A crazy idea...

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Frontrider

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Also I was planning on changing the recipe for the Magmatic Dynamos. Something involving either Blaze Rods or Eyes of Ender, to compensate for how ridiculously easy ExNi makes lava generation.

I'm trying to use some kind of multi-recipe system. Core componets have 2-3 different recipes based on the technology what the player can have. Electron tubes for early game, then coils then capacitors. base AE on open computer(oc from now on) parts, OC on TE/ MFR materials, TE on forestry (Tinker's steelworks is the one and only steel source on the beginning) materials / steel,etc, MFR made a bit harder...
Push certain materials to late game. Make sure they need tons of metal in the beggining then for high tech stuff put a lot of plastic in it(of course remove the original crafting recipe).
Flux cristals instead of diamonds,flux infused electrum in advanced electric stuff.
Put a lot of electrun tubes in the "low tier high tech" machines (tier 1 computers).

The recipes are not finished yet, but will force people to use all mods one by one, then drop certain machines later.

Okey, for the magamtic dynamo: I'm using electron tubes in the coils, you can add (if you don't use ticon and mariculture, booth mods are must-have's) foundry (for some silly reason tried to make tic use his metals with a big failure) to cast gears.

You can also change ExNi harder.
 

null123

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It sounds interesting... Maybe tweak the output though... Im imagining people setting up big factories for this, and having LITTERALLY a stack of every type or ingot BLOCKS a second.
 

ShneekeyTheLost

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Here's an idea...

How about all of the 'common' metals (Tin, Copper, Iron, Lead) can be obtained by ExNhi, but for the Precious metals (Silver, Gold, Platinum/shiny, ferrous/nickel) still need to be delved for. Also, Redstone you have to delve for rather than sift for. The ores you can sift for will not be found in the world.

Basically, you won't find any ores above y30, which means things like Thaumcraft Tunnel Bores would actually be viable. Quarries are less valuable, but any kind of clever contraption to bore tunnels would find themselves quite efficient.
 

Mevansuto

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Here's an idea...

How about all of the 'common' metals (Tin, Copper, Iron, Lead) can be obtained by ExNhi, but for the Precious metals (Silver, Gold, Platinum/shiny, ferrous/nickel) still need to be delved for. Also, Redstone you have to delve for rather than sift for. The ores you can sift for will not be found in the world.

Basically, you won't find any ores above y30, which means things like Thaumcraft Tunnel Bores would actually be viable. Quarries are less valuable, but any kind of clever contraption to bore tunnels would find themselves quite efficient.

Quarries are still quite valuable. Just stick one at y31.
 

Not_Steve

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A interesting factor if you have botania is the orechid. If you are unfamiliar with it what it does is replace stone in a 11x5x11 area with ores. Challenging to automate but very rewarding
 

buggirlexpres

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There's also a ritual to magnet up ores below the surface in a something or other area using Blood Magic. It's also difficult to automate, but would be able to pull up those ores from deep deep down. I would personally use something like CC turtles or a custom cart from Steve's carts to mine. Because I like tech more than magic.
 

Mevansuto

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There's also a ritual to magnet up ores below the surface in a something or other area using Blood Magic. It's also difficult to automate, but would be able to pull up those ores from deep deep down. I would personally use something like CC turtles or a custom cart from Steve's carts to mine. Because I like tech more than magic.

It's actually really easy to automate. It pulls things up into a 3x3 area, there is another ritual that destroys blocks in a 3x3 area and places it in the nearest chest.
 

Gnomeo

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I started a world based on an idea similar to this one. I challenged myself to not use anything that could not be broken by hand, dropped off a corpse, found in a chest, or was grown. This also applied to crafting materials, so no stone tools, for example, without a way to grow it (such as with Earth and Fire crops). Any tools or armor that dropped were fine to use, but could not be repaired or recrafted out of unavailable materials.

Early game was mainly running around with wooden tools and leather armor trying to find a diamond to use to craft the first tier of infusion stone from Magical Crops. From there I was able to progress using a combination of Natura oreberries, magical crops, and loot finds in dungeons/mineshafts. I did not use ExNihilo/ExAliquo. Until I could build a machine to do so, I used as many alternate means as possible to get processed materials like glass (in this case, a DartCraft shovel with the Heat property).

ExNihilo/ExAliquo are great mods for skyblock maps where there is no other way to obtain these materials, but I prefer to make the materials the reason you go adventuring and explore the world; be it an oreberry bush or at the bottom of a Roguelike Dungeon.
 

Golrith

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I started a world based on an idea similar to this one. I challenged myself to not use anything that could not be broken by hand, dropped off a corpse, found in a chest, or was grown. This also applied to crafting materials, so no stone tools, for example, without a way to grow it (such as with Earth and Fire crops). Any tools or armor that dropped were fine to use, but could not be repaired or recrafted out of unavailable materials.

Early game was mainly running around with wooden tools and leather armor trying to find a diamond to use to craft the first tier of infusion stone from Magical Crops. From there I was able to progress using a combination of Natura oreberries, magical crops, and loot finds in dungeons/mineshafts. I did not use ExNihilo/ExAliquo. Until I could build a machine to do so, I used as many alternate means as possible to get processed materials like glass (in this case, a DartCraft shovel with the Heat property).

ExNihilo/ExAliquo are great mods for skyblock maps where there is no other way to obtain these materials, but I prefer to make the materials the reason you go adventuring and explore the world; be it an oreberry bush or at the bottom of a Roguelike Dungeon.
Hey Gnome!

Sounds like the current version of Omega Dawn :D



@ShneekeyTheLost I think it would be worth coming up with ideas that don't involve Ex Nihlio, it will still make things too easy. Ideas already mentioned are reduced ore gen; heavily configured mobs to change their drops/equipment; simple recycling mod to make use of those drops; ore berries; magical crops (but heavily "nerfed") and dungeon mods that add more loot to chests/dungeons.
 

ShneekeyTheLost

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@ShneekeyTheLost I think it would be worth coming up with ideas that don't involve Ex Nihlio, it will still make things too easy. Ideas already mentioned are reduced ore gen; heavily configured mobs to change their drops/equipment; simple recycling mod to make use of those drops; ore berries; magical crops (but heavily "nerfed") and dungeon mods that add more loot to chests/dungeons.
If I include Magical Crops, I might as well just give them creative mode.

ExNhi has a problem, in that it is either 'time sink grindy' OR 'horribly OP due to automating sieves'. There really is no middle ground. However, it has a lot of mechanics that I do like, other than oregen. An alternate means of creating Clay, for example. Particularly in 1.7.x when about the only source of clay is going to be swamps, due to sand being swapped out for gravel in oceans and rivers.

There just needs to be some limiting factors on the sieving.
 

Not_Steve

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If I include X mod, I might as well just give them creative mode.
C'mon shneekey you're better than this. That's something I would expect from a new member but from you? Why do people use creative mode as a stick to try and shame others. "Go play creative mode" type statements are often met with the opprobrium they deserve, but (and I'm generalising") from people who tend to play survival mode. I do play creative mode regularly and I enjoy it. I enjoy having access to any block in the game right away so I can build a pretty house.When the "go play creative mode" trope is played out most of the reaction seems to be from people who don't usually play creative. That's fine, but what I don't get is why it is used as an insult in the first place.Creative mode is a legitimate playstyle after all (just like Gregtech and similar "hard mode" options too). ~@casilleroatar
 

ShneekeyTheLost

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C'mon shneekey you're better than this. That's something I would expect from a new member but from you? Why do people use creative mode as a stick to try and shame others. "Go play creative mode" type statements are often met with the opprobrium they deserve, but (and I'm generalising") from people who tend to play survival mode. I do play creative mode regularly and I enjoy it. I enjoy having access to any block in the game right away so I can build a pretty house.When the "go play creative mode" trope is played out most of the reaction seems to be from people who don't usually play creative. That's fine, but what I don't get is why it is used as an insult in the first place.Creative mode is a legitimate playstyle after all (just like Gregtech and similar "hard mode" options too). ~@casilleroatar
Magical Crops is on the same list as ComputerCraft. Yes, I know that this is an often over-used and rather trite statement. For this mod, however, I am willing to use it. Which tells you how I feel about it.

I will *never* use Magical Crops, nor include it even as an optional mod in any mod pack I create. Ever.

While I acknowledge that your arguments are quite valid for countering the use of this logical fallacy, I also have no damns to give concerning it on this topic.
 
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Golrith

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Magical Crops can be easily configured to any level of balance you need.

I personally use it with a 5% chance of a new seed (instead of 20%), and only 1 item output from a craft (instead of the 1-32 items by default). Any sort of magical crop farm will be a long duration thing, with the more expensive plants being tiny farms. Your first diamond seed will need stacks of essence and 5 diamonds (1 for the transmuting gem (which needs previous tier outputs to craft), 4 for the seed), and you'll need 40 harvests from that one seed to even pay for itself, and if you are very lucky, you'll get 2 seeds in that time.

You can even change the crafting recipes with MineTweaker if you wish. I have no mod that uses the Uranium seeds that Magical Crops recognises, so I added a recipe so I can now grow Yellorium for Big Reactors.

Personally, quite shocked at your narrow mindness on that mod. Ex Nilo is more "creative mode" then Magical Crops would ever be.
 

ShneekeyTheLost

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Magical Crops can be easily configured to any level of balance you need.

I personally use it with a 5% chance of a new seed (instead of 20%), and only 1 item output from a craft (instead of the 1-32 items by default). Any sort of magical crop farm will be a long duration thing, with the more expensive plants being tiny farms. Your first diamond seed will need stacks of essence and 5 diamonds (1 for the transmuting gem (which needs previous tier outputs to craft), 4 for the seed), and you'll need 40 harvests from that one seed to even pay for itself, and if you are very lucky, you'll get 2 seeds in that time.

You can even change the crafting recipes with MineTweaker if you wish. I have no mod that uses the Uranium seeds that Magical Crops recognises, so I added a recipe so I can now grow Yellorium for Big Reactors.
That's nice. Unfortunately, it's also largely irrelevant. With as many ways as exist to speed up crop growth (MFR, Thaumcraft's Lamps of Growth), it doesn't really matter. Eventually, it is going to grow, and do so passively. But ANY growth is going to occur at a geometric rate, unless you simply disable any chance of having a second seed output completely. Because as your farm grows, each individual plant has that percentage chance of producing a new one. You can try to tone it down, but ultimately it is the single most powerful mod I have ever encountered, aside from CC.

Personally, quite shocked at your narrow mindness on that mod. Ex Nilo is more "creative mode" then Magical Crops would ever be.
I will have to agree to disagree with this assessment. Be shocked all you like. I care not.
 

Golrith

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That's nice. Unfortunately, it's also largely irrelevant. With as many ways as exist to speed up crop growth (MFR, Thaumcraft's Lamps of Growth), it doesn't really matter. Eventually, it is going to grow, and do so passively. But ANY growth is going to occur at a geometric rate, unless you simply disable any chance of having a second seed output completely. Because as your farm grows, each individual plant has that percentage chance of producing a new one. You can try to tone it down, but ultimately it is the single most powerful mod I have ever encountered, aside from CC.
That's not a fault with Magical Crops, but all plants in Minecraft. They all work that way. But if they are sped up with other mods toys, again, not a fault of Magical Crops. The growth system of minecraft and the high drop rates is actually something I hate. From this one Oak Sapling, I shall grow a forest in a few hours (if that).
It's not as powerful as Ex Nilo though (when configured), and requires a lot more investment/infrastructure than just some wood/string and activators.


One idea for the modder of Ex Nilo is to make the string part of the sieve take durability damage, that makes it slightly more difficult to automate and adds a minor ongoing resource cost to the sieve. Apart from that, I agree, I see no middle ground that has the best of both worlds.
 

SynfulChaot

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That's nice. Unfortunately, it's also largely irrelevant. With as many ways as exist to speed up crop growth (MFR, Thaumcraft's Lamps of Growth), it doesn't really matter. Eventually, it is going to grow, and do so passively. But ANY growth is going to occur at a geometric rate, unless you simply disable any chance of having a second seed output completely. Because as your farm grows, each individual plant has that percentage chance of producing a new one. You can try to tone it down, but ultimately it is the single most powerful mod I have ever encountered, aside from CC.

If you turn off the second seed entirely, though, it's really not much different than bees. Bees are sped up with frames, which are in that mode. Crops are only sped up with things *outside* the mod.

I do have to agree, though, that default configs are a bit too crazyfast. Even if you tune the second seed chance down to only 1%, Your farm will still grow exponentially over a few days with seemingly too little investment. As someone who loves a non-bee alternate to bees I do love Magical Crops, but I have to massively slow it down on my own server or it just breaks things. No second seed at all and reduced crop output and it goes from 'creative mode' to just another renewable source for stuff.
 

ShneekeyTheLost

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That's not a fault with Magical Crops, but all plants in Minecraft. They all work that way.
It is the fault of Magical Crops to use an already badly imbalanced system to apply to all resource generation.
But if they are sped up with other mods toys, again, not a fault of Magical Crops. The growth system of minecraft and the high drop rates is actually something I hate. From this one Oak Sapling, I shall grow a forest in a few hours (if that).
And that's one of the reasons why it actually is the fault of Magical Crops. Like you just said, the crop growth system is already insanely powerful, but limited in scope because it only applies to plants. Magical Crops allows it to apply to All The Things. They know it was a bad system, and used it anyway. So how is it not their fault? They knew what it was when they started it.
It's not as powerful as Ex Nilo though (when configured), and requires a lot more investment/infrastructure than just some wood/string and activators.
It's actually quite a bit more powerful than ExNi. Several orders of magnitude more powerful. ExNi you at least need to expand manually. Not so much for Magical Crops.


One idea for the modder of Ex Nilo is to make the string part of the sieve take durability damage, that makes it slightly more difficult to automate and adds a minor ongoing resource cost to the sieve. Apart from that, I agree, I see no middle ground that has the best of both worlds.
Yea, it seemed like a good idea, but probably an ultimately flawed one. I do agree that having sieves take durability damage would go a long way to making it better, or to scale output based on how many of them are in the area (lower production the more sieves are in the area).[DOUBLEPOST=1401979592][/DOUBLEPOST]
If you turn off the second seed entirely, though, it's really not much different than bees. Bees are sped up with frames, which are in that mode. Crops are only sped up with things *outside* the mod.

I do have to agree, though, that default configs are a bit too crazyfast. Even if you tune the second seed chance down to only 1%, Your farm will still grow exponentially over a few days with seemingly too little investment. As someone who loves a non-bee alternate to bees I do love Magical Crops, but I have to massively slow it down on my own server or it just breaks things. No second seed at all and reduced crop output and it goes from 'creative mode' to just another renewable source for stuff.
There's a reason I'm removing Forestry from my mod pack. That reason is 'Bees'.
 
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SynfulChaot

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There's a reason I'm removing Forestry from my mod pack. That reason is 'Bees'.

Just don't add Extra Bees or Magic Bees. Default Forestry bees can do very little by themselves in terms of resources. The most 'broken' thing that (non-addon) Forestry bees can make is lava, but they are far outpaced by Ex Nihlo in lava production.