Nope, no flame war.
Read up on the topic, "Play to win".
Everyone sets their own rules. If you play in creative, there is no limit, no restriction, no shortage.
There is at least two major concepts of creativity: What can you do if you are not limited (other than time), and what can you do if you have some limit on what you do.
I like the second; so I don't "Play to win" in the sense of making something with no limit on what I do. For me, the _process_ of building is as important as _what_ I build.
And for that _process_ to be meaningful, it can neither be too cheap nor too expensive. If it's super cheap, it may as well be creative. If it comes about by abusing the (err, what _used_ to be, no longer is) the 8-chunk and 32 block distance/30 second timeout rule -- a rule that only exists as a way to make an infinite world finite for the computer -- then that's -- to me -- abusing a rule of the implementation of the world of minecraft.
For me, that's "too cheap". Not in the sense that a "Play to win" person looks at an opponent who says "That's a cheap move, play serious" as they die, but in the sense of "The game, for me, what I want to share with others, is about the process, not the final building".
But there is one thing that I absolutely agree with the "Play to win" people on. The game is what you play when you know the rules. If one person knows more about the game, the rules, what can be done, etc., then the other person is at a disadvantage.
And if the people who designed the pack say "This is a good pack, with good decisions made", because they know more about what's going on than the other players do, that's a problem.
That's basic customer server/program design. You look at how the people who are not the designers/programmers look at and use the program. In this case, look at people who don't know all the details other than what's given to them. And people say things like "I didn't know there was a guide", or "the guide didn't help enough with X", etc. Combined with "We're still writing the guide".
Result? You answer that.
Minecraft is a sandbox game. Mods make it even more of a sandbox game. There are no set rules.
After all, its a sandbox game and everyone plays their own style.
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.
Want to give an opinion, first learn about it. If you dont want or cant do it, than its better to just not comment.
I do learn about things, as best I can.
Sometimes, that means first-hand experience.
Sometimes, that means learning from others that have been there, tried that.
If you are going to say that the only valid way to learn is first-hand, and nothing can be learned from others who came before you, I will disagree with you.
and you go back to your.... 1.2.3 unmodded world?
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).
Then, I wanted to let a friend join me, and make my world multi-player. That was my first lesson in the potential problems with mods. I had to remove all the shelves first -- ModLoader mods did not work in multiplayer. The first time, I missed a few, and had to go back and fixup/reconvert that single player world.
I moved forward. I added Mystcraft, and then said "Modded stuff in ages, the overworld stays clean", just to avoid that problem moving forward. Now? 147 world with EBXL, Twilight forest, mystcraft, and a vanilla overworld.
Can't really move the 147 EBXL stuff to 1710, and there's no ages where we'd want to either. So no problem.
Now, on this topic:
This discussion came from another thread. Someone over there pointed out that what was being said did not belong in that thread, that if the goal was to make comments on the modpack, that it belonged in the modpack thread. They were right.
The basic complaint is simple:
1. "Expert" mode was introduced as a way to "force you into mods you wouldn't otherwise use", with the claim that "Our goal here is to create a pack that will extend your gameplay without introducing massive amounts of grind." Yet many well-known things became super-expensive, and the alternatives that were left cheap are not well-known. And the guide-book that would explain all this was not finished yet.
... Actually, that's pretty much all of it.
I've seen a couple of threads of people complaining about the level of grind, and the lack of knowledge of the other options. Not just the one.
Secondary: "there's just so many different things we need to build."
It's not just extend your playtime. It's not just having to play in mods that you normally don't, and build multiple sets of infrastructure. Or, perhaps it is -- perhaps that the outcome. Being forced to build a lot of things that you normally would not.
The stated goal was to have multiple options on how to proceed. Multiple ways to make X, involving items from A-C on one hand, D-G on the other, etc. Give you the choice of how to go, which mods to use, etc. That wasn't done. So everything needs everything, and nothing can be left out.
That's the stated design goal: You need to work on everything in the pack.
Maybe that's too many things. I don't know.
But it seems like this pack is about the _progression_ being the game. Instead of creative's "the _building_ is the game", or normal "the _process_ needed for building is the game".
If someone completes the progression, and reaches the end, do you see them as saying "World done, start the next pack", or do you see them as saying, "OK, now I'm level 60, now the game can begin"?
Hmm. I guess that's why I never really got interested in Direwolf's worlds. From what I've seen, he's more about the tech progression, rather than using the tech to do something more interesting than a 9x9.
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Really side notes: In 1.0/1.1, extreme hills had the values for base height and max height switched. It was equivalent to a negative value for height variation. The result was massive floating rock mountains that we don't see anymore, that looked like Pandora, that was great views, and horrible dark, hard-to-navigate, mobs-in-the-daytime trouble. It really needed ores in those floating rocks to make the whole thing worth going through. Sadly, I did not keep that world. I thought I'd start fresh.
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In 1.2.5 (100% certain), and I think 147 (not so certain), chunks took block ticks at a range of 8 chunks from the player. Even if you set render distance to far, and loaded 16 chunks, only 8 would tick. Yes, I watched grass (and cracked sand) spread and stop.
In 1.7.10, that's gone. If you have render distance of 10, then you get block ticks, and grass spread, in all chunks. Which in turn means that the chunks on the edge will force loading of "distant" chunks, which in turn will unload. The constant cycle of load/unload for edge chunks as you are sitting still is a pain; that mob spawning only works properly at 10, and you are ticking 21*21 chunks instead of 17*17 chunks -- 441 instead of 289, or 50% more CPU load (plus the constant disk IO, plus the conversion from NBT to objects, plus the GC) -- doesn't help lower-end computers, and it would change the type of rule abuse that needs to be done.