Recent Events Discussion (RED) Thread

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Democretes

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Jul 29, 2019
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And thats all good. I just like it because it's different, and looks cool.

Also the blocks are awesome to build with.
I would like it a whole lot more if the textures blended better. From looking at the screenshots, they all clash horrendously, particularly the normal Minecraft ores with the other variations. TFC kinda does the same thing with all the stone, but the textures are a lot smoother transitions to each other.
 
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Celestialphoenix

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Nov 9, 2012
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Tartarus.. I mean at work. Same thing really.
I would like it a whole lot more if the textures blended better. From looking at the screenshots, they all clash horrendously, particularly the normal Minecraft ores with the other variations. TFC kinda does the same thing with all the stone, but the textures are a lot smoother transitions to each other.

It might be possible to do some CTM mapping/connected texture work to blend them a little better.
 

ShneekeyTheLost

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Dec 8, 2012
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Lost as always
Not only that, but in TFC, the type of stone in the area will also tell you what types of ore to expect there. So you're looking for something, early game, that has plentiful copper, zinc, and tin. That's really amazing in a full-conversion mod like TFC that changes so many of the fundamental mechanics.
 

pc_assassin

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Jul 29, 2019
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Oh ok I know about Terrafirma craft I watched both Ethic and generikb's let's plays on it

Edit: Etho! Fanned auto correct

Sent From Something That You Won't Care About Using Tapatalk 2
 

jokermatt999

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Jul 29, 2019
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Yup, Dwarf Fortress does the same thing with its geology. My fiancee enjoys gemology and some geology, and it always pleased me when my game knowledge actually gave me some real world knowledge.

However, having played some with underground biomes, yeah that's gonna suck up your inventory space. I'd probably only use it if I had an ender pouch to toss all that stuff into my base's storage area.
 

ShneekeyTheLost

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Dec 8, 2012
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Lost as always
Thats actually a pretty cool idea
Yea, in TFC, if you are seeing Diorite under the dirt, you'll know that while you might find Cassiterite (tin ore), you won't find any copper there. Whereas if you are seeing Andesite as the stone of flavor in the area, you'll know that the area might possibly contain Copper, but not tin.

The list can be found here

TFC also changes how storage works, so storing lots of different types of stones is actually a pretty difficult thing to do.
 

Padfoote

Brick Thrower
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Dec 11, 2013
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Not the same? As what an armor that douse not exist?
It's armor it's modular and customizable.
That's what you described.
It can so anything you might want tcon armor to do.
The only difference is the balance and power.
Force armor is somewhat simpaler to set up and power up. But will never be as strong. (Equals iron armor) And that's not a bad thing.
Tcon armor would require you to dump in loads or resources. But have the potential to be stupidly strong. And as one you get to a specific point in the game resources are not a problem it would be way OP. It would be over the OP.
Way stronger than anything would need to be. Unless you are planing on facing some of the ore spawn mobs.

Take a look at the blood magic armor. By the amount of effort it takes to make it's actually well balanced. Also godly. Ditto the Thaumcraft armor.

There is no way to make a good armor that's also remotely balanced using the TCON mechanic.

The post you quoted originally was talking about an armor with the customization of MPS, but without it being MPS. DartCraft's armor does not classify as that. It classifies as an armor with enchants that you pick, not a modular, highly customizable armor in terms of damage resistance and abilities. That was what I was responding to, not a discussion on if the TiCo version of armor would be balanced or "OP". That line of discussion is not relevant here.
 

NJM1564

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Jul 29, 2019
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Before you can call something OP, or Overpowered, you first need to define what is 'powered' for it to be over. The term is inherently subjective based on an individual's perspective, and one which might not be universally shared.

Calling anything OP as an objective statement is just as bad a fallacy as calling anything inherently 'good' or 'evil' as an objective statement. It's a subjective term defined by the individual using it.

Name a pack for which it would be OP and you might at least have a case for debate, as to if it fits in the pack or it does not. But at least then you would have some basis for comparison. As the statement stands, however, you are, in effect, dividing by zero. You are making a referential statement without any point of reference to define it.

I'm balancing against existing mobs. What else.
There are very few mobs that would require armor like that.

I am balancing against Tcon tools.
The offense pails in compassion to the kind of defense manama armor could put up.

I am balancing against the fact that you should develop packs to suit mods not the other way around.

I am ballancing aginst the fact that any pack that would have a use for Tcon armor would probaly kill you before you got to make it.



Have you considered that the armor's abilities would stack with the tools? What manamana armor with RF power, damage increase, speed increase, burning, grinding, smelting, and what ever you want to fit in it's other slots would be capable of?

Dartcraft armor is already considered OP. And you are thinking about making a god like version of it.

Tcon tools might take a lot of materials to power up but it's way simple to do. This kind of armor would be to simple to make using a mechanic like that.
 

ShneekeyTheLost

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Dec 8, 2012
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I'm balancing against existing mobs. What else.
Even DirtToDiamonds? Come on, give us some parameters before just tossing out referential statements.
There are very few mobs that would require armor like that.
Most Ars bosses would disagree with you. So would the Botania boss. Also, not every armor needs a mob that requires it. Personally, I enjoy utility armor more than defensive.

I am balancing against Tcon tools.
The offense pails in compassion to the kind of defense manama armor could put up.
And a Rapier ignores it all. Your point? TiCon is the one mod that would roflpwn any armor TiCon could produce, regardless of power levels, because it can simply ignore it.

I am balancing against the fact that you should develop packs to suit mods not the other way around.
SHOULD. Again, this is a subjective statement, not an objective one. This is your opinion, which you are entitled to, but just that. It is your opinion, not a fact.

I am ballancing aginst the fact that any pack that would have a use for Tcon armor would probaly kill you before you got to make it.
That would depend on how the difficulty would be encountered. HEE, for example, would be a good example of a mod that has difficulty that ramps up depending on how much you delve into it. Ars2 is another one.

Have you considered that the armor's abilities would stack with the tools? What manamana armor with RF power, damage increase, speed increase, burning, grinding, smelting, and what ever you want to fit in it's other slots would be capable of?
Have you considered that they don't necessarily have to, that is a decision the SlimeKnights team can make, but doesn't necessarily have to. You're discussing a theoretical and not-implemented-yet system. How can you guarantee feature implementation that hasn't been implemented yet?

Dartcraft armor is already considered OP. And you are thinking about making a god like version of it.
This is yet another subjective statement then another opinion based upon the subjective statement. You have no idea how TiCon armor is going to be balanced, how it is going to be implemented, yet you immediately assume that it is 'like Dartcraft armor only a god like version of it'. You are pre-judging your data.

Tcon tools might take a lot of materials to power up but it's way simple to do. This kind of armor would be to simple to make using a mechanic like that.
I'm not even sure what relevance this statement has. Are you saying this is easy to implement? Easy for the end-user to use? You are using too many referentials without a defining reference point to define them from.
 

Zenthon_127

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Jul 29, 2019
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Have you considered that the armor's abilities would stack with the tools? What manamana armor with RF power, damage increase, speed increase, burning, grinding, smelting, and what ever you want to fit in it's other slots would be capable of?

Dartcraft armor is already considered OP. And you are thinking about making a god like version of it.

Tcon tools might take a lot of materials to power up but it's way simple to do. This kind of armor would be to simple to make using a mechanic like that.
Yes, because all the tools can have Necrotic Bones and Silk Touch too. Oh wait, they can't because that would be stupid. Likewise, I doubt armor would get to have stuff like damage+. Also, Manyllum isn't as strong as you think, in fact I bet Mekanism Obsidian Armor is better.

As for Dartcraft, that armor isn't that strong in 1.6 on. It requires both magic and liquid force in decent quantities and drains your hunger if you have Sturdy. It's also harder to level up your tome now. So I don't even think that's OP anymore.

In the end, TiC armor would be a worse MPS suit. A cool-looking worse MPS suit, but yeah.
 
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RedBoss

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Jul 29, 2019
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I've always considered Dartcraft armor to be underwhelming and its upgrades are hidden behind a large grind wall. The only thing I've considered "OP" about it is the grind process.

Also, no details of the TiCo armor were ever released and its been cancelled anyway. How can you logically classify it as anything when it never existed?
 

Nfrance

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Jul 29, 2019
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I've always considered Dartcraft armor to be underwhelming and its upgrades are hidden behind a large grind wall. The only thing I've considered "OP" about it is the grind process.

Also, no details of the TiCo armor were ever released and its been cancelled anyway. How can you logically classify it as anything when it never existed?
I felt like chiming in on the subjects of armour, I've always liked how DartCraft does it's armour upgrading and such, I just wish there was a way to clean slate the armour, I feel like there used to be but I haven't managed to since. Also I don't really like the feel of MPS, because it just seems to "I can do everything and anything better then anything else", and frankly I like having more cons to my armour. It's a reason that I don't ever use full sets of Blood armour.
 
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NJM1564

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I felt like chiming in on the subjects of armour, I've always liked how DartCraft does it's armour upgrading and such, I just wish there was a way to clean slate the armour, I feel like there used to be but I haven't managed to since.

I think it had it when combined with iguana tweaks. Though it was probably not an intended function.
You could replace the upgrades just like you can replace Tcon tool parts.
 

Nfrance

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Jul 29, 2019
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I think it had it when combined with iguana tweaks. Though it was probably not an intended function.
You could replace the upgrades just like you can replace Tcon tool parts.
I feel like at one point you could use your force rod on the armour and it would clean slate it, instead of just giving you like ingots back, but that was back in 1.5.2 when I remember doing that. It was a feature I enjoyed. Honestly what I like most about Dartcraft isn't the weapons or armour, but the cool sockets you can put into furnaces, or on torches (not strictly speaking time torches, which are good in concept, but many people don't enjoy them like I do.) and the things you could do like the packs, which are by far the best packs I've yet seen made, and the crafting board is another useful thing I like about it. And ever since 1.6 It has been a well balanced mod, but it has a lot of it's stigmas from pre 1.6 (not counting time torches, which you can configure anyways).