[1.7.10] MindfoldParad0x [HQM][Adventure][Skyblock]

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NunoAgapito

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Jul 29, 2019
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Just a notice for future updates, dont include the options file in the update. Its annoying have to reconfigure video, sound and control settings every time an update is released.

Aside from that, I am having a blast. its been a long time I had so much fun playing a sky'ish block pack! I would just suggest a little more info on your paradox mod. An wiki page or something like that. Havent experienced all the mod features yet but so far I am liking it very much. Just needs more documentation and a couple of better integrations, like with Wailla, to know how much paradox or RF the machines have.
 

Modbder

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Jul 29, 2019
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Just a notice for future updates, dont include the options file in the update. Its annoying have to reconfigure video, sound and control settings every time an update is released.

Aside from that, I am having a blast. its been a long time I had so much fun playing a sky'ish block pack! I would just suggest a little more info on your paradox mod. An wiki page or something like that. Havent experienced all the mod features yet but so far I am liking it very much. Just needs more documentation and a couple of better integrations, like with Wailla, to know how much paradox or RF the machines have.

Sorry, the options file in the archive is not ment to be there, and I am not sure how it got there ;)

Paradox mod has a full explanation in the HQM book, but I understand why wiki may be required. However, we are not sure where to host it - since wikispaces requires a subscription now we do not want to make a wiki for a small mod, that is only included in the modpack it was created for. And we do not want to put a bunch of information page here, in this thread too. We'll look into that though. And we are glad that you are having a nice experience! :)
 

Pandemoneus

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Jul 29, 2019
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Sorry, the options file in the archive is not ment to be there, and I am not sure how it got there ;)

Paradox mod has a full explanation in the HQM book, but I understand why wiki may be required. However, we are not sure where to host it - since wikispaces requires a subscription now we do not want to make a wiki for a small mod, that is only included in the modpack it was created for. And we do not want to put a bunch of information page here, in this thread too. We'll look into that though. And we are glad that you are having a nice experience! :)

I don't see the need for a wiki either. The book explains it all.
 

NunoAgapito

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Jul 29, 2019
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I missed a little detail before making my post. The 'exclusive' part of the mod in this modpack. I was thinking more in terms of the mod being public and available for other mod packers.
The mod seems pretty cute and with potential to be used by other pack creators and in that context, the wiki would be useful.

But, if the mod is private and is going to stay that way, then yes, no need for a wiki.
 

NunoAgapito

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Jul 29, 2019
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You know what - since you are, like, the 100-th person to ask for one of those mods I guess we should really add one of them. And I think, that JABBA is the winner here - iron chests is known for the amount of lag it creates with it's crystal chests. I'm just afraid of it being just another mod, that increases the memory required by the game, and is not really used - there are caches from Thermal Expansion, and they basically are barrels...
After a couple of more hours playing this I come to the conclusion that barrels might not be needed. At the beginning I thought they would be necessary do to 'sky blocks hoarding resources' but now I realise that the resource hoarding is god damn well balanced! Its not like, spam sieves/hammers/ex-nihilo stuff and afk while gathering resources. Resources are expensive, so you only want to acquire them when you need them, no need for a big storage system. Only thing that could justifie it is the pink dye but once you reach the point of needing something bigger then a chest for the dye, you probably can craft the stash and it even holds more then an non-upgraded barrel! No need to store huge amounts of food, I just keep it in the fields and made a bigger field.

So far, I am only using the carpenter safes and 3 double chests and I'm assuming that when I finally have the resources to create "infinite" paradox and automate resource gathering I will also be able to build my AE system.
 

bremmon

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Jul 29, 2019
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I have to say that I can't stop playing this pack!:) This is well done and the Paradox system is interesting. In addition I started looking at the Essentials Mod (which I have never seen before and it looks interesting). Thanks for developing this and I hope it gets plenty of notice because it deserves it.

Now. . . the question - I am at a point now where it seems every time I turn around I need ender pearls, diamonds and emeralds. I have finished most of the Basic Survival quests (79%) and most of the Chemistry quests (69%). I still use the small paradox generator. I am reluctant to go much further without a bigger generator in order to speed things up. Is there one we get as a reward for a quest further in or should I concentrate on making it. I just finished the quest where I had to make a couple more Apperifiers but need to power those. . . make small generators for those?

Any tips on how to proceed would be great (i.e., concentrate on power systems quests, make the generators, etc.) really any tips would be great!

Thanks again for this very addictive pack!
 

Pandemoneus

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Jul 29, 2019
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I have to say that I can't stop playing this pack!:) This is well done and the Paradox system is interesting. In addition I started looking at the Essentials Mod (which I have never seen before and it looks interesting). Thanks for developing this and I hope it gets plenty of notice because it deserves it.

Now. . . the question - I am at a point now where it seems every time I turn around I need ender pearls, diamonds and emeralds. I have finished most of the Basic Survival quests (79%) and most of the Chemistry quests (69%). I still use the small paradox generator. I am reluctant to go much further without a bigger generator in order to speed things up. Is there one we get as a reward for a quest further in or should I concentrate on making it. I just finished the quest where I had to make a couple more Apperifiers but need to power those. . . make small generators for those?

Any tips on how to proceed would be great (i.e., concentrate on power systems quests, make the generators, etc.) really any tips would be great!

Thanks again for this very addictive pack!

You should finish the basic survival quests. They reward you with all necessary item and entity cards. You will also get a few more small paradox generators during the end of the quest line. All other quest lines are kind of optional. You don't need to do them to do the paradox resolving quest line.

This is my current power setup: http://imgur.com/a/f7nJz

Basically I have one magmatic dynamo powering a big RF paradox generator with an apperifier with the lava card in it. The lava is enough to power this dynamo and another 8 dynamos, all with the dynamo augments that increase fuel efficiency (2 of them) and that increase energy output (2 of them).

The left paradox generator is the industrial version, which is powered by 6 dynamos. Currently I am using it to fill tanks for the stable inversion sigil, but I am also using it to produce paradox-heavy ores.
 

NunoAgapito

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Jul 29, 2019
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Like Pandemonues did, use magmatic dynamos. Oh, boy, are they powerfull!!!
Contrary to what the magmatic dynamo quest says, they dont have the same power capabilities of the lava generators. Lava generators generate 40k RF with 1 bucket of lava in 50 seconds. The dynamos generate 180k RF with one bucket for 112.5 seconds. Way more energy for bucket, like 4.5x more!

That said, I have 8 rf generators(and going to upgrade to 12 or 16 today or switch to big rf paradox generators), not the small ones, the next tier generating liquid paradox for 2 apperifiers. One for lava and the other one for whatever I need.

I made some math yesterday, that I dont remember anymore how I reach those numbers but, 4 'medium' rf generators, can generate enough lava to power something like 17 magmatic dynamos. 17 dynamos is only 1360 RF/t so, enough to feed the 4 RF generators that take 240 RF/t, a few machines and a bunch more of RF generators. And its scalable, so... 4 more RF generators just for lava and you can place another 17 dynamos. 17 dynamos might seem a lot of resources but after you have a couple generating paradox, its easy enough to harvest all the resources needed for the other rest. This should keep be going until I can build a reactor and a turbine(its just me or there inst a quest to build them even with quests for all kinds of power?).

Also, keep in mind, the big rf paradox generators are much more efficient then the other ones so upgrading not only gives more paradox but its also more RF cheaper.
 

Modbder

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Jul 29, 2019
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-=A bunch of text=-

its just me or there inst a quest to build them even with quests for all kinds of power?

There are quests for reactors and turbines, they are just hidden - I believe, that they are unlocked after completing the RailCraft steam blast furnace + Bedrockium Ingots quests. However, keep in mind - reactor itself is nerfed... but the turbine isn't ;)
 

Pandemoneus

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Jul 29, 2019
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There are quests for reactors and turbines, they are just hidden - I believe, that they are unlocked after completing the RailCraft steam blast furnace + Bedrockium Ingots quests. However, keep in mind - reactor itself is nerfed... but the turbine isn't ;)

Ah. I only tried the reactor output and found it underwhelming. Thanks for clearifing. :p
 

NunoAgapito

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Jul 29, 2019
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There are quests for reactors and turbines, they are just hidden - I believe, that they are unlocked after completing the RailCraft steam blast furnace + Bedrockium Ingots quests. However, keep in mind - reactor itself is nerfed... but the turbine isn't ;)
Glad to know there are quests for them. I was going to build them either way, since a space ship "needs" a reactor

Sent from my CUBOT ONE using Tapatalk
 

Xavion

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Jul 29, 2019
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The fission reactor in minechem hasn't required uranium as fuel since 1.6.4 I believe, at least in recent versions it's been RF only anyway just like the fusion reactor. Just a minor issue but still one.
 

Modbder

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Jul 29, 2019
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The fission reactor in minechem hasn't required uranium as fuel since 1.6.4 I believe, at least in recent versions it's been RF only anyway just like the fusion reactor. Just a minor issue but still one.

Sorry, my bad then. When I was making that quest I was sure it still uses uranium, just as it did in 1.6.4 version... Will change the description, thanks for pointing that out!

I like the little homestuck reference ;)

Someone finally got it, hooray! :)
 

Luminary

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Jul 29, 2019
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I spent most of yesterday playing this map! I finished the survival line in that time (except for the nether mobs quest) and a few others here and there, in Chemistry and at the beginning of the power and TE lines.

I think this pack has reached the pinnacle of grindiness. :eek:

I'm usually not a fan of grinding, but the system in this mod is really cool. The paradox/item card thing is super-neat. And liquid paradox system certainly impressed me when I got to that level, as it removed a lot of the clunkiness, and I was even more excited to keep going. I really am pumped to build a huge paradox-churning doom factory that makes reality its... erm... female dog... to make me resources! You guys absolutely deserve kudos for it.

My only complaint is that things are soooooo slow at the start. For all the time I played it, it feels like I've barely gotten anything done. And certain quests are absolutely silly, like the villager one in survival. Twenty-something emeralds? Really? Who wants to have to sit there and idle for hours while that happens? Am I missing something? You could create more generators, but that takes ages too, at that point, to get the resources for it.

And by then you probably have food and mob spawning down. So there is nothing else to do but sit there with your thumb up your figurative rear. You don't really have the resources to actually get anything done in other quests lines, aside from Chemistry, at that point.

It just really feels like you'd be so much better off deceasing the resource cost of things, or buffing lower-tier generators and just shortening the time limit, just so that time is actually well spent. I'm sure it gets super-amazing once things actually get going and you have decent paradox production sorted out, but getting to that point is painful and more boring than it should be.

Maybe I'm just bad at filling up the idle time. But it seems like you'd be better off finding a way to decrease said idle time to begin with, by having more things you can do in the early game.
 

Modbder

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Jul 29, 2019
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-=Bunch of text=-
You are absolutely right about the grinding part - but you have to realise - this is skyblock, after all. Skyblock is always grindy. Though I agree with the part about the beginning - it is true, that you need to wait, and have nothing else to do - there sure is a chemistry branch for that, but that is not enough. We'll have to think about a solution here, although if you scout the ship you canj actually scrap alot of it into resources to speed up the beginning part. Like the Printing Press in one of the rooms - that's worth, like, 2 and a half Iron blocks? And you can use computers to get gold, once you have the Alloy Furnace. That's without touching the ship itself - and the Laboratory Blocks it is made of are a very good source of quartz, once you manage to chisel it! There are some more parts about that, but what you want to do in general is to look around for different solutions to things. Like, the quest for the Alloy Furnace tells you to decompose stone to get Aluminum. But, if you gather some plates from the ship - yes, the regular plates, decompose them, make them back to quartz and complete the AE quest - you recieve some pure certus quartz, that you can decompose... to Aluminium!
In the beginning you need to think outside the box in order to make that less grindy. But in general - yes, I agree with you on the grinding point, might think of a way to do it less grindy.

About the "decreasing the cost of blocks/items" part - believe me, it was at least twice as much during the beta-tests!

And, lastly, about the quests, like villagers with emeralds. You can skip that quest, it is totally not required to proceed - you can see it, since we are not hiding much from you. That is done because, if you want to breed villagers on the ship - here you go, you can do that, but why would you do such a thing is unknown to me. The quests for Entity Cards in survival - they all can be skipped - they are just there if you want them.
During the ealry game idling time you can start preparing for the middle game - start doing your farms, maybe prepare for at least somewhat automatic mob farm... Or just fancy the place around yourself, sort your chest, organize everything etc. And no, you are not bad about filling the idling time, there really is not that much to fill it with.
 

Luminary

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Jul 29, 2019
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this is skyblock, after all. Skyblock is always grindy.
Oh, I knew what I was getting into. I don't begrudge having to bash my pickaxe into my cobblegen or painfully make a bunch of dirt and stone at the beginning.

And like I said, in terms of grind, the paradox system is very cool. I don't mind said grind, if it's presented in a fun way, which I think it currently is. And being interested in a map always does help. The story and tone of things really makes me want to keep going to solve the problem. Pointless grinding is the worst, but having that goal makes it a different beast. The issue now is really just dead time. You can't make staring at a wall fun.

although if you scout the ship you canj actually scrap alot of it into resources to speed up the beginning part.
I didn't notice the printing press. Grabbed the printer. But alas, useless. I did melt down all the carpenter's safes though. I tried a few other bits of equipment that I went scrounging for. My primary source of gold comes from monitors. And thank heavens for them! I was getting tempted to break down some of the extra Chemical Decomposers and Synthesizers into boatloads of iron, but they appear to be irreplaceable, so I'm dubious about doing so.

The laboratory blocks I didn't know about. I certainly did check them. But when they came up with nothing I didn't think of chiseling them to another form and trying again. But the plate supply suited my needs well enough. But I'll remember that for the future, since heavens knows I have like ten stacks of laboratory blocks from my destructive renovations.

I thought you couldn't decompose the pure quartz? I know I checked two of the pure quartz types during that aluminum quest. It would figure if the third was actually useful. I did indeed end up mostly using plate quartz for it though. And where I'm at, making quartz out of paradox isn't so horrible.

it is totally not required to proceed - you can see it, since we are not hiding much from you.
I guess I was missing something. Mea culpa.

You can? It looks like it was on a direct line on the path. Maybe pull the actual icon away some or make the change the look of the quest mods slightly? It's nearly impossible to tell the difference between quest statuses as it is. They're all basically the same in colour, and they shouldn't be. You can't tell at a glance if things are opened, complete, unavailable or anything else without hovering over it. And the layout of the survival page is a bit of a mess, currently, which only makes the problem worse. The other pages seem much more sensibly set up.

During the ealry game idling time you can start preparing for the middle game - start doing your farms, maybe prepare for at least somewhat automatic mob farm... Or just fancy the place around yourself, sort your chest, organize everything etc.
Oh, I did do all that. Even coated most of the top of the ship in grass blocks to try to get animals to spawn, and other such things (no luck, just used the cards). But I still spent a lot of time wandering back and forth from my mob farm or idling the game and watching videos.

Thankfully I'm mostly past that now, I think. I'm at the point where I'm far more free to expand my paradox production, and I'm really looking forward to doing so.

In any case, as for what can be done, if you don't want to change the Paradox values. How about adding more stuff to the map that you can decompose or melt? The idea of salvaging the ship is actually pretty brilliant. The plate thing was plain cool. But I was a bit disappointed by how little variety there actually was in it. Most of the stuff that looks like it'd net you some resources is just Decocraft, which is useless. I went around smashing everything up since it looked like it totally was made of wonderous, glorious metal, but no go. And I can't imagine a lot of people will figure out you can re-chisel laboratory blocks to make them useful. Give people a reason to go around and pry some wiring or technical-looking doodads or somesuch out of the walls. Add some widgets and thingamabobs to the engine room to make it more like an engine room, and make them nabbable. Minetweak some sinks into something you can get stuff from. Just enough to speed things up a little without being a huge impact.

It might be an interesting mechanic.

Or barring that, you could convince your coder to make you a block to melt certain listed items down into paradox. That way you can turn the paradoxically personal effects of your no-longer-existent companions down into a bit of a one-time boost for the early game. ;)