To be honest, I still have no idea how to get more aspects if I run out short of hoping to find more aura new aura nodes (big world saves ftw?). The one thing I thought I knew (if an aspect on your research table has a glowing star on it, you'll regenerate that aspect over time) doesn't seem to work at all. It's made me very cautious and directed about what I researchI think my biggest annoyance with TC4 is how so much of the research is brushed off as "oh it should be rather intuitive" when so much of it is not. Golem Core: Harvest for example doesn't use the Harvest aspect. Sword of the Zephyr doesn't use Weapon aspect. With how hard it is to gather research aspects if you run out of them (which can be quite easy to do after spending a while turning aspects on/off while doing research when first trying the mod) it feels almost punitive, and pushes people out of game to find a research walkthrough.
To be honest, I still have no idea how to get more aspects if I run out short of hoping to find more aura new aura nodes (big world saves ftw?). The one thing I thought I knew (if an aspect on your research table has a glowing star on it, you'll regenerate that aspect over time) doesn't seem to work at all. It's made me very cautious and directed about what I research
Bookshelves will regenerate a single point of a single aspect for you. It appears to be random. I have my enchanting area near to my research table so that gave many bonus points. Also, crystal clusters will regenerate the primal aspects, so that way you know what ones you'll be getting.
The trick to the bonus points is that they're only used if they're the last available point, they're not used first (boy would it be helpful if they actually were used first!). For the more complex aspects, my only guess would be that you're supposed to generate two lower bonus points and then combine them to the one you want.
In all honesty, if you're looking for bonus points, I would just build out an area with at least 46 bookshelves (since there's 51 aspects, but 6 are primals you can get from clusters, so a 3x4x4 of bookshelves with the clusters on top) and surround it with research tables. Since the bonus points are tied to the table, not your account, you can get a bonus point at each of the tables. Then you can bring your research notes around to all the different tables working on them.
As it stands, though, the bonus point system seems pretty lame since you can only have one at a time, and you have to burn through your other points before you can use it. It's pretty unlikely that it will ever actually make the difference in your research.
One -total- research point, or one that comes back over time?that's what I found out, just spam some bookshelves and research tables for more aspect bonus points. but as you only get 1 research point per aspect.... you can't really do much with it
One -total- research point, or one that comes back over time?
I suppose it's because this is a game that most gamers imagined at some point. You can create or destroy everything in the world. It's unprecedented. It's a true sandbox. You have tools, raw materials, and your imagination. If you have kids or spend time with them, it doesn't take long before an argument breaks out about what to do with the sand castle, or Lego blocks, etc...Yeah ideally people have a more user friendly way to adjust the game than a text file.
I wonder why this game seem to cause so much more discussion on the subject than other games do?
To get aspects, you need a couple (more is better) of deconstruction tables, wood to make wooden hoes, chest and hoppers to feed tables with hoes in bulk.To be honest, I still have no idea how to get more aspects if I run out short of hoping to find more aura new aura nodes (big world saves ftw?). The one thing I thought I knew (if an aspect on your research table has a glowing star on it, you'll regenerate that aspect over time) doesn't seem to work at all. It's made me very cautious and directed about what I research
Therefore, the new mechanic with IC2-EX of needing a hammer and snips in making plates and wires is an innovative method, however it does have some problems. First off, as I said, grinding out combines is not very interesting. It doesn't require any particular skill to press a button, so there is, for most people, no sense of accomplishment for doing it.
Second off, the durability of both tools is very low. For a mod attempting to 'bring some reality' into a game, a hammer that can only be used eighty times is the exact opposite. Speaking as someone who has been trained by an actual smith, I have used hammers that are hundreds of years old. The idea of a hammer breaking after five minutes of use is... ridiculous. Therefore, the actual reason behind this is to produce 'resource bleed' by needing to continuously make more hammers as you use them. But since you need a good amount of iron for a hammer, and iron is not a renewable resource, it is irritating to some to need to 'burn iron' to make plates, wires, and components crafted from them.
So yes, the hammer consumes non-renewable resources (iron), but at the same time, the metal former machines consume a very ddifferentnon-renewable resource -- your time.
Which is more valuable? For me, time was more valuable (I had 20k iron in inventory). A quick re-configure of my AE network and the plates were flowing like water.
But for others, the time saved vs the resources used from the hammer over the time used by the machines may not be worth it.
I think the most challenging part of having these conversations is that some people view "time investment" as the primary factor for determining difficulty, whereas others use "complexity investment", whereas other still only care about results in an absolute scale.
For people who value "time investment", the number of hours to reach any given level of capability should be the same, and more hours equals more results. People who have already committed large sums of time tend to be in this camp for fear of invalidating their investments, but it is a very natural way to try and categorize how things should be. These people often do not like things like TiCo/Dartcraft area tools or Turtle Quarries because they don't require significant time investments to do a certain task.
People who value "complexity investment" tend to want a lot of moving parts to justify a build. For these folks, huge returns on low time investments are fine so long as the process to get there was quite complex. For example, these people think that ore tripling from Factorization is fine because it's significantly complicated to automate optimally. Meanwhile these people are very irritated by Turtle quarries because so many people can work around the complexity instantly. These people routinely find no problem in outrageously good cross-mod combinations if they are sufficiently obscure.
Finally, some people do not care about the how. For them, there is a baseline expected power level for all of modded minecraft and if anything goes around that baseline–no matter the process–is unacceptable. Some people feel that ANY ore processing that goes beyond doubling is unacceptable power creep, for example. Many people exhibit this feeling when they see new resource acquisition methods or power generation techniques.
Of course, no one is a single archetype here. Everyone has their own dial set differently for these values. But identifying where people place their respect and what their expectations are will allow you to better understand their suggestions and expectations.
Standing in front of a crafting table grinding out combines is not very fun for most people. It presents zero actual challenge, it gives the user nothing entertaining to do, just 'click a button', and in general is about as entertaining as watching paint dry. I won't make an absolute statement and say that this is not fun, but inevitably, there will be someone who finds this entertaining, if not the majority.
Therefore, the new mechanic with IC2-EX of needing a hammer and snips in making plates and wires is an innovative method, however it does have some problems. First off, as I said, grinding out combines is not very interesting. It doesn't require any particular skill to press a button, so there is, for most people, no sense of accomplishment for doing it.
Second off, the durability of both tools is very low. For a mod attempting to 'bring some reality' into a game, a hammer that can only be used eighty times is the exact opposite. Speaking as someone who has been trained by an actual smith, I have used hammers that are hundreds of years old. The idea of a hammer breaking after five minutes of use is... ridiculous. Therefore, the actual reason behind this is to produce 'resource bleed' by needing to continuously make more hammers as you use them. But since you need a good amount of iron for a hammer, and iron is not a renewable resource, it is irritating to some to need to 'burn iron' to make plates, wires, and components crafted from them.
Third off is obsoleting tools. There's a machine you can create which functions as both a hammer and shears. This will stop the 'resource bleed' of needing to constantly make new tools. However, it means that the tools you have used will now rot away in an inventory somewhere, never to be used again, because you don't want the resource bleed associated with using them.
So basically, you have a boring grind involved in passing items through a combine whose sole exclusive purpose is to generate resource bleed of non-renewable resources, and when you are done you are left with tools you have zero interest in using and will be taking up inventory space for the rest of your game unless you end up destroying them.
Now then, the Thaumometer is a tool you will be using your entire career, even after you get access to the Goggles of Revealing. However, even if you don't want to use one after you research the Goggles, it is a necessary component of those goggles, so there is still a use for it. It doesn't have durability, you don't need to keep making it over and over again, so there is no resource bleed. And it doesn't really get in the way of playing your game. It's rather like a value-added rather than 'sit at the crafting table and grind out some combines'. It enhances gameplay rather than takes away from it.
research has a random factor
just from mining alone you can get thousands of stacks of cobble wich, because you already have so much, ends up getting tossed into lava for more inventory space for actual usefull resources.
Riiiight. Because you're seriously going to be able to get this set up before your infrastructure Oh, and using a custom mod? Yea, not viable.I saw this argument in the original topic and realy had to resist not posting (that entire discussion was derailing)! But now I can!
Lets begin by showing you this:
Right, so now that we have established that iron is renewable to the point that its worth less then ender pearls. Lets get to the next point.
I fail to see any 'balance' point in resource bleed.These IC2 hammer/wrench items need a durability for balance reasons.
Because it can be making things slowly while you are off conquering the world, so you come back to find them. Again, it's micro-management you don't have to handle.Why use a machine that can do something terribly slow when I can shift click entire stacks in a matter of seconds?
Which is why it is a good thing that you don't need to.The amount of overclocked machines, let alone the amount of power needed would be huge if you tried to match that.
By the time you get your AE autocrafting set up, you've been using the machines (although I wouldn't call them 'autocrafting'). You seem to be a bit confused here. AE Autocrafting requires multiple stacks of quartz, gold, and other resources. To be able to actually use the MAC requires an already established ME Network, which requires still more gold and diamonds and plenty of quartz. This is not something you can set up immediately, like you can with the new IC2-EX machine.Another example of why the hammer needs durability: cross mod balancing. AE would take that hammer and make a very cheap and fast autocrafting system with it. Making IC2's own autocrafting system obsolete.
I don't need a vast power network with multiple of said tool machines with a bunch of overclockers. I only need one, no overclockers, running passively while I'm doing something else.Now you say the tools become obsolete. Do they? Because lets be honest here, unless you got a vast power network with multiple of said tool machines with a bunch of overclockers, shift clicking in a crafting grid is going to be way faster. Now also considering that we have auto mining or even a way to get endless supply of iron and that simple 5 iron cost is just to small to matter. They add an alternative without taking annything away, isnt that a win win?
I call 'em like I see 'em. The hammer is a tool. So is the Thaumometer.Why, oh, why are you comparing a tool with a crafting reagent? The thaumometer could be compared to the EU reader, scanning the mods unique content. Not the 80 use crafting reagent thats the hammer. I can see why you get confused though, IRL a hammer is a tool. But inside IC2 there is absolutly no use for it other then being a crafting reagent.
And why I don't like the machine explosion mechanic.IMO, RNG does not belong in a tech tree. RNG can be getting 1-4 crystal from crystal ore. Or getting 0-2 bones from killing a skeleton. Thats RNG I can live with. I can always go out and get more without much trouble. But when I get a limited number of resources and RNG gets to decide if thats going to be enough or not, then I am pretty quickly done with said mechanic. Its like, Great you just filled all the ender pearls on the end portal, you now have a 50% change for it exploding. Hey there are going to be 2 more portals in your world, pretty good changes atleast 1 will work! Such a mechanic would be terrible. And is pretty much why I dont realy like Thaumcraft research all that much.
On here, I will agree with you. The abyssal stone geodes are a great 'windfall' but difficult to find.My personal favorite mod machenic in terms of difficulty/reward is Railcrafts quarried/abbyssal stone. Great for building, makes you go out and explore the world/cave systems to find more of the stuff. The amounts that you find allow for some decent size builds. But yet you always end up with a need for mooooore
Again, I'll agree with you here. Note that TE2 doesn't need any consumable tools to do anything, though.My second favorite is TE2's way of making blocks. You need a decent infrastructure, but once you have it you can have lots of (mossy/cracked)stone bricks and sandstone for days. Getting stone is just so easy, just from mining alone you can get thousands of stacks of cobble wich, because you already have so much, ends up getting tossed into lava for more inventory space for actual usefull resources... And destroying a desert just to be able to build a desert themed town isnt exactly fun either. (3 cheers for 100% sandstone mountains in 1.7!).