The title says it all. In mods with very powerful items, how do you most like the creation of those items to be balanced? Select as many as apply if you like methods to be combined.
I would most strongly and vociferously disagree with this entirely and totally. TFC uses this, and it's the one part of the mod I absolutely hate. As a casual player, the most precious resource I have available to me is time to game. If you force me to spend most of that waiting for something, you are going to lose my interest REAL fast.Patience, I don't mind waiting but I'm not saying that it justifies fewer materials. I also think it's good to require lots of power. And then of course lots of materials and plenty of steps. But I just wanna say that I think time should also be used in balance. Like you have to wait 20 minecraft days for this to finish and there is nothing you can do about it.
Single block farms were 1.4.7 and belowKinda like Forestry back in the 1.3 and prior days, before Sengir got on the multiblock kick.
(Edit: I decided to Reformat this.)
4) Limited Functionality, I feel there is thing's a mod/game shouldn't do; example, trying to close the gap of difficulty the mod community/community has set. This is something that has been happening recently that I don't agree with (Thermal Expansion, Tinkers Construct, Extra Utilities, Mekanism, Minecraft Itself). I remember a Time when Bee's were viable and Slime was a dreaded material, I miss this minecraft. Inb4 "Just go back to it and play it", I would if I could but there's mods that exist now that I'd like to play with that too and I've gotten used to the existence of some of the changes. To cut this short, I love Minecraft; please don't make a good mod that makes the game significantly easier people (EE2), because everyone will use it.
I don't exactly mean limited content, I mean more for example I never liked TE Dynamo's being the BC last tier. Extra Utilities has this issue even harder with its ludicrous power generation in the later tiers. I've always loved how complicated systems got when we were capped at 8-9mj/t, it made me feel like a technician but now I feel like someone using an Apple product, dumbed down and user friendly; I like using Microsoft products, complicated and user unfriendly but just generally better. TE made the difficulty gap and the complexity gap much smaller and I've never liked when any mod has done this, I dislike quality of life changes. The Augments as a whole urk me because I feel like that's an EU thing not a RF/MJ thing. I feel like honestly RF/MJ production shouldn't be higher than 90RF/t. I just feel your design ideals counter mine that's all, It's not a shot at you or anything I just don't like it, just like how I refuse to play with EE3 and Project E. I also would like to add that your Gear's are too easy to craft in my opinion, I don't mean cost I mean tedium; example Buildcraft's Gear's with the upgrade tiering and no side options on how to make them. I enjoy that. For my Personal pack I tier'ed your gear's like BC, changed the Dynamo's default RF/t, changed the Dynamo's recipes to reflect their Tier and changed the Augment Recipes.Could you elaborate on this? I'm a bit confused since Limited Functionality is exactly the point of TE (you can't max-augment everything), so I'm not sure what the complaint is.
Agreed.Take IC2 for example, I think IC2 is perfect! They fixed uu-matter, so that made more of a challenge. But to get something, you gotta start at the bottom and work up. There is no way to get anything higher than a coal generator without first using one to power your machines. And things like solar panels are butt hard so you ain't gettin infinite power early off!! Materials are harder to come upon as they get more and more advanced! Unlike some mods, you really can't start with a good jump on things, you have to start bare bottom and work up!