Infinity Bees lolwut

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mathchamp

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Jul 29, 2019
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upload_2015-9-30_20-54-51.png


Power Modules from centrifuging combs?

I'm guessing that the plan is to disable the normal crafting recipe in Hard Mode so that you have to progress with bees without Gendustry until you manage to get the Infinity bees, making them a prerequisite for Gendustry stuff.

This just looks ridiculous, though. I think it would be a bit more sane if, instead (and if possible), the FTB team used MineTweaker to change the Power Module recipe to replace the one redstone dust in the recipe with the Infinity comb, as shown in this mockup:

upload_2015-9-30_21-2-11.png


And then instead of getting Power Modules from centrifuging the combs, make it produce redstone (so the outputs would be honey drops, magic wax, and redstone dust).
 
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RavynousHunter

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Jul 29, 2019
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So...is Infinity HM going to be a separate pack or am I going to be forced to stick with 1.11.2 for the foreseeable future? Never found any clear info on that and I'd really rather not have to go to another pack...Infinity, lacking though it may be, is a very good base to work from.
 

Bickers

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Jul 29, 2019
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So...is Infinity HM going to be a separate pack or am I going to be forced to stick with 1.11.2 for the foreseeable future? Never found any clear info on that and I'd really rather not have to go to another pack...Infinity, lacking though it may be, is a very good base to work from.
same pack just a option on creating a new world or a ingame command if you want to change a existing world to hard mode the command can also switch you back to normal mode if you not liking hard mode
 

epidemia78

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Jul 29, 2019
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To me, those are one and the same.

I would call it "balanced". IMO hardcore describes a pack that tries to kill you at every opportunity, forces you to be more wary of danger.

Also I must agree with the OP, that is a nonsensical recipe. Surely a more elegant solution could have been devised with just a little more thought. Makes me want to continue with my own half-finished set of tweaks which at least follow a sort of logic. I am not sure the FTB team has any passion or motivation for this hardcore pack of theirs.
 
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mathchamp

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Jul 29, 2019
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I would call it "balanced". IMO hardcore describes a pack that tries to kill you at every opportunity, forces you to be more wary of danger.

I agree that there's some difference. The intention of Infinity Hard Mode, from what I've heard so far, is not to make it harder to survive, but to make progression more challenging, making it more difficult to access the more powerful endgame stuff. Basically, the way I see it, you can have (or make) the following types of packs:
  • "Easy" packs, like standard Infinity, where the overall challenge level is low. It still takes some time to progress (i.e. it's not Creative), but it doesn't take longer than a few days to begin rolling in the resources and reaching endgame. Once you're at that point, it's basically like endgame Spore - your resources and power are technically finite but you can pretty much do whatever you want with little to challenge your will. Once at endgame, the player can explore the various mods that they didn't use to progress, or start another world and challenge themselves by taking a different approach to reaching endgame.
  • "Hard progression" packs, like Infinity Hard Mode or most of the Gregtech-centred packs, where it takes a lot longer to reach endgame. Either there may be more steps between start and end, or the amount of time to take these steps is increased (such as by making a necessary resource rare to add a bit of a grind). Just surviving is not particularly difficult, but you're not going to hit that endgame nigh-invincible point for significantly longer. Once you get to endgame, you'll be able to do almost anything, but it just takes much longer to get to that point. Sometimes this applies to the progression of individual mods as well - bees are really easy in standard Infinity due to Gendustry, but in Hard Mode you'll probably have to do breeding the old fashioned way until you reach a certain point. This way, even if you reach the point where you have nearly unlimited resources, those resources don't trivialize the progression of other mods. In easy packs, the main attraction is to explore the various mods, while in these, the main attraction is the actual progression from start to end.
  • "Hard survival" packs, which try to kill you. While it doesn't necessarily take forever to hit endgame, hitting endgame doesn't necessarily make you invincible, thus maintaining the survival element. Alternatively, it may just be very difficult to survive to endgame, but once you get there it's not too bad. A possible middle ground is to not make the general Overworld, or at least the player's base, significantly harder to survive, but to instead have mods that add dimensions or structures which challenge the player even in late game gear, and require the player to explore these to get certain materials in said mods. Does a player stick with what they have, or risk their life in an attempt to upgrade themselves further - a decision especially difficult to make on Hardcore mode where you risk having to start from scratch.
  • PvP packs like Trident. In such packs, the main intention is for players to fight each other, and the pack is balanced so that PvP can work fairly.
 

sgbros1

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Jul 29, 2019
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Also I must agree with the OP, that is a nonsensical recipe. Surely a more elegant solution could have been devised with just a little more thought. Makes me want to continue with my own half-finished set of tweaks which at least follow a sort of logic. I am not sure the FTB team has any passion or motivation for this hardcore pack of theirs.
Probably just a temporary recipe.