Which can work quite well. That's done in regrowth and it works quite well. It actually adds to the immersion quite a bit. It also works quite well in agrarian skies and magic farm, because it uses iguana tweaks to make a tiering system and it really brings the pack together. If implemented right, it adds to immersion and feels natural to only have the one system of tools and have that sort of progression. It also mostly works well in packs with some sort of story in it, as the single tool system does feed immersion and gets the player closer to the story that's being told.You only disable vanilla tools if you want TiCo to be the main tool mod. And that's purely an arbitrary decision. Pack makers do it because they think it's prudent. Making other tools useless might be the goal within it's self that or the pack maker prefers TiCo and doesn't care if other tool have been made useless.
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In infinity evolved, it seems kinda silly. Because there is no story, there is no guided progression, and there's no tiering system. Once you get a small smeltery and a bucket, you can get pretty much any material in vanilla tinkers. So what's the point of disabling all but stone tools? And even going as far as to nerf stone tools, halving their durability. It just seems rather pointless to me.