My seed isn't all highlands, but it is highlands gen: 2752905588538457801Anyone know a village seed for the pack in highlands gen?
The mining tiers are adjustable as i remember. Tool leveling makes the tool seem more personal which i like.Adding iguana tweaks *should* be fine. It makes the pack harder than intended, but yeah. Personally, I like adding it and disabling the nerfs so I get replacable tool parts and crafting grid item repairs. Love iguana tweaks for those things.
And removing the laser creeper mod shouldn't do much but make you miss out on a sick rideable dinosaur and epic laser blaster. It'll also remove a decent amount of nighttime mob threat.
I think jordsta covered in the original post why they kept those mods in.Interesting premise, though I personally feel that to stay true to that, you could've left out Applied Energistics 2 and Botania (and perhaps even Tinkers) and replaced them with other less-used alternatives for item storage/management, tools and support features.
Only a relatively minor detail on the whole. While I love my Tinkers (and iguana tweaks) and many of the others.
Getting to try out new things is definitely something that is lacking with most packs.
There's plenty of alternative for tinkers tools in much more interesting forms. Tinkers tools tend to overshadow other mods because of how easy they are to obtain. They can easily be done without. Though the only thing that can't really be easily replaced is the longsword. That doesn't have much of a counterpart really.I think jordsta covered in the original post why they kept those mods in.
I'm glad that they are in there tbh, ae means less chests everywhere. Botania adds flight, and tinkers tools? there's no alternative!
What mods out there add the tinkers' style of tools/weapons/etc?There's plenty of alternative for tinkers tools in much more interesting forms. Tinkers tools tend to overshadow other mods because of how easy they are to obtain. They can easily be done without. Though the only thing that can't really be easily replaced is the longsword. That doesn't have much of a counterpart really.
There are a number of mods that provide inventory management in varying extents. While I agree that few do it in the way that AE(2) does, providing a single entrypoint without having to set up a too extensive network. The fact remains they do exist.I think jordsta covered in the original post why they kept those mods in.
I'm glad that they are in there tbh, ae means less chests everywhere. Botania adds flight, and tinkers tools? there's no alternative!
And I think that that is at the core of it for most of these choices.There's plenty of alternative for tinkers tools in much more interesting forms. Tinkers tools tend to overshadow other mods because of how easy they are to obtain. They can easily be done without. Though the only thing that can't really be easily replaced is the longsword. That doesn't have much of a counterpart really.
The trick is using ingenuity.What mods out there add the tinkers' style of tools/weapons/etc?
To be honest, before playing this pack, I never actually tried to use Botania for flight, only speed, just because it required a lot of work, and stuff like Extra Utilities made flight a lot easier (which I am sorta glad is disabled, but at the same time I like free flight, but I get why it shouldn't be there)-Snippped-
Elementium is in Botania, which is in a pack. What you were thinking about was Alumentum, which is a fuel source in Thaumcraft, which is not in the modpack.Elementium is Thaumcraft? Which isn't in the pack?
Also:
So I dunno how she's doing it, but it seems she is gonna let people on the ingenuity server
First off - this is merely my opinion, I can see why the choices were made and don't have a major problem with it.
As I said in my previous post. Its just a little thing I think would've meshed better with the concept of ingenuity.
That said - I'll explain my reasonings and the mods I may have considered as valid alternatives.
This is by no means an attack on the modpack. Merely my thoughtprocess on the concept. =)
The mods I mention are some alternatives, others do exist.
There are a number of mods that provide inventory management in varying extents. While I agree that few do it in the way that AE(2) does, providing a single entrypoint without having to set up a too extensive network. The fact remains they do exist.
Now personally, I think that if you want to go off of the concept of ingenuity. If you want to step away from the cookie cutter kitchensink mods.
Storage is one of the big components that you can approach that in.
I think with regards to storage and inventory management, the list of options goes on and on.
- "Project Red - Transportation"
This offers a way to connect your inventory and access it from a single point.
It takes some setting up, but having to think about things instead of going the easy 'standard' route is what ingenuity is all about is it not?- Botania's "Corporeal Spark" mechanic
This makes for a pretty neat storage mechanism, although you do need access to "The End".- Refined Relocation
Again, a great way of sorting items that isn't in the conventional list.
Botania adds flight. If I were to look around at a lesser used mod, for me Mekanism springs to mind.
While becoming more popular, it isn't in the kitchensink list just yet as people tend to prefer the Thermal Expansion method or even IC2 or the like.
Mekanism adds Jetpacks.
"Simply Jetpacks" adds Jetpacks, Morph allows for transformation (which can be locked behind requirements).
There are tons of mods that provide speed boosts and/or flight.
While I agree that there are few mods that are as extensive as Tinkers in providing a wide range of tools.
Most of the tools and their individual functions are covered in some form or another.
Arguably one of the "best" configurable fits would be Ars Magica 2 as this allows you to create spells with varying effects. Many of which can 'replicate' the effects that Tinkers Tools provide.
There are also a handful of "weapon mods" that would offer an alternative arsenal to the Tinkers one.
And I think that that is at the core of it for most of these choices.
AE2 is one of the easiest inventory management mods. And lets face it, most people do not consider "inventory management" to be fun. (So I can see where the decision comes from.)
Tinkers is one of the easiest routes out providing a one-stop-shop for all tool and weapon related needs while providing a wide range of possibilities still.
Especially if you add in Iguana Tweaks, the more random upgrades and leveling progression seem highly popular.
The trick is using ingenuity.
Want an alternative to the Tinkers hammer?
Ars Magicka 2 allows you to amplify your dig spell to dig 3x3 (or larger) terrain and also offers a range of weapon options to boot.
Railcraft's tunnel bore digs out amazing 3x3 tunnels.
"Minions" (or whatever its called) provides you with a range of options to use your minions for.
And there are other mods like it that allow you to get assistance in mining or fighting.
The options are out there. Some may not be as "easy" as Tinkers.
But atleast to me, if you're going for ingenuity then usually you have to take the road less travelled.
AE2, Botania and Tinkers Construct are great mods.
And Botania specifically is adding in a bunch of cool stuff to expand on its initial core functionality.
Though to stick to the theme of not going with the kitchensink alternatives, of being ingenious and trying out something new and emulating the "Where are all the mods?!" catchphrase.
I'd say there are options available for the kitchen appliances still left in this modpack.
And again. This is not an attack on this modpack. I think it looks great and choosing to keep some familiarity and ease of use isn't bad.
These are merely my own thoughts on the matter, offering my perspective of some of the alternatives that would be available.
Feel free to pitch in on what mod or mods you think would fill these roles or why they don't.
I think goreae above me has the right of it. Most alternatives aren't as easy to use. And especially for storage/inventory management, basic tools and manouverability - people generally like to stay with what is known and easily accessible.
Which is fine. Its just not very ingenious.
I haven't used that much yet i need to watch some video on that i have seen a few packs starting to use it and know nothing about it.Fair enough point.
Keeping good tools around while you explore the unfamiliar can be a great help.
Millenaire is awesome btw, it surprised me that its not that frequently used. Though I suspect that may have to do with its tremendous resource requirement.
(It can wreak havoc with older machines.)
I was thinking of Thaumium, not alumentum. I just see ...ium and think Thaumcraft, don't ask me why, it's just I am still not used to Botania. As I said before, I never really delved deep into it.Elementium is in Botania, which is in a pack. What you were thinking about was Alumentum, which is a fuel source in Thaumcraft, which is not in the modpack.
Tinkers tools:~Holy Snip, Batman!~
Um AE2 sucks and takes way to much to get into even for a late game mod. That shatter takes some doing to get and i don't know if spending 40+ Hours would be the same as a tool you can make in the first hour of play time. The stream axe sucks unless they changed require you to keep standing there while it chops down the tree which in turn doesn't really save that much time. why do you need to clear leaves? it isn't a Skyblock map pack. to the last one there is a mod now that lets every pick place torches. Tico crossbow are better as i have used witchery ones and if you have you know that they are cool but low damage. We don't need stuff that does the same thing we need stuff that does it Better!Tinkers tools:
hammer (3x3+ mining): Botania Terra Shatterer. Can get rather ridiculous, and has a continual mana cost. It's entirely underused.
Lumber axe (tree felling): axe of the stream for one, I don't know if botania has an equivalent or not. But you could use treecapitator in enchantment mode. Requires a special enchant on an axe to make it fell trees.
Scythe (leaf/grass clearing): Botania's horns. Horn of the wild and canopy. Canopy clears all leaves and wild clears all grass/flowers/gardens/etc.
torch placing with a tool: botania picks.
Beheading: elementium axe. Relatively easy to make and provides a decent beheading chance. The witchery boline(or arthana, can't remember which) also provides a beheading effect.
So yeah, the tinkers stuff can be replicated with botania rather easily, but with an actual cost other than a few iron every now and then on a basic hammer.
Botania is put in a ton of modpacks, but it's a marvelous mod. It uses simple, easy to understand mechanics, but can get as complicated as you want to get. It also does some really cool things that aren't replicated by many other mechanics, like the tiny planet or shard of lupita. You don't see that stuff in many other mods.
The weapons don't really have much of a counterpart, but witchery has crossbows and botania has the crystal bow, which is rather powerful. Balkon's weapon mod can be used for more weapon variety. But if I know jordan, they are rather pointless because he's a peaceful player.
AE2 is raher overused.. Corporea sparks are really neat and entirely underused. Relocators is also amazing for item sorting and general logistics, as well as adding in a low-tech sort of transvector block. Really neat. Project red transportation is a great substitute for logistics pipes that doesn't rely on buildcraft pipes. Speaking of which, buildcraft is entirely underused in this day and age. The limitations of which makes for a really fun network build.
And on renascintis, we're using ars magica and are sort of regretting it. It is rather buggy, with little to no hope of future bugfixes. It's an amazing concept, but with that many bugs it's not really worth it.