Minecraft is a sandbox game. Mods make it even more of a sandbox game. There are no set rules.
Yep. No questions or disagreements. I set the rule of "No mob farms", a rule that will have to be removed as I move into RotaryCraft, because it was designed around the assumption of mob farms (at least as far as I can tell so far), and even goes to the trouble of making spawner controllers, and devices to harvest / move spawners, so that you can do it. But ... nothing to control creeper spawns that I've seen so far, and gunpowder is still my limiting resource.After all, its a sandbox game and everyone plays their own style.
I do learn about things, as best I can.Want to give an opinion, first learn about it. If you dont want or cant do it, than its better to just not comment.
My first attempt with mods was with ModLoader, and Shelves. I liked the idea of being able to see what was in storage. I thought that the trade-off of visual display, plus being usable as stairs, was worth the smaller storage (9 stacks instead of 27 per block).and you go back to your.... 1.2.3 unmodded world?
We discussed things last night, and decided to go ahead with the project. It was choice of 1) Custom modpack and world gen 2) Tweak Infinity Evolved and use a custom map we build.If you do make a server like this... let me know.
The idea of having a City the surrounded by wasteland (hope desert and oil fields)
Adjusting difficulty can be approached in many vastly different ways.Resources scarcity,time consuming tasks or extra steps on a task, by itself is not difficulty since the player is still in control of the situation. He will just need more time to complete them but he is still in control. Unless these resources or tasks have random parameters not controlled by the player.
Forgot why I quoted this during responding to the other quote. I really do like this quote though.I keep seeing the argument 'MC is a sandbox where we can make our own set of rules and no one should force on us a set of rules' being used against mod and pack makers when they restrict something on a pack or on a mod. But these people fail to realize they are criticizing themselves since they are trying to force a set of rules on the world the mod/pack maker envisions. You player, have the liberty to accept use this set of rules. Do not agree, move on to something different. You are free to just choose what you want. You are not forced to accept them. And you have no right to force the maker to change them the same way he does not force to play with only his set of rules.
I debated on Iguana's Tinkers' Tweaks for a while if for nothing else than the ability to replace tool parts (and also repairing tools in the 2x2 grid in the player's inventory). There's also a bunch of mods I ended up adding myself to Evolved, like TTFTCUT's "Cutting Edge" (specifically for the Treetapping Kits - IC2/MFR Trees give liquid rubber, Pam's Harvestcraft Maple Trees give liquid maple syrup [I gotta fit them Canadian stereotypes]), Malisis' Doors (+ Core), PneumatiCraft (which I feel should've been in the pack to begin with, but hey), "Ancient Trees" (mainly cause I like the trees and the planks, the fact you have to find them in dungeons/chests kinda balances them out a bit) and a few Thaumcraft addons that I rather like (Like Horizons now that it finally has a config file). Just my two cents on other mods that could be added.I haven't tried to add Iguana, but it's one of a shortlist of mods that i wish were in the pack. Even if they were turned off by default, having them available would let us do servers with different flavors of Infinity, and players would just use the same pack.
Iguana Tweaks, Hunger Overhaul, Deadly World, Epic Siege, Custom NPC's and Lycanites mobs.
Poking around in Evolved's folder (several assumptions are going to be made), go into /modpack/ and you should see a file named "gamemodes.json," you'll want to edit the "modes" with the name of your new mode (has to be in quotes (" ")). Then create a folder in the same location with the same name as what you put into the config (I assume it's case-sensitive), your scripts go into that new folder.FTB Tweaks is a very simple mod that introduces the concept of game modes. This allows you to set up multiple minetweaker profiles and switch between them on the fly, giving the ability to switch game modes without a server restart.
Re-reading this, i noticed the word "multiple". Does FTB tweaks currently support adding another mode? I'm working on themed server that will still use infinity modpack, but with recipe changes, and configuration changes. This could be very handy if we could just set up a 3rd mode.