World Tours ALWAYS take longer than you expect. In my case, it's because I keep seeing things that need fixing.
They do, actually. Concussion Creepers have a chance of dropping gunpowder as well as confusion powder.If the EnderZoo ones dropped gunpowder, I'd replace the regular ones with them in a heartbeat.
Also, has the series for the DW20 pack stopped?
Let me ask you something.All of the series have stopped for the weekend. I'm sick and don't have much of a voice, so there's no point in trying to record. I also got really bored with the DW20 series as compared to the PO2 Kappa and Unstoppable series - it just feels limited compared to the 1.7.10 version. I'm going to go back to it, but I'm taking a break from it.
So... what about the DW20 pack felt limited? What would you like to see in a pack? What did you feel was missing? I'm honestly curious because the DW20 pack felt pretty comprehensive to me, and I'm wanting to know what I missed.
So, in effect, you're looking for the following things in a pack:
1) Some form of direction. It doesn't necessarily have to be restrictive, but something like the WoW quests which encourages you to go check something out you might have otherwise missed
2) A fairly balanced and gradual tech tree, possibly with several clearly defined 'gates' for the next tier of goodies that can't really be bypassed (i.e. Immersive Engineering's Steel to get the good stuff), but an otherwise smooth progression without any 'power spikes' or 'clearly BIC for this tech level' options.
3) A mod pack which is stable and which updates when new features are available so you don't fall behind the curve but also don't crash.
3a) A mod pack which is responsive to bug reports and rapidly solves problems.
4) A 'complete experience'.
Does that about sum it up?
ShneekeyCraft is available for download through the ATLauncher.
I'm of two minds about Botania. On the one hand, it's about the only mod in 1.10.2 which has baubles. Which is kind of a shame, really, but there you go. But I'm not sure if I really like the design philosophy behind many of the changes implemented in Botania. Agricraft JUST released an alpha, but it isn't stable yet. Once it is, however, expect to see it definitely included. Same goes for Thaumcraft, once it updates to a stable release (which isn't happening any time soon), it will definitely get implemented. I'm also waiting on an oregen mod which can handle the natural formation of geodes. Because I have an idea about them which is going to be really interesting.
I'm probably NOT going to be including Extreme Reactors. Between Deep Resonance and Immersive Engineering, you should have bulk RF production in the bag. I also have RFTools available for something to spend all that RF on (although no RFDimensions).
I think that's a combination of the resource density, the method of auto-mining, the efficiency of processing, and the lack of things to spend it on. It's definitely something to keep in mind.That's correct. The one thing I hate about modded Minecraft, and I've ranted on this elsewhere, is how it seems like it's a race to see who can get "Moar Stuffz." For example, in Unstoppable I passed 100K iron ingots this morning. Why do I have so much iron? I have no clue. I could rebuild my entire base AND the mountain it's on out of iron and still have leftovers.
Well, it's the only launcher I can really use these days. Curse launcher is incompatible with my OS (Linux) and the FTB launcher is largely depreciated. Worse, the FTB launcher can only accept updates around once a week, because it's updated on the back end instead of the front end. Which is, by the way, why the FTB launcher packs are so sluggish to update.I might give it a look. I've never had much luck with the ATLauncher.
Thaumcraft is getting an overhaul. It is no longer 'scan all the things', and the research is also being overhauled. The 1.8 version was really amazing like that.I love Botania. I love all of the changes that Vazkii has made recently since he took the mod's development back over again. I personally consider it to be a core mod, one that I'm going to use in every playthrough. Thaumcraft, not-so-much. I never liked having to scan stuff, the research game, all of that. I understand that the 1.11 version will be fundamentally different, so I'll reserve judgment until it's release. I have no opinion on Agricraft. It's neat being able to get more stuff from a 10/10/10 plant, but if I'm just going to put down an MFR Harvester or an Ender IO Farming Station and let it run, who cares if it's a vanilla wheat seed or a 10/10/10 seed? I'll get infinite resources either way.
Good to hear. RFTools has a lot of really good things.I'm just now getting into RFTools. I used it's storage system and auto-crafting extensively in Expert, but I'm literally playing with all of it's stuff now for the first time. I did elevators in the last episode of my Unstoppable LP, and I'm working on a mob killer for the next episode. I plan to record it as soon as I get over this sinus thing. I'm also planning on getting into Deep Resonance soon.
Yea, if I do something quest-based, it's going to be more of an in-game tutorial with 'hey, check this out' more than 'you must do this to pass'.Until the space bit, I actually really like how Space Astronomy did it's quests. They were guides, of 'Go here and try this', rather than 'You must complete this arbitrary thing to advance.' I'm watching someone play Pickle Pack. Quest Objective, hand in 2500 Lettuce. Seriously? That's a beyond tedious task. There's not even a good reward for it I don't think.
Haven't seen that one before, I'll have to check it out. Personally don't use RC because of how convoluted their ToS is.I'm very partial now a days to Advanced Generators, over 'reactor' mods. I can set one down and produce a little bit of power out of a cheap bronze turbine to start with, and then later, update it to Iron or other materials and reclaim most or all of my bronze. Not that I'm ever hurting for bronze of course. And it'll eat any fluid fuel I throw at it, without having to worry about it needing special care. Of course I can also just feed it steam if I've got something producing it, like an RC boiler.
I'm not a big fan of biome-dependent spawns because if you get biome-mulliganed, you are stuck. I don't like that. I do, however, like the idea of having sparse ores dotted out in ones and twos, with occasional veins of ore and the occasional cluster of dense ore. I'll have to see what I can do about that, it sounds too cool to not include in my pack.I'm hoping we get an option for dense ores. I want large fields of poor ore, smaller nodes of normal ore, and tiny nodules of dense ore, determined largely by biome. Possibly with randomly generated pools of gravel ore of various types so you're not locked into hunting around for the iron spawning biome to get enough stuff to actually find the biome you need...
Yea, that all changes, if 1.8 version is anything to go by.As for Thaumcraft after about the third item I scanned, I found a cheat sheet for scanning. And the third time through the research, I set it to easy mode. Great mod, but it's had terrible research mechanics for quite some time now.
I never really could get into it, despite really enjoying the concept and idea. I think it was his lack of interface which demanded kludgy commands with his wrench to do all the things with.I hope we get Engineer's Toolbox back. It's got some of the flat out coolest mechanics I've seen, and I've not seen anything duplicate several of them. Making it's steel for example or building the structure for the ore tripling. Also, ender hinges.
Railcraft has a kludgy ToS as well. Perhaps not as bad as Rotarycraft, but still not something I wish to deal with.Railcraft, not Rotarycraft. But any mod with a boiler is the same. It can eat steam as well as fuels, and it can actually produce it's own fuel within the mod, Syngas using coal or charcoal I believe. It's not as efficient as other fuels, but it's there. Still in pre-release for 1.10 though as far as I can discern.
I don't like Poor Ores period. It's just... no. However, there might be a way to get ores to be just really really sparse with generation which would have the same net effect. However, in the Deep Dark, you've got a much more dense oregen. It gives a similar result of 'you need to go Elsewhere to really get good ores' without having to deal with biome dependent crap.Yeah, it could be a problem... maybe only have the dense ores and the poor veins as biome specific. I'm basically thinking two things: Factorio had a cool idea with it's ore generation, because it was useful to use trains. (And I suppose you could use teleportation but meh.) And the other being I like the big quarry holes, and it's a fairly in efficient method of mining.
Well, it's the only launcher I can really use these days. Curse launcher is incompatible with my OS (Linux) and the FTB launcher is largely depreciated. Worse, the FTB launcher can only accept updates around once a week, because it's updated on the back end instead of the front end. Which is, by the way, why the FTB launcher packs are so sluggish to update.