YesIndeed, I'll send over to you through MP. Is that ok for you ?
YesIndeed, I'll send over to you through MP. Is that ok for you ?
Check your attitude, please. It was an exploit and I fixed it, just like I do with any other exploit I find. I don't leave them just because it might be inconvenient. I already re-added the ability to smelt gravel and sand ore blocks to the High Smeltery, adding back the ability to pulverize them isn't that much bigger of an issue. Which, you know, if you had asked politely instead of griping I would have handled without comment.
I'm sorry, I can't do anything about the sorting.
My apologies, I didn't mean to offend you. Especially since I criticized the change, not you personally. (In fact, I think you are putting together an extremely fun pack. Thank you for all the work on it!)
Doesn't change anything about my opinion for this particular change though. In AgSkies you can enchant your hammer with fortune and greatly increase the ore output by looping it back from Dust to Gravel. This is not possible in Crash Landing without editing the config settings. Here the increase is so small, that it's not even worth to spend the time on using the exploit. Considering the impact of ore dictionary changes on all kind of other areas, maybe it would be better to simply leave it as it is? ("Too risky, won't fix" is a perfectly valid resolution for minor issues in software development.)
Of course it's your pack, you can make any change to it that you see fit. But please understand, that players of this pack are also able to tweak the configs, if they completely disagree with some of these changes.
And Iskandar, did you see my post on the previous page about the Liquid Transfer Nodes and Mining Upgrades? Right now, the Node feels like it's the endgame instead of part of the endgame, so I was hoping my suggestion about recipe changes would help it be a gradual increase in utility, rather than an extreme jump in water generation that completely gets rid of any nerfs with water.
Also, I was thinking that the Mining Upgrade for Extra Utils item and liquid transfer nodes need an increased cost. It's currently the default 1 iron pickaxe, 4 iron, 4 lapis per 2 upgrades. Cheap to make and turn those liquid nodes into liquid generating beasts. I popped a stack of them into a node with 8 speed upgrades and can fill a Drum in seconds. They're also used to generate cobblestone faster from an item node, but the base rate can easily support multiple Pulverizers, so I don't see the recipe change impacting that at all. It's mainly to make generating water with a liquid transfer node not completely nullify all of your previous water generation the moment you get it. My suggestion is to make the pickaxe a Flux Infused one, maybe even a Destruction Pickaxe, change the lapis to Tier 3 Logic Cards, and switch the iron bars to Enderium Blocks. And also, I'd say to reduce the output of the Liquid Transfer Node recipe to 1. That ought to still make obtaining a Liquid Transfer Node worth it without removing the shortage of water that the pack is built around. It's a hard thing to balance if you want to keep in, but it definitely gives a major goal for players to work for.
Liquid transfer nodes have been needed already. And frankly, as soon as you get an accumulator your water worries are over.Sorry to be a bother, but you didn't reply to this.
Previous post in question.
Everyone else is focused on the beginning, but having a good endgame is equally as important and this change does not require the rest of the quests to be made.
Well, that went quickly. Yeah, that is all the current quests. I am working on it.What quests are currently in the pack? I started up a 1.09 yesterday and I am done already? I show 96% of Basic survival 27/27 quests. 100% of Under Pressure 9/9 quests. And 100% of automation 3/3 quests. Is there more I am not getting to somehow? One of the quests stated I would learn how to automate the PCB creation? What is with the 96% of Basic Survival?
Hard version of 1.09. No upgrades, straight up single player from the launcher.
Thanks in advance!
Go ahead, if you'd like.Oh jeez, I just remembered I said I'd think up some quests for Big Reactors and Steelworks. Do you still want me to take care of those, or would you rather do them yourself?
I'd love to help you by beta testing.I need 2 more beta testers, speak up please and I will get you added.
Well, that went quickly. Yeah, that is all the current quests. I am working on it.
Hey Iskandar, I got pretty frustated when I finished building my high oven and I not being able to triple the ores. Will you ever update the config, or is it intended to be set to 2 ingots per ore ?
Nice work btw, I finally managed to get started for real after 4 deaths.
I also think that you should add quest requiring x buckets of water, to craft the first pieces of Applied energistics, the first thing to automate, and some quests as the "for the hoarding" chapter from AG, in which you have to submit craptons of items. But first you need to add loots to Epic and Legendary reward bags before doing those quests
added you to my dev build conversation. And thanks.All quests completed here, with another playthrough in progress on Hard. I'll check out the new quests for ya.