[1.6.2] Mob Tools

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SatanicSanta

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Jul 29, 2019
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There are many bugs to work out. I have reworked the math behind efficiency vs speed to be as i intend. Half a stack of coal for one stack of smelting if all redstone and four times efficient if all iron, and anything in between

I think I might add it to my 1.6 pack in a few months.
 
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Pauljoda

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Jul 29, 2019
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I think I might add it to my 1.6 pack in a few months.

By that time I hope to have it solid. Right now its a little buggy. If you have any ideas for more features let me know as well. I wanted to use all vanilla blocks so it can be hidden because it adjusts to the texture pack.
 
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Azzanine

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Jul 29, 2019
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It's not that unbalanced unless you combine it with other mods.

Anyways, moving from EE2 to an actually relevant topic, I was simply making a suggestion.

It was an example of how balance is not always a concern. It's important at least to me, but not everyone cares about balance.
I'm just reminding OP while I and others don't much like the mod others will like it, so deviate only if they want to.
 

egor66

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Jul 29, 2019
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I remember seeing this mod on MC forums and thinking "this looks dumb...".

Take note I only speak of the core concept of tools made of mobs... I cannot speak of the quality of the mod or your skills.

I'm not sure the FTB audience will take to it with much enthusiasm. Looks better as a super Steve fuck around enhancement to Vanilla.

That type of comment helps no one, & is not a critic the author can work with..
 

Azzanine

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Jul 29, 2019
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That type of comment helps no one, & is not a critic the author can work with..
Hmmm.... You are probably right.

I mean I'm not trying to be nasty I mean this Paul has some decent ideas, that modular furnace mod looks clever. It's like Forestry's Aliviary with it's interchangeable blocks but it's useing vanilla blocks.
But creeper swords... Yeah, nahh. Might be fun for about 5 mins.
 
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Eyamaz

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Jul 29, 2019
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I do enjoy seeing what you guys think. I don't take anything said personally. I know most people here are really good people. I may come back to this mod. Currently I'm working on a new mod called modular furnaces that is on the minecraft forums but far from done. I would be interested to see what you guys think of that mod.

http://www.minecraftforum.net/topic/1983526-162-forge-modular-furnaces/

I'll give you two suggestions for this.

1) use your own blocks instead of vanilla blocks in your multiblock structure. That way you can taylor the look of all the blocks to be similar. And for...

2) fix the automation issue. I think the problem with this may be the fact that you are using the vanilla blocks instead of your own. Most players will want to be able to use something like BC, AE, extrautilities, or hoppers to automate things.

While I would love to add this to a modpack (actually, the pack I'm working on atm,) the automation crash makes it so I couldn't without getting a ton of bug reports sent to me for that issue and the possibility of it corrupting worlds.


As far as the OP mod, haven't had time to try it yet. I'll get around to it though.
 
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Pauljoda

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Jul 29, 2019
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Hmmm.... You are probably right.

I mean I'm not trying to be nasty I mean this Paul has some decent ideas, that modular furnace mod looks clever. It's like Forestry's Aliviary with it's interchangeable blocks but it's useing vanilla blocks.
But creeper swords... Yeah, nahh. Might be fun for about 5 mins.


Maybe creeper swords are a bit high. I plan on making the attack boost a config option. The whole point of the sword is that it can kill anything up to an enderman in one hit, but can only hit a few times. When i played, I went through one a minecraft day. Not that bad of a price but you always have to carry two. But yes, the weapons deal massive damage and I know that. I never really found combat that engaging so by making items that shorten that would be nice in my opinion. I do see that some people don't feel that way so after I finish bug fixes on modular furnaces i'll look into it
 

Azzanine

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Jul 29, 2019
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Maybe creeper swords are a bit high. I plan on making the attack boost a config option. The whole point of the sword is that it can kill anything up to an enderman in one hit, but can only hit a few times. When i played, I went through one a minecraft day. Not that bad of a price but you always have to carry two. But yes, the weapons deal massive damage and I know that. I never really found combat that engaging so by making items that shorten that would be nice in my opinion. I do see that some people don't feel that way so after I finish bug fixes on modular furnaces i'll look into it

I'm not talking about balance. I just find the idea too goofy for even me.
Also that line "Something to use those mob drops on" made me chuckle. This is true in vanilla as there isn't really much you can do with even enderpearls (which are considered high end stuff) but in FTB there are many many upon many uses for mob drops already.
 

PeggleFrank

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Jul 29, 2019
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I'm not talking about balance. I just find the idea too goofy for even me.
Also that line "Something to use those mob drops on" made me chuckle. This is true in vanilla as there isn't really much you can do with even enderpearls (which are considered high end stuff) but in FTB there are many many upon many uses for mob drops already.

You act like he designed this with other mods in mind.

Show me at least one sign of integration with other mods. And then you can bash him for adding another use for mob drops.
 

Democretes

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Jul 29, 2019
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You act like he designed this with other mods in mind.

Show me at least one sign of integration with other mods. And then you can bash him for adding another use for mob drops.

What if he did add mod integration? What if you could make a Thaumic wisp staff that shoots lightning bolts? Or make a Twilight slime beetle wand that shoots slimeballs. The possibilities are endless.
 

PeggleFrank

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Jul 29, 2019
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What if he did add mod integration?

If he was to add in mod integration, he hasn't shown any signs of planning for it. And it would invalidate both my argument and Azzanine's argument, even if he did.

That would make the mod slightly a lot more useful, though.
 

Pauljoda

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Jul 29, 2019
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If anyone out there would like to contribute to the mod it is on github and I have to problem entertaining changes. I will probably come back to this mod and do some revisions.However right now all my focus is on modular furnaces. If the community shows strong interest however I may add the most demanded things when I get the chance. Thanks for the feedback guys[DOUBLEPOST=1379812085][/DOUBLEPOST]
I'll give you two suggestions for this.

1) use your own blocks instead of vanilla blocks in your multiblock structure. That way you can taylor the look of all the blocks to be similar. And for...

2) fix the automation issue. I think the problem with this may be the fact that you are using the vanilla blocks instead of your own. Most players will want to be able to use something like BC, AE, extrautilities, or hoppers to automate things.

While I would love to add this to a modpack (actually, the pack I'm working on atm,) the automation crash makes it so I couldn't without getting a ton of bug reports sent to me for that issue and the possibility of it corrupting worlds.


As far as the OP mod, haven't had time to try it yet. I'll get around to it though.


I have fixed the automation issues. The gui behaves as one would think. The only issues left are visual. The vanilla blocks actually turn into mod blocks when activated, they are just disguised as vanilla blocks using the texture from the texture pack, or if none vanilla. I have added a config that changes them into a different texture however. I am currently working on a way to customize what they look like and possibly connected textures. I would love to see my mod in a mod pack. I do not see any reason why this would crash now.