[1.7.10] Regrowth - A WIP HQM pack - Now Listed!

MadTinkerer

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Jul 29, 2019
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Just some feedback for @thephoenixlodge

  • The progression unlocks for various mods that aren't Agricraft feel too tight. Many of the other mods (Thaumcraft, Forestry, Blood Magic) have their own progression limiting mechanisms in them, but it feels like everything is way too dependent on progressing through Agricraft/Magical Crops, and honestly - it gets a little boring punching plants. Which leads me to...
  • I may be wrong about this, but it appears that some of the quests are hidden and do not unlock in ways that are apparent to the player which sort of leads to some issues with direction. For instance, I really wanted to try out Witchery - but once I completed the two quests, I had no idea what to do next. Nothing unlocked and I had no idea what other things I needed to do to unlock them.
  • I could be wrong about this, since it might be a coincidence, but It also appears that some of the unlocks happen secretly when you acquire certain items. This is not all that great because sometimes you don't just run out and convert an essence into an item without a need to do so.
  • Several times I've actually completed quests before they were unlocked and unhidden, sometimes LOTS of quests. It makes me wonder why if they're capable of being completed, that they're hidden?
  • The quest progression for the technology side of the mod is pretty nonsensical. I was refining fuel and running combustion engines for my Assembly Table long before I seemingly randomly unlocked the quest that asked me to make a hobbiest steam engine (lol). It's like, why would I want to build this "Tinker Toy" at this stage?
  • I don't really understand what the point of the Nether is in this mod or the strict mining restrictions either. Other than the Nether Essence bottleneck, I haven't needed to visit there. It's strange because you can GROW materials through Agricraft long before you can mine them and in far larger quantities. I can swap out one 7x7 plot with a single 10/10/10 seed in a corner and it'll spread to something like 200 essences in under 10 minutes. Once it's done spreading it's ready to harvest every 3-5 minutes (the full plot).
  • So many crashes. Today has been particularly bad, three of them in the last three hours. Mostly NEI related. Last two were I believe the Stone Chest upgrade and the Automagy Hourglass recipe.
  • Mariculture Crucible is still buggy, or in this case in particular, the ingot caster. It will occasionally decide to stop working (the molten material will never cool). World restart usually fixes this.

Right now I think the pack suffers from not leading the player through some of the other mods earlier in the game progression, or giving them a sense of direction. Now that I've played it for a while it's become apparent that the experience can be boiled down to squaring off a 5x5 chunk area of the overworld and having nothing but 7x7 farm plots on it and then drinking a cup of coffee while reading reddit. Sure, Botania is available fairly early on to a degree, but Botania is also a very passive mod and not very complex, particularly when compared to Blood Magic and Witchery. I'm not going to say they're "better", but they definitely do have more things to do in them.

I do think that you have the right idea about having a central progression, even if it's tied to crops (and lets be honest, crops are way over powered), but the progression is only linked to Botania really. I personally would be more engaged if every "tier" of crop progression was tied to some activities in some of the other mods, even if you want to restrict certain aspects of them. For instance, you could make repeatable quests that give resources above whatever tier of crops you have in order to build some structures from some of the other mods (like say a Witchery Distillery or a Blood Magic altar) that then allows you to produce items that you turn in (repeatable again) for the essences you need to unlock the crops. Like for instance, "sacrificing" a stack of Pumpkins and some bales of hay could give the player a Witches Oven (or even better, allow them to select a part of the ovens' materials), which in turn allows them to capture fumes that they need to turn in to get essences that they can use on the Botania Ritual stone to get a seed to grow a specific magical crop.

There are a couple of minor rituals that do include some aspect of needing something basic for a specific seed (I believe Whiff of Magic is in one, or some other fume) but they're pretty few and far inbetween. Mostly it seems like I grow shit, turn it into Botania, which in turn gives me more shit to grow, rinse/repeat. The most exciting thing I've had to do to continue the Crops/Botania cycle so far was make a TC Cleaver with Looting 3 on it so that I could get a creeper heart. I went completely excessive on it because I was bored and made it out of Pig Iron because I like getting Bacon. Yes, that was a lot of mobs that I fed into the smeltery.

Honestly, I think your pack is pretty good. It plays a lot like a skyblock, but the issue for me is that the "preamble" if you will, takes up too much time and that often the direction other than "rank up your infusion stone" is completely unclear. It gets kinda boring, especially once you realize that you don't actually NEED to 10/10/10 your crops in order to do this. I'm still debating on if it's faster/better to use floral fertilizer to gather botania flowers for the essence turn ins or if it's better to cross breed flowers (which you can do stupidly fast if you take a few minutes to set up a simple mob farm), but easily the best way to play the "early game" is to make a Rod of the Lands and just dirt-up a huge 5x5 chunk for mass crops. The most time consuming thing is probably just chopping down jungle trees for the lumber you need for all the crop sticks and the rest of it is shoving produce into composters in order to make garden soil (I think I had 5 running this last time)

Anyway, despite what must seem like mostly negative criticism, I do overall like the modpack. However, when I personally make something (like say some code) I'd rather know what the users both didn't want and want more of, than hearing them go "Oh this is fine!" So to that end

Want Less: Watching shit grow.
Want more: Doing stuff with other mods.
 
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Mindfeak926

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Jul 29, 2019
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Has anyone else tried tree breeding? I've got 5 bee houses running fairly often next to an oak and a birch, but haven't had any crossbreeding yet, after many hours. Do they have to be forestry saplings to start with now, instead of being able to mutate from vanilla leaves?


I've done that a few times, but haven't lost any seeds...
You need to anlalyze the saplings(Treealyzer) before they will mutate
 

thephoenixlodge

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Jul 29, 2019
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1. It kinda has to be that way, unless you expect me to just hand out resources and break the whole concept of the gated progression that drives the pack.
2. This is a case of RTFM, the first Witchery Quest outright says that the witchery quests are split between changes and teaches.
3. This is due to the fact that there are two ways that you'll potentially get resources for the first time - Crops and Nether Ores. If I have it requiring the essence or the nether ores then the person who isn't the way the quests expect gets shafted and won't have the quests for things needing that resource unlock. In the past the seed quests were directly required rather than these trigger quests - this caused both the issue mentioned above, and also caused a lot of lag further into the quest book due to the huge number of nested progressive requirements a quest could have, hence the change.
4. There are few instances of this ever being a problem, but as far as I'm aware it only occurs with players choosing to advance through witchery without following the quests and making the books - See point 2.
5. 90% of the time people will have gotten gold and alumunium before getting redstone, so that's just a case of you fulfilling requirements in an unusual order.
6. The Nether stuff is there as a plot device for the theme of the pack and to act as an alternative means of resource acquisition for those potentially wanting a break from crops. The strict mining progression is there to match the crop progression.
7. NEI crashes are well known, and are a result of the way Minetweaker silently reloads scripts whenever you enter a world (even after just going to the title screen) and the fact that AE2 doesn't like recipes in its inscriber being reloaded as it caches them. Only way to avoid this currently is to relaunch the client every time you disconnect from a world - Annoying, but if you don't you'll crash as soon as you check any recipe anyway currently.
8. This is basically just a case of some scripts not loading properly upon a reload as I'm presuming your issue is specifically with iron ingots. For some reason there is no recipe to cast iron ingots in the ingot caster (@joshie I keep meaning to ask you why this is) so I add one with scripts, hence no iron ingot casting when that script doesn't load properly.

A lot of the stuff you've said in the subsequent paragraphs boils down to the pack still being alpha and me not having the time to work on it as much as many would like (life before minecraft, the usual deal). I do appreciate the feedback though and am appreciative that you've taken the time to go so in depth.
 

SyberSmoke

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Jul 29, 2019
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I would take Logistics pipes if they were in this pack! I really like AE, but AE2 seems like it made that mod late game. At least for me, mainly because I just got the hang of AE1 and was able to use everything, but I feel like I'm starting over with AE2. Logistic pipes I would love to learn more about that mod. I have only made a remote order and that's it. I have always wanted to use auto crafting. But sadly it's not in this pack.
Pheonix: Any thoughts about this? Logistics Pipes could be a nice addition given it's capabilities. I have used it quite a bit to make Biofuel manufacturing system and more.
 

thephoenixlodge

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Jul 29, 2019
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Pheonix: Any thoughts about this? Logistics Pipes could be a nice addition given it's capabilities. I have used it quite a bit to make Biofuel manufacturing system and more.
Last time I looked at it, it wasn't updated to the version of BC I was using at the time. I'll look again though.
@thephoenixlodge, there isn't any way currently to get shimmerleaf or cinderpearl plants from TC. Maybe agricraft seeds for them would be useful? Or at least the shimmerleaf, as it's semi-needed to unlock some researches (though I'm guessing using knowledge fragment research notes could work too)
How's this? (shimmerleaf is over the page)
 
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RagefaceKurosaki

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Jul 29, 2019
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whenever i see someone with a nei crash come up, i just laugh :p like literally every second page is someone asking about nei crash and then someone telling the answer
 
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RehabOholic

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What are the odds I would get attacked buy a baby zombie riding a chicken, kill the zombie, save the chicken, and lead him to safety?!? Happy Me
 
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SyberSmoke

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Last time I looked at it, it wasn't updated to the version of BC I was using at the time. I'll look again though.
There may be a version for what your using. As the version listed on the forum is far less then their current #113 But I am not sure what BC version LP #113 is meant to run with.