You are correct in that I will say no, and I wonder for what reason infinite tools are a problem for you.Is it possible to add config option to disable bedrock tools?
You will probably say no, but it's worth a try.
You are correct in that I will say no, and I wonder for what reason infinite tools are a problem for you.Is it possible to add config option to disable bedrock tools?
You will probably say no, but it's worth a try.
They seem out of place in your mods. Plus a considerable amount of other things.You are correct in that I will say no, and I wonder for what reason infinite tools are a problem for you.
You do that and endgame RotaryCraft is gone.They seem out of place in your mods. Plus a considerable amount of other things.
Anyways, time to make bedrock disappear.
They seem out of place in your mods. Plus a considerable amount of other things.
Anyways, time to make bedrock disappear.
No, its not. They're an end-game toy, they're far, far easier to make than lesser toys in other mods, and if someone doesn't want them its fully justified that they should want them disabled.Having the ability to make bedrock tools is based in the core of RoC therefore shouldn't be disabled.
You're correct. Disregard bootlickers and narrow minding people.They seem out of place in your mods. Plus a considerable amount of other things.
Anyways, time to make bedrock disappear.
... umm ... what mod has something harder to make that is weaker?They're an end-game toy, they're far, far easier to make than lesser toys in other mods,
I'm assuming you are referring to how bedrock is unbreakable in Minecraft. Your tools are an alloy of steel and bedrock dust. Would it be acceptable to think of the tool as the steel degrading but not the bedrock? Like if there was a config option to make the tools have durability, have the config make the tools drop an appropriate amount of dust?No, this defeats their entire purpose and is inconsistent with how bedrock is treated.
No, because so are bedrock gears, shafts, drills, and so on.I'm assuming you are referring to how bedrock is unbreakable in Minecraft. Your tools are an alloy of steel and bedrock dust. Would it be acceptable to think of the tool as the steel degrading but not the bedrock?
Pretty much exactly that.Bedrock tools fit into the philosophy of overpowered end game.
Also as to whether or not tools should wear out... public consensus seems to be "no thanks, that's obnoxious".
the list goes on and on, but the way things are now, basically no common-use tool breaks anymore.
TomeWyrm, what on earth are you talking about. How can you say that the unbreakable tools are the point of RoC when so many players want to nerf/remove them? Your point is already 100% disproven. There's no logical argument to that, period.I do agree they are out of place in such a verismilitude-focused mod, but they're kinda "the point" of it in the first place. It takes everything to 11, and unbreakable tools is something you get (in some way or another) in nearly every mod these days.
Gregtech. Any power tool. I achieve bedrock tools far more quickly, and GT tools are comparably weak.... umm ... what mod has something harder to make that is weaker?
TomeWyrm, what on earth are you talking about. How can you say that the unbreakable tools are the point of RoC when so many players want to nerf/remove them? Your point is already 100% disproven. There's no logical argument to that, period.
Yes, its the point for some people. You could make and possibly back up an argument that its the point of the mod for some huge number of players. But Reika himself will tell you that since the dawn of RoC the #1 target for most players has always been the Extractor.
(The #2 target has been players trying to cheat around the Extractor's mechanics)
Gregtech. Any power tool. I achieve bedrock tools far more quickly, and GT tools are comparably weak.
Good discussion on unbreakable tools versus an economy btw. Fifteen years ago this exact discussion had me and three other programmers at each other's throats trying to streamline an RPG design. Your general view prevailed.
Good counter-argument; some of the tools are less concerning than others. The worst offender that immediately comes to mind is the axe. That thing is fun as hell to watch in action but has no place whatsoever in a pack where people are supposed to progress to electric chainsaws which are relatively weak. No fault of Reika's: those tools should be more like his. But in the meantime the theoretical simplest fix is to remove the single powerful tool, not adjust dozens of weaker ones.About the tools, though. In infinity, I can create a pick with TiC that has both silk touch and an insane mining speed. It also has an insane durability behind it, to the point I really haven't thought about needing to repair it. Also, the unstable ingot pickaxe from ExU comes to mind.
There are plenty of other tools that completely outstrip most of the bedrock tools, especially the pickaxe. The only thing that the bedrock pick axe, for example, has for it is that it can mine spawners. But again, multiple mods have easier or more op ways of getting spawners.
Good counter-argument; some of the tools are less concerning than others. The worst offender that immediately comes to mind is the axe. That thing is fun as hell to watch in action but has no place whatsoever in a pack where people are supposed to progress to electric chainsaws which are relatively weak. No fault of Reika's: those tools should be more like his. But in the meantime the theoretical simplest fix is to remove the single powerful tool, not adjust dozens of weaker ones.
You're thinking of the pickaxe of destruction: that's another tool that comes up frequently in balance discussions. Fortunately there are workarounds to either disable it or gate it later.
Seeing as I caused a discussion here, let me explain what I am going to do.You do that and endgame RotaryCraft is gone.
Ravynous, this solution works for many players. You I gather? But for another large segment, pretending things in a game don't exist breaks immersion. For me, I don't like working towards a difficult goal knowing there's a win-button off to the side that I can press at any time to skip ahead.Or, uhm, here's an idea: if you don't like the tools then, I dunno, just don't use 'em?
No, I'm not saying that. That would be insane. But I am saying that *I* might want to, in a GT-centric pack. Or TC-centric pack. Or Some Other Grindy Pack. Throwing up the argument "its really hard work to achieve so you deserve the outcome" therefore only works when you can adjust the hard work and/or outcome around of the various pieces to make it work.But, seriously, Py? You're saying it should be balanced against Gerg? The hell with that.
I played RoC since Horizons came out. I stayed involved with its development for months, posting tutorials and anecdotal pieces on it and its addons. I added it to several packs and regularly submitted bug reports and concerns.Also, have you actually tried getting those tools? Its not like TE or IC2 where you can just throw resources at it til it works. It takes me at least two weeks of almost exclusively playing thru RoC just to get a bedrock breaker working smoothly, let alone getting the blast furnace hot enough to alloy the bedrock ingots.
Good argument. And don't the good ind. coils require bedrock dust themselves?As far as I know, since the workaround with ElectriCraft was fixed, there's pretty much no way outside maybe some trickery with industrial coils to even run a bedrock breaker before you've got jet fuel.