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One day I'm going to force myself to play with Forestry. I've never yet touched it in my life. I have no idea where to even start, aside from knowing I need a scoop and to get apiarist clothing.Tombot posted:The way these packs should end in my opinion is that you build the spacerocket and it can take you to a distant planet thats literally just a normal minecraft world where you can start again or just call it a happy ending because you escaped, yay! That's literally the ending to Forever Stranded. You travel an earth-like planet and are now free to colonise it as you like as your reward for escaping. Not sure why you don't, like, go home or something considering you went from having nothing on a desert planet to starting an entire spacetravel agency by yourself. It's sort of an anticlimax because by the time you reach that point you're self-sufficient to the point of being capable of just terraforming the drat planet you're already on and returning life to it, but whatever. I've never managed to get off the moon in Galactic Science but its plot seems to revolve around using Stargates to contact aliens and travel to live with them after Earth is destroyed, which sounds a lot cooler. Shame it's such a slow pack. Black Pants fucked around with this message at 16:29 on Jul 30, 2017 |
# ? Jul 30, 2017 15:40 |
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# ? Apr 26, 2024 12:14 |
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Tombot posted:The way these packs should end in my opinion is that you build the spacerocket and it can take you to a distant planet thats literally just a normal minecraft world where you can start again or just call it a happy ending because you escaped, yay! I agree, Feed the Beast was my introduction to modded Minecraft, and though a lot of cool things have happened since, none of the following Skyblocks or challenge maps have felt quite the same as sacrificing my hard won progress to that huge black pyramid.
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# ? Jul 30, 2017 15:54 |
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Hello! I have no experience with actually making a pack or really even messing with the stuff inside one. Usually, and what I plan to do now, I just pay to host a server and use a pack. What I'm wondering is is this looks super fantastic https://minecraft.curseforge.com/projects/the-lost-cities But while talking to a friend they mentioned that it would probably be incompatible with just dropping it in a modpack because of ore generation. Isn't that true? If so, is it possible to somehow meld this awesome world generation in with the ores from a larger modpack?
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# ? Jul 30, 2017 15:59 |
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Prokhor posted:Hello! I have no experience with actually making a pack or really even messing with the stuff inside one. Usually, and what I plan to do now, I just pay to host a server and use a pack. What I'm wondering is is this looks super fantastic It's a lot of fun actually and I might make a trip report soon.
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# ? Jul 30, 2017 16:31 |
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Black Pants posted:One day I'm going to force myself to play with Forestry. I've never yet touched it in my life. I have no idea where to even start, aside from knowing I need a scoop and to get apiarist clothing. a quick way to get some early forestry crap is to raid the house of an apiarist or two in villages, who should have some red planks making up part of their roof and will be wearing yellow clothing. they'll have a couple apiaries behind their house which you can grab, and their chests will have an assortment of things like pollen, honeycomb, scoops, etc. also you don't explicitly need apiarist clothing unless you get deep into the bee breeding and start making bees that can be dangerous to you, especially since the pieces require a material that's made with stuff you can only get from bees anyways
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# ? Jul 30, 2017 17:18 |
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Prokhor posted:Hello! I have no experience with actually making a pack or really even messing with the stuff inside one. Usually, and what I plan to do now, I just pay to host a server and use a pack. What I'm wondering is is this looks super fantastic 100% usable. The only issue it can have is surface worldgen can be choked out by The Lost Cities, so you may want to tune down how frequently they generate for that if you have anything that requires surface worldgen (such as Astral Sorcery). Ore generation is totally unaffected, as are caves, dungeons, fortresses, and the like. Lost Cities doesn't typically go much further down than about y=55 unless you specifically configure it to.
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# ? Jul 30, 2017 17:51 |
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just got to the space age in Age of Engineering and whooooo boy i am sure glad i paused to make a tier 4 solar and tier 4 void miner because holy poo poo you need a lot of rubies like, metric asstons of rubies if i didn't have this red lens void ore miner i'd probably be hosed right now
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# ? Jul 30, 2017 17:54 |
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and i'm still loving around trying to get UU matter underway and bees to stop stinging me
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# ? Jul 30, 2017 18:04 |
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DOWN JACKET FETISH posted:and i'm still loving around trying to get UU matter underway and bees to stop stinging me once you get uu-matter settled, then things can speed up quite a lot make sure to scan sturdy casings, ender io machine chassis, rftools machine frames, ender io basic capacitors, and ic2 carbon plates/advanced alloy plates, all of them are super cheap to replicate via uu-matter
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# ? Jul 30, 2017 18:14 |
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and here i thought ic2 was tedious with all the intermediate crafting recipes but holy poo poo advanced rocketry not only are the intermediate recipes never-ending, but each piece of the puzzle requires a new multiblock machine, and each multiblock machine is agonizingly slow to the point of distraction like i thought "oh sweet i can make silicon with sand now with the electric arc furnace" but it takes like five loving minutes per sand
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# ? Jul 30, 2017 21:37 |
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Speaking of tech mods, is Immersive Engineering missing any functionality at this point that'd need to be covered by other tech mods?
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# ? Jul 30, 2017 21:41 |
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Evil Mastermind posted:Speaking of tech mods, is Immersive Engineering missing any functionality at this point that'd need to be covered by other tech mods? Immersive Engineering is not very good at ore processing. It has ore doubling and smelting machines, but they're way at the end of its tech tree.
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# ? Jul 30, 2017 21:46 |
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Gwyneth Palpate posted:Immersive Engineering is not very good at ore processing. It has ore doubling and smelting machines, but they're way at the end of its tech tree.
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# ? Jul 30, 2017 21:53 |
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I decided to give a skyblock map a go because why not. Went for skyexchange since it's on 1.10, whereas most other ones I see are 1.8 I have been 4 days without any rain, so have no water to speak of.
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# ? Jul 30, 2017 22:48 |
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mehall posted:I decided to give a skyblock map a go because why not.
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# ? Jul 30, 2017 23:58 |
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If it is a pack with sifting and barrels, you can make a log crucible to melt leaves into water If not I dunno, try searching recipes that make water in NEI
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# ? Jul 31, 2017 00:01 |
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Evil Mastermind posted:Make a wood crucible, put it over a torch, and throw leaves into it.
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# ? Jul 31, 2017 00:12 |
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I figured out the problem with missing chisel blocks is that they were in Chisel 3, but that has not ported to 1.10.2. It doesn't look like anybody is doing it, but it does have a project on GitHub. Is anybody bored? Hehehe. For all I know, I might end up getting into it. However, there's something that generally has me worried about doing any coding. All the cool kids are using the Curse/Twitch launcher, and it looks like they actually scour the mods that are included. I have my own custom Baby's First Mod that does the teleport logic for BFSR. IIRC there are new commands between Minecraft and RFTools that might render that obsolete, but I might still have to do something custom and goofy with Lockdown to allow arbitrary Overworld terrain generation while starting in the tutorial dimension. I hope that'll just get pulled quickly and I can just include it from an approved build. However, I suspect I'll eventually have to insert what they call in the game making-thread "some of my own personal juice." What can I look forward to when dealing with that? It's a shame that it looks like Shukaro's Artifice is a dead deal. There were some nice quality-of-life items in it.
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# ? Jul 31, 2017 00:15 |
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Gwyneth Palpate posted:Immersive Engineering is not very good at ore processing. It has ore doubling and smelting machines, but they're way at the end of its tech tree. IE's grinder and arc smelter are worth it for the fact that you can throw a ton of poo poo in them at once, and the arc smelter is ridiculously fast at its job but uses a ton of power to do so. (And requires graphite electrodes, but they can be made by putting the graphite onto a metal press with the rod plate.) I wouldn't exactly say 'end of its tech tree' though as IE doesn't have a tech tree so much as pre- and post-steel techs. If you're using IE for your sole general-tech mod you'll need to make a squeezer, refinery, and diesel generator to power it beforehand, though, granted. But you'll need those to power anything else that uses power if you have it.
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# ? Jul 31, 2017 07:16 |
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I tried turning leaves/saplings into water but they just go to dirt. Do i have the wrong tool?
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# ? Jul 31, 2017 10:06 |
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mehall posted:I tried turning leaves/saplings into water but they just go to dirt. You want a wooden crucible, not a barrel.
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# ? Jul 31, 2017 10:17 |
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mehall posted:I decided to give a skyblock map a go because why not. I tried Modern Skyblock 2, because it claim no ex nihlo. I started with a grass start, so no need for some other stuff as you have dirt to start with, So my first 'quest' is breaking grass for seeds. only there is no grass.... So i ended up doing ftb beyond and being only able to build/claim 1 chunk. Which is a little more exciting. (though tbh, im thinking Rocko's BFSR might actually be what im after)
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# ? Jul 31, 2017 10:22 |
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mehall posted:I decided to give a skyblock map a go because why not. SkyFactory 3 is 1.10.
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# ? Jul 31, 2017 11:12 |
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What is a reasonable, base combination of Harvestcraft ingredients that leads to a lot of diverse and filling foods? I'm trying to focus here and my only recourse other than asking is trying to write a little algorithm to count each time a base ingredient is being used for something more advanced. I can tell right away that soy (tofu) is a big deal as well as flour in general. Also, does anybody think it's a bad idea to have a gag BFSR chapter for a British Space Program that involves making:
I kind of want to have both Galacticraft and Advanced Rocketry as US/USSR competing things, but I felt I needed a catchall for some stuff and a gag space program seemed the most fitting to the theme. The NPCs practically make themselves. Do any of the rocket mods let you fire a dog into space?
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# ? Aug 1, 2017 20:05 |
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sounds like a lot of work for very little payoff
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# ? Aug 1, 2017 20:07 |
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What's a better replacement for Roguelike Dungeons if I'm just interested in just having more interesting dungeons? Dungeon Tactics, Doomlike Dungeons, or Recurrent Complex? I'm leaning towards RC since it adds more buildings on the surface.
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# ? Aug 1, 2017 20:26 |
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Recurrent Complex is cool for sprucing up the world, but I don't get the same kind of Dungeony feel from the dungeons. Roguelike Dungeons are always a huge disappointment for me because in virtually no packs are they given custom loot. So you're exploring these halls filled with super fast enchanted armored enemy spawners and you reach a chest and there's like, 4 sticks, 2 baked potatoes, and 3 enchanted, dyed leather pants. Whoopdeefuck. In modded packs this could be the perfect opportunity to stick rare and valuable items in, or even complex things like machine frames and circuits, but they don't even draw from the generic dungeon pool additively so you won't even find the near-worthless black mana roses from Botania or anything like that. It's a real letdown.
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# ? Aug 1, 2017 21:44 |
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Vib Rib posted:Roguelike Dungeons are always a huge disappointment for me because in virtually no packs are they given custom loot. Which is why I'm looking for a replacement, really. The dungeons I've found are all very same-y in terms of design, and there's really no reason to go into them anyway because you're not going to find anything worth the hassle.
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# ? Aug 1, 2017 22:55 |
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You'd modify the RLD loottables by telling it to use vanilla loot then modifying that, DLD has it's loot in the configs, there's also DungeonDQ and Dungeons2 which just came out. Dungeon Tactics doesn't really add dungeons I prefer DLD for ease of use with customization and loot but Dungeons2 looks like it has the same, if not more, features
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# ? Aug 2, 2017 00:00 |
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There used to be a really good, highly configurable dungeon generator years back, called MCDungeon. I remember using it as early as 2012, at least. It used easily edited modular room parts for a good blend of hand craft and random generation, it had themed dungeons and special rooms, inter-floor connections (tall rooms, shafts, etc), traps and hazards, deep loot tables, and really cool showdown/treasure rooms, like huge throne rooms or gladiator arenas or crumbling ruin pits. It even had puzzles, and lock combos you'd have to find the solution to elsewhere in the dungeon. The ease of customizability was a lot of fun, I remember editing the loot tables for an early technic-style pack so that I'd replaced all the modpack's early resource grinding with dungeon diving, by making certain ingots treasure rewards, and the occasional machine or frame as possible end-dungeon loot. The downside was that the creator never managed to integrate it into the game's worldgen so you had to run an external program (with command variables like size, number of floors) to generate them into your existing world. Nothing I've seen has quite matched it, which is a shame. While writing this up, though, I looked into it, and holy poo poo, it's still around! Works as recently as 1.11, too, and even got updates for some of the new content (like being able to find cursed loot, and running into the new mobs). Still not integrated into the worldgen, which is the biggest problem and obviously one most players won't be bothered to deal with, but man, look at some of this stuff. Vib Rib fucked around with this message at 00:37 on Aug 2, 2017 |
# ? Aug 2, 2017 00:35 |
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holy poo poo this is fantastic too bad it's not integrated into worldgen like you said, because that would be great
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# ? Aug 2, 2017 00:46 |
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Man, that is gorgeous. I may end up using that for my 1.10 pack while I wait for something to come out for 1.12. I'm kind of surprised there aren't more dungeon mods, but I imagine it's because they're tricky to make so the dungeon gen is interesting, and having to config the loot tables is a pain once other mods start getting involved.
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# ? Aug 2, 2017 01:01 |
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whats the hotness quest mod for 1.12/1.11 or whatever and is curse the best way to get it
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# ? Aug 2, 2017 04:13 |
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Yeah that looks way better than whatever CotT used. Those dungeons were so boring and unfun to explore.
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# ? Aug 2, 2017 04:25 |
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Evil Mastermind posted:Man, that is gorgeous. I may end up using that for my 1.10 pack while I wait for something to come out for 1.12. I don't even loving know why Battletowers was included in Forever Stranded. Battletowers are never interesting, they never have interesting loot, and they always stick out like far too many, really ugly sore thumbs. I don't know if the other dungeons that pack has had anything interesting because I was never really interested in wading through packs of ~5 husks as well as all the other mobs. I only looted the desert temples for their EnderIO capacitors.
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# ? Aug 2, 2017 05:49 |
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What does 'not integrated into world gen" actually mean? As in when the world is created/procedureally spawned it never references the mod to stick stuff down?
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# ? Aug 2, 2017 09:04 |
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Meskhenet posted:What does 'not integrated into world gen" actually mean? As in when the world is created/procedureally spawned it never references the mod to stick stuff down? I think it means you need to use an item to create the structure.
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# ? Aug 2, 2017 09:41 |
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No, MCDungeon is a Python utility that you run on an existing MC world, it's not a mod. But it's very easy to use.
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# ? Aug 2, 2017 13:22 |
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Doorknob Slobber posted:whats the hotness quest mod for 1.12/1.11 or whatever and is curse the best way to get it The only two options for questing are Hardcore Quest Mode and Better Questing, and they're not available for 1.12 yet.
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# ? Aug 2, 2017 14:28 |
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# ? Apr 26, 2024 12:14 |
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Meskhenet posted:What does 'not integrated into world gen" actually mean? As in when the world is created/procedureally spawned it never references the mod to stick stuff down? Integrated into worldgen would just mean you install a mod and you run into it during normal play, like you do with most things.
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# ? Aug 2, 2017 17:15 |