I've seen way too many posts on forums where players think in their role as a player rather than a mindset of a game designer. Mocking someone for using mod X when using mod Y would be so much better because of less energy requirement/more output/whatever. What I mean is that when they consider mods they consider how the mod can make their game easier from a player perspective and not from a effort/reward perspective.
Yeah a lot of players are 12 but I mean, it's not like their game doesn't have creative mode. That's a builtin feature, not a mod. If that was the only thing that passed through their heads, then they would never play survival mode. I personally tend to see people complaining about something being too easy from their perspective rather than deriding others for using a more difficult mod. (Gregtech users excluded because that is its own issue).
It is simply not the same thing as claiming that a diamond sword is better than a wooden sword. The later is true from a player perspective, but selecting which mods to use requires more of a game designer mindset. Which mods should I use to get the most enjoyable playing experience for me.
There is also a problem of what you get used to as a player. Once you get a taste of something powerful it is not easy to go without it. You bring up AE, so let's look at that. I agree that it does add some interesting gameplay. But once you are used to have an AE system, do you think that you can ever go back to regular chests? Your expectations of the game has changed and a near infinite storage easily accessible will be the norm, anything less is not really worth looking at. Think about it. The norm of what is "baseline" has changed significantly since I started playing modded minecraft. Things that used to be exotic are now common. Other things are exotic now but will eventually become common. It is a circle of feature inflation that I do believe will bring the norm closer and closer to creative mode. Diamonds used to be valuable... with today's mods, not so much.
Let me preface this by saying: I definitely agree that BC's power system needed revamping, and I don't necessarily disagree with the changes that were made. But if you're acting out of fear of 'feature inflation', I take serious issue because this reasoning could lead to problems down the road.
So modded minecraft often looks more like creative mode than it used to. Is that necessarily a bad thing? Even creative mode leaves a lot to be desired. What even is the effective difference between survival and creative?
1) Unlimited health/stamina - With enchanted diamond armor and farms, you basically already mitigate this. Except now you have 90% of your skin covered up with turquoise cardboard.
2) Flight - And not even good flight at that, but it's nonetheless a prized ability. Let's come back to this.
3) Unlimited resources and inventory space - Resources in Minecraft (vanilla at least) are just a time sink and a slot machine. Optimal and near-optimal strategies are already known for revealing the maximum number of blocks with the minimum number of blocks mined, and farming is just a matter of planting crops or feeding animals and waiting.
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Instead of focusing on how a mod brings us closer to creative mode, I'm more interested in seeing how it diverges from or enhances that continuum. One possible question is: Would this be
useful in creative mode? EE2's Mercurial Eye, Redpower's microblocks and frames, and Mystcraft's world-writing are some examples of features which enhance even the creative mode experience. Another possible question is: Does this add some new and interesting mechanic to play around with and learn? IC2's crops, Foresty's genetics, and TerraFirmaCraft's cooking system are some examples of mechanics which, while not especially
useful to the Creative mode player, are interesting enough to explore on their own rather than as a means to an end.
Yes, and some people will use that mod. Some will not. Some people prefer rewards requiring effort. Some people prefer creative mode. The rest are spread out in between. Not all mods can cater to every type of player.
So, my question is: does Buildcraft want to be just another point on that line between vanilla survival and creative? For the most part, Buildcraft addresses the issue of resource acquisition and management, through quarries, sorting, and auto-crafting. And fillers & builders & template tables were a very interesting approach to automatic
building, which might even be useful in creative mode. But a lot of the mod is just feeding back in on itself as a system for other mods to expand on; oil is just fuel for engines which power your quarries and fillers and builders.
Now, how this all works within Buildcraft is one (very narrow) thing. The range of possibilities is huge. Forestry, Railcraft, Thermal Expansion, and more recently, some of the UE mods each have their own take on how power works, and while compromises are often made, these ideas come from different perspectives and therefore have their own reasoning and priorities. I've already run into issues with how MPS's energy values scale up exponentially along with UE and IC2, making it difficult for BC-oriented players to charge up their suits in a reasonable time once they reach the late-game 'HV capacitor' level. So however indirectly, buildcraft's energy system affects me as well,
because it is the standard from which Forestry, Railcraft, ThermEx, and others are derived. And that's fine,
if the possibility exists for it to meet my mod's needs in a general way. If the focus is turned from creating a standard to
allow a wide variety of mods to interface with each other, to
preventing modders from taking it in a direction that the authors don't want it to go, then we're back at square one, with a bunch of mods that can't interact because one modder (or team) doesn't like the cut of another mod's jib.
Anyway, I'm not sure how relevant that turns out to be, but I hope I've at least identified clearly what's important to me and I hope you can relate on some level.