I wasn't suggesting vanilla, I was commenting on their inventiveness in having to work around the lack of mods. Some of their contraptions are huge monstrosities (automatic tree crusher?) when constrained by only using hoppers, repeaters, comparators and the like - but they're still clever.
I think my game has devolved into "build the best modpack for this" rather than actually putting a line in the sand and playing it. I'm trying to get out of that rut right now.
1.8.9 is tempting me pretty strongly though, so it is difficult to firmly pick (for me) right now. I can write my own mods in any version, so for stuff short of CoFH-level complexity, I'm not really concerned.
With 1.9 out now though, and some mod movement actually starting to show there, going to 1.8.9 might be moot. The effort in moving my stuff from 1.8.9 to 1.9 is pretty darn trivial. Nothing like from 1.7.10 to 1.8.9. I think the only funky bit I hit was figuring out that "rendering in either hand" thing that 1.9 brings.
Heh, I wasn't trying to imply you were suggesting vanilla, I was attempting to illuminate my reasons behind not using it personally for long in free play. Short of it is, mods are better. Except for performance, and that's almost entirely unavoidable. Anything vanilla does, mods will do better in at least one way (usually every way), mods also add in completely new capabilities (automatic resource collection without laggy hopper arrays, heck, auto-mining and compact set-and-forget farms!).
I'm pretty aware of what is possible (I watch hermitcraft/zipkrowd/mindcrack's technical players (Etho, Docm77, Sethbling, JL2579, etc; though not necessarily all the time. That's limited to Etho. The rest are occasional "ooh that's neat" highlights) in vanilla. I just prefer mods in every way except plug-n-play ease of use, compatibility issues, and performance problems.
Me too. A lot of the actively developed mods are already there or have been open sourced and can be openly ported by other authors. I'm just staring at Forgecraft videos going "I want that, I want that, ohhh and I want that."
The only two interesting mods that aren't in 1.7 are Intangible and Psi. Psi I will not play with because it replaced Botania. I'm waiting for someone to get her permission to update and maintain it on 1.8 and later. Intangible at least won't (last time I checked) remove Witchery from port, it's just delaying it. Intangible also looks interesting. Psi did as well until I learned about Botania. One of the mods I won't play without anymore, and 1.8+ doesn't have it. It's going to take one of: me learning java and making a automation magic (Vaz calls Botania a flower-based Tech mod. It's an apt descriptor) general mod, a lot of killer features that overwhelm my love for 1.7 mods, a forwardport mod that will let me play 1.7 mods in 1.8+, or someone updating my must-have mods to 1.8.
Or Sponge. I cannot WAIT for sponge so I don't have to worry so much about version changes breaking the everything in mods.
I think in Gold City with "second tier" technology and magic opening full automation feels possible. These are limited systems but not as clunky as the redstone expansion stage. I think one of my early base changes will be to automate meal production because I have insta-death via hunger overhaul turned on.
I'm planning on playing a race with advanced magic and stunted tech, as I prefer magic mods early game. Luckily that opens up a lot of automation opportunities (Botania! I guess Thaumcraft too... but BOTANIA!). Because no automation is a no-go. I don't care if it's slow, complex, kinda crappy, etc. I do NOT want to be farmer/botanist/arborist/lumberjack/miner/builder Tome for too long. It's fun early when it gives you a sense of accomplishment, but Hunger Overhaul as configured by... (Wait why can't I "@" Jadedcat?) Jadedcat in Agrarian Skies and Magic Farm is the perfect example for me. Oooh neat, I can starve and need to diversify my food portfolio! Oh I'll never get rid of this with progress? Yeah...no. Busywork is anathema to fun. Hunger Overhaul? Meet my config skillz!
Right now I'm at that stage where I want to do a challenge but I end up starting over so many times because of un-recoverable deaths that I'm getting tired of it. Meanwhile I'm also taking note of mods I like and I'm creating a pack around those mods. I found I like Tinker's Construct but in it's latest 1.7.10 version it just breaks the game. It made vanilla tools obsolete so you can only use them for crafting recipes. You can't make stone tools and wood tools only mine as far as cobble. To get anywhere you have to somehow make an iron pick which you can't do without aluminum brass, but to get that you HAVE TO HAVE AN IRON PICK. Ultimately it means in order to even GET STARTED now you have to cheat in an iron pick until you've got what you need to even get going so you can make a house.
WAY too frustrating for me so I canned it. If you've made it impossible to progress I don't want your mod. The only way I can think it possible to start is to have a village mod installed that gives you loads more villages that you can loot for starting tools. If you can't find one, cheat, i guess.
Are you certain you only have TiCo and not Tinker's Tweaks as well?
If you also have Iguana Tinker's Tweaks in there somewhere, you end up having to "level" the tools as well before they're effective for their mining level. While initially tempting, I ended up moving away from Tinker's Tweaks because it really compounded the problem of Tinker's Tools being pretty strong already.
In Tinker's 1.8.x they mostly got rid of the Aluminum Brass silliness. I like it a lot better than 1.7.10's version. In the configs I do *not* disable vanilla tool effectiveness so my players can use Tinkers or ignore it as they choose.
This is why I disable tools/weapons entirely. Too strong. There are alternatives to everything except early-game mass break tools. I use VeinMiner as well to counter the lumber axe (with VeinminerModIntegration to require an enchantment to veinmine). But for multiple reasons (A hard dependency by VeinminerModIntegration on TiCo, liking the smeltery, and the slime trees) I don't want to remove TiCo entirely.
Interestingly the recipe to get a bone pick head doesn't work. For now I just assumed it takes one bone per head and gave myself a head and tossed a bone. Same issue with bone crossbar things (the thing that connects the pick to the tool rod). Honestly as far as village chests and things go I assume the mod creators think that through before deciding on what spawns in villages and chests and what doesn't. If it's too game-breaking it won't be there.
EDIT: For whatever reason cannot make wood or bone parts. Only thing I can make is a wooden crossbar. Suddenly wondering what on earth happened to cause such a bug and am looking into re-enabling vanilla tools. Shouldn't have to cheat in beginner objects. Seriously broken and I have a hard time believing the creator of TC didn't notice a bug this huge. Also can't find a single piece of flint no matter how many gravel blocks I dig.
Am I irritated? You better believe it.
EDIT 2: Found out the mod to blame is Iguana Tweaks. Ripped it out and suddenly the world is fun again. Will use vanilla stone tools until I can swap to tinker tools. Still think the bone, wood, and flint tools are broken. Not sure, though.
Ah, you WERE using ITT! It can be used to improve the experience without saying HAHA HARDCORE LAWL SCREW YOU. But it takes a LOT of digging in configs.
Also, no. Anything and everything from TiCo can spawn as chest loot.