Exploiting Minium stone For unlimited Power

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EternalDensity

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Jul 29, 2019
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Oh look, people still have the same opinions on this issue as last week. Who would have guessed?

I don't see what the big deal is. So people can get more blaze rods through pulverizing or macerating, as an alternative to building a (probably laggy) mob grinder in the nether. So what?
 

Whovian

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Jul 29, 2019
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*Sigh*


"Hey, EE2 was way too op, so let's make EE3 and make it way less cheaty!"

*First beta test is released to the public*

The first thing we can do is duplicate blaze rods. The EXACT same exploit that was in EE2. And that exploit has been known for over a year now.
I need to check if we can exploit bones. We probably can.


Ah well, I'll probably uninstall this thing before it gets any more 'additions'. I'm usually not this harsh to mods in development, but this is the first release and we already have a huge exploit that we can use to generate infinite blaze rods. If there's a way to transmute blaze rods into other metals then this has already become EE2. Putting only a single item into your first release, I don't have a problem with that. But when you put a single item into your first release that's incredibly OP and can duplicate things, that I'm not ok with.

Seriously though, this should have been fixed by now. It's a brand new mod, we've already given it a second chance to succeed, and it has a bug from the previous version still in it somehow.
I'll only respect this mod again when they fix this exploit.

It's been stated.

By Pahimar.

That the Blaze Rod exploit will be fixed.

And that it'll detect what mods you have installed.

And decide a conversion ratio from that.

And he's probably too busy with his Let's Mod and adding new awesome features to release a bugfix.
 

Technician

New Member
Jul 29, 2019
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It's been stated.

By Pahimar.

That the Blaze Rod exploit will be fixed.

And that it'll detect what mods you have installed.

And decide a conversion ratio from that.

And he's probably too busy with his Let's Mod and adding new awesome features to release a bugfix.

Can I love you forever or is that wrong
 

southernfriedbb

New Member
Jul 29, 2019
444
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*Sigh*


"Hey, EE2 was way too op, so let's make EE3 and make it way less cheaty!"

*First beta test is released to the public*

The first thing we can do is duplicate blaze rods. The EXACT same exploit that was in EE2. And that exploit has been known for over a year now.
I need to check if we can exploit bones. We probably can.


Ah well, I'll probably uninstall this thing before it gets any more 'additions'. I'm usually not this harsh to mods in development, but this is the first release and we already have a huge exploit that we can use to generate infinite blaze rods. If there's a way to transmute blaze rods into other metals then this has already become EE2. Putting only a single item into your first release, I don't have a problem with that. But when you put a single item into your first release that's incredibly OP and can duplicate things, that I'm not ok with.

Seriously though, this should have been fixed by now. It's a brand new mod, we've already given it a second chance to succeed, and it has a bug from the previous version still in it somehow.
I'll only respect this mod again when they fix this exploit.

Just curious, how is the blaze rod exploit EE3's fault? I have yet to hear a convincing explination for why EE3 always gets blamed for this. All the EE3 recipe does is reverse the Vanilla recipe allowing you to get a blaze rod from 2 blaze powders. It'd be far more reasonable to blame the mods that differ from the vanilla recipe (IC2/TE) than blame EE3.
 

BanzaiBlitz

New Member
Jul 29, 2019
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Something people often seem to entirely discount...EE3 is barely even started! We're only starting to see signs of things like alchemical bags again and hints at this strange new "red water" mechanic. EMC is supposedly going to have conduits of some kind to move it around between machines. Going off of the amount of content contained in EE2, we can assume in probable accuracy that EE3 is going to have at least a comparable amount of content. In addition, the cross-mod exploit problems are already stated to have a fix coming. Let EE3 have time to develop because there is a LOT of things hinted upon but not yet implemented. RP2 has a lot of this effect if you think about it. :cool:

Heck, a lot of mods have hints and signs of things to come. Patience and support will get you better results than bitching because you're bored. :confused:
 

Jess887cp

New Member
Jul 29, 2019
922
2
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Welp, I just made about 25 stacks of blaze rods from 1 that I grabbed from the nether, so I can agree that it's OP. However, I can respect the amount of work automation takes to get something like that running, so I don't mind much. I had a screenshot and everything.

If we're griping about OP exploits, what about infinite buckets from turtles? Give a turtle a bucket of oil or fuel, tell it to do something, and it gives you 16 back. Smelt those down for infinite iron. It's fairly manual unless you have the turtles do something with chests and code.
 

Redweevil

New Member
Jul 29, 2019
203
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I said "complex and hard to build" as in requiring thought and clever design, though I understand you brought fusion up because I mentioned "hard". gregtech just requires a lot of materials, and gives you a ton of power. To quote Enigmius1, something I highly agree with but in no disrespect to Gregtech,


Gregtech tells you what to do, and gives you an objective. Which is fine though, some people like having something to do. I'd rather create something simple to understand, clever, and efficient.

I've only just started playing with GregTech, and I'll agree it does have elements of forced progression. But I want to play with it because of being able to generate power from zombies or creating a self powering rubber farm based on slimes that just wouldn't be possible without it. Maybe I'll go back to not using GregTech but some of the stuff it adds is pretty fun, even if grinding towards it isn't
 
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southernfriedbb

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Jul 29, 2019
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I've only just started playing with GregTech, and I'll agree it does have elements of forced progression. But I want to play with it because of being able to generate power from zombies or creating a self powering rubber farm based on slimes that just wouldn't be possible without it. Maybe I'll go back to not using GregTech but some of the stuff it adds is pretty fun, even if grinding towards it isn't
This was the stuff that made gregtech interesting enough to deal with in the first place. Though if you hate the grind you might want to try the "Easy Mode Configs"
 

Harvest88

New Member
Jul 29, 2019
1,365
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I don't mind the grind, I just know that some people do and in all honesty I can understand that. I may end up going with the easy mode configs when everyone on my server starts complaining though :p
Or how about kicking cry babies to the curb? They don't have to stay on your server you know and it's your choice since most likely your paying for it and started it.
 

Redweevil

New Member
Jul 29, 2019
203
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Or how about kicking cry babies to the curb? They don't have to stay on your server you know and it's your choice since most likely your paying for it and started it.

Nah I'm just running it off my laptop. And everyone on the server is a mate so I'm not sure how much they'll appreciate curb stomping. Plus they are so bad when it comes to mods its unlikely they'll realise/care that GT has changed anything by the time they actually make a macerator
 

KirinDave

New Member
Jul 29, 2019
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My new litmus test for inviting people to our minecraft servers: I ask, "Do you think EE2 was OP?" If they hem and haw, or say no, or ask what I mean, then they're in. If they say "Yes" without hesitating then I probably don't wanna play minecraft with them.

Because all this thread shows me is a ton of people don't understand vanilla minecraft or the implications of it. The only controversial EE3 recipe is the ender pearl recipe, and that's more because iron seems like a funny conversion point (lapis would be more appropriate).
 

Redweevil

New Member
Jul 29, 2019
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My new litmus test for inviting people to our minecraft servers: I ask, "Do you think EE2 was OP?" If they hem and haw, or say no, or ask what I mean, then they're in. If they say "Yes" without hesitating then I probably don't wanna play minecraft with them.

Because all this thread shows me is a ton of people don't understand vanilla minecraft or the implications of it. The only controversial EE3 recipe is the ender pearl recipe, and that's more because iron seems like a funny conversion point (lapis would be more appropriate).

I'll admit that I loved EE2. I tried to use it as little as possible to try and understand the other mods, but man was the condenser useful for building. Probably explains why when I played tekkit I lived in a castle, and in FTB I live in a cave. I just dont like gathering building blocks
 

Harvest88

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Jul 29, 2019
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Well a couple of Fusion Reactors and matter fabs got your covered on most raw materials. One reactor will "dupe" itself in about 4 to 7 days with UUM alone. Don't even have an ultimate solar panel to your name? Well you can start with just a "run of the mill" power sources to power the thing and amplifying it with scraps from a cobble fed recycler. Then slowly but surely you'll have a Fusion Reactor and fuel production line just out of UUM!
 

Redweevil

New Member
Jul 29, 2019
203
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Well a couple of Fusion Reactors and matter fabs got your covered on most raw materials. One reactor will "dupe" itself in about 4 to 7 days with UUM alone. Don't even have an ultimate solar panel to your name? Well you can start with just a "run of the mill" power sources to power the thing and amplifying it with scraps from a cobble fed recycler. Then slowly but surely you'll have a Fusion Reactor and fuel production line just out of UUM!

Funnily enough I was gonna say something of the sort. I usually wait for my Mass Fabricator (though this time around Matter Fab) before I decide to build a home. But by then I'm rather attached to my cave :p