when it gets hard to know which mods you can safely remove. A big enough pack might include mods I dislike (like Forestry) but they could be vital to the careful inter-mod progression system, so they're staying. But then plenty of times you'll have 20 bee mods included in a pack where bees aren't part of progression whatsoever, but then there's one optional quest in the quest book that gives hives as a reward or some poo poo like that and now if you take out the bee mods the entire pack crumbles into dust. I understand this mentality for kitchen sink packs and the like, but so few pack makers seem to think less is more. e:
|
# ¿ Nov 16, 2020 22:30 |
|
SpudCat posted:I like a lot of those mods but every time I start a pack with Dynamic Surroundings I have to go turn off all those obnoxious animal sounds. Why are they a thing. I've never seen anyone who likes them. I'd rather people who really like them add them themselves than just leave them in by default and leave those of us who don't to track down their names and cut them out. Especially when you get stuff like screen shake, blood splatters, shrill animal noises, etc. dragonshardz posted:How do you feel about mods that (primarily) add cool new blocks to build with?
|
# ¿ Nov 17, 2020 11:18 |
|
GetDunked posted:I've been playing Omnifactory for my factory building fix. It feels like a big step up in QoL stuff from GT:NH, like you start with easily constructed mining hammers, an ore scanner for veins, and the like, and don't have to deal with the whole hardcore abyssal mobs / extra dark night / torches are a pain to get setup. Probably less hard/grindy too but the precaution to build a whole mess of forestry tables feels pretty familiar so far... Great timesink, though. If it catches you just right you'll lose hours to that pack. Blind Duke posted:Chisel is good stuff, but part of me really misses the point a few years ago when it had a future. Nowadays it’s all about standardized textures as the rest of its materials and picking up materials from other mods into its format. Back in the day you had all sorts of goofy stuff like holystone which had an appealing weird footstep sound, fantasy wall blocks that use connected textures to darken the lowest levels for walls, factory blocks so cool they couldn’t be abandoned for the standardized format.
|
# ¿ Nov 19, 2020 00:37 |
|
Happy Hedonist posted:What’s up with Interactions? That looks like another huge complicated pack you could lose days to. I love GT:HN, but parts of it are really rough. The reasons I can't, despite my best efforts, are a few "hardcore" mods like pitch blackness at night, mobs that can break and place blocks to reach you, and finite water in most biomes. Though honestly the single biggest reason is it's so drat bloated with mods it takes like ten minutes for the pack to load in.
|
# ¿ Nov 19, 2020 18:02 |
|
Pepe is like the OK symbol: though co-opted by the alt-right it still has plenty of innocent uses, and it's pretty easy to tell the difference just by context.
|
# ¿ Nov 19, 2020 21:40 |
|
Inexplicable Humblebrag posted:dammit lol i'd forgotten about the initial GT blast furnace in New Horizons
|
# ¿ Nov 24, 2020 03:07 |
|
And even if that was the only way to get clay dust, you'd surely want to have your macerators running as soon as possible in order to get it processed while you're crafting other things. This is why quests should only ever ask for the final product.
|
# ¿ Nov 24, 2020 12:04 |
|
Black Pants posted:If you play without being logged in to authentication servers you'll get a random user ID that doesn't match what you were playing with before, therefore you're basically considered a new player joining the 'server'.
|
# ¿ Dec 3, 2020 16:12 |
|
Rynoto posted:Dungeons, Dragons & Space Shuttles Like, the top offenders for me have been Sevtech:Ages at around 8 minutes and FTB: Interactions at around 11, but DD&S I didn't even bother keeping track of as it approached 20 God drat I wish they're fix the Forge boot method, because there's literally no loving reason it should take 10 minutes to boot anything.
|
# ¿ Dec 4, 2020 22:53 |
|
bigperm posted:I realise there is probably a really terrific reason why it's not possible or practical that we can't, but I wish we could just save the jvm state after loading, and load that after the first time. But my understanding is because the Forge dev(s) don't care about that personally they're not going to ever fix it.
|
# ¿ Dec 5, 2020 00:04 |
|
dragonshardz posted:You're correct and while I don't know if Fabric does this thing you're describing, it launches SO MUCH FASTER.
|
# ¿ Dec 5, 2020 01:23 |
|
Quark is pretty much singlehandedly making me stick with Forge, right now. Just too many quality of life conveniences and a ton of really nice decorative blocks.
|
# ¿ Dec 8, 2020 06:42 |
|
reignonyourparade posted:I hate giant megapacks anyways so to me the loadtimes are a great last indicator of "actually this isn't a pack you want to play."
|
# ¿ Dec 8, 2020 08:05 |
|
Especially given how bad modded Minecraft's performance and memory handling tend to be, I really, really wish these big industrial mods and packs would focus on upgrades rather than multiplication. Having to build 10x of a multiblock to fuel 1x of another multiblock is an instant turnoff to me just from the perspectives of tedium, space management, and TPS/FPS hit. I'd so much rather have 1 structure that I can upgrade to work at 10x speed. I guess the appeal for a lot of people in these factory-style packs is seeing a whole long row of machines all pumping out supplies over belted conveyors, but even if I'm the odd one out here I'd really just rather have something compact that runs smoothly.
|
# ¿ Dec 10, 2020 01:15 |
|
Hooplah posted:If this is directed at the gtnh talk, that sort of upgrading is central to gregtech's design. every tier is 4 times higher than the previous in terms of both energy costs and production. you can absolutely just make 2^n LV power producers and step them up to n voltage tier, but most just submit to the efficiency hit and build higher tier producers. it would be super funny to see a high tier base powered by a huge bank of lv generators actually
|
# ¿ Dec 10, 2020 05:11 |
|
Eox posted:It's nowhere near a direct replacement, but I'm finding Electroblob's Wizardry + Ancient Spellcraft are scratching that itch once I've got a decent library of spells. At least since I realized you could bind an unidentified spellbook to a wand and figure it out that way instead of burning a scroll of identification.
|
# ¿ Dec 26, 2020 02:39 |
|
|
# ¿ May 14, 2024 10:45 |
|
Eox posted:I'm currently throwing a pack together to run on a public goon server containing all the new magic mods on 1.16.4 that I haven't had the chance to mess around with, plus Create. I'll post a link once it's done, but right now we're looking at: E: Just looked up Mahou Tsukai and god drat the Clairvoyance spell in the trailer is the most impressive spell effect I've ever seen. I didn't even know the AI could be predicted that way. Vib Rib fucked around with this message at 17:24 on Dec 29, 2020 |
# ¿ Dec 29, 2020 17:21 |