Btw isn't Poppet Shelf working like one for no cost?
Poppet shelves keep the chunk they are in loaded, I think that's about it.
Just wondering, is there any way I can re-enable squid spawning (Just for my personal use)? I think my computer can handle it, and I'm sick of crafting screen mdules (RFTools) without ink sacs available.
EDIT: To elaborate, ink sacs are specifically required for every module. For some reason, Ore Dictionary isn't working for it, the Oredictinificator from Mekanism won't accept "dyeBlack", and the storage drawer conversions don't work. This means I have to use the recipe added to the pack (other black dye + rotten flesh + water bottle), which consumes the bottle every time. If it gave me the bottle back, I would be fine with it.
EnderIO configs, look for squid spawning config, I forgot what it was named exactly.
But I need to do three things as well in the next update :
- Add Squid Spawn Egg to the shop
- Change the recipe for the RFTools Screens to use the ore dictionary version of black ink
- Update the custom Ink Sac recipe to give the bottle back.
These Solar panels can be removed imo, they offer low rf/t. Solar Expansion Ultimate Panel offers 32k rf/t, but it costs 32k tier 1 panels.
The top panel for Solar Flux is 4,096 RF/t I believe, which is the 2nd top panel for Solar Expansion.
But looking into it, its an interesting mod that has a highly Editable version, and that is intriguing to me.
I've always said that a lot of effort doesn't make something truly overpowered balanced.
The problem with Big Reactors is how crazy efficient they are
Despite their efficiency, not many players are going to build a reactor above certain size.
I believe one of the core issues at hand here is I cannot balance things to the far ends of the player spectrum. What I mean is, I cannot balance the pack for the most generic player, the one who plays occasionally and in a relaxed manner, making things a bit easier for them, without leaving the heavier player getting bored fast. Likewise, I cannot balance just for the heaviest hitters, the ones who shoot for the best of the best as fast and efficiently as possible, without making things difficult and unplayable for the first player type.
I want to reiterate that, the goal of this pack is to teach players these mods start to finish, while wrapping it in a light, silly story, and giving incentives, secondary objectives, and a sense of progression to the pack as a whole.
There is a middle road I can achieve in balancing some mods. But the fact of the matter? Some things are still going to be overpowered, and other things underpowered.