ever looked through a world hole with xycraft enabled? And you see each and every single piece of quartz in your render distance? even if they're buried on all sides.Why is the quartz causing you lag?
ever looked through a world hole with xycraft enabled? And you see each and every single piece of quartz in your render distance? even if they're buried on all sides.
I get what your entire point is here, and for the most part I think the loss of the overall forestry interaction system is lamentable, but this notion keeps popping up in various threads and it's bothering the crap out of me. Defining something as OP is eminently possible by any number of heuristics.
ehh... where the hell do you get this from? All we have right now is some fancy looking blocks and annoying lag inducing quartz... If you're talking about what you've seen on forgecraft lets plays/streams, then hows about don't? Until you actually play the final version of Xycraft you have absolutely no ground to stand on when talking about it's supposed "OPness"
As such we can't really say if it's currently OP by design or by convenience for testing.
hurr durr :/Sure we can. Convenience for testing is spawning in the blocks. I get the impression if left to their own devices, Soaryn and Chickenbones would generally err on the side of 'bling before balance'. This is an obvious game system approach different from, say, Covert or Sengir. Carrington's criticism is warranted, as the cost relative to power of several of the blocks has been discussed plenty on FC, and we've all had a chance to see it.
But hey, don't discuss it, Lambert said so.
ever looked through a world hole with xycraft enabled? And you see each and every single piece of quartz in your render distance? even if they're buried on all sides.
I appreciate that the new farms may not be everyone's cup of tea, especially if you min/max and/or compare to a SC's tree farm.
However the old farms
a) were incredibly OP, especially if their design flaw, which unintentionally allowed for stacking of several layers, was abused. Endless resources at the cost of cheap energy. The only reason you'd ever switch off one of the old farms was because you couldn't be bothered to deal with the deluge of resources they swamped you with. It just wasn't fun playing with them for me. I haven't built one of these things in a long, long time. I went out of my way not to build any in my legit worlds.
I haven't played with the multiblock farms yet, or the new worldgen, but if you can get 3 stacks of apatite from one vein, that's up to 48 stacks of fertilizer. At that rate, finding another vein would be far less effort than setting up any automated production line.One thing that makes me a little nervous, yes you made apatite spawn more, and in huge chunks so that it's hard to run out, but it is possible to run out.
Would you allow an industrial or bee production path to more apatite?
I haven't played with the multiblock farms yet, or the new worldgen, but if you can get 3 stacks of apatite from one vein, that's up to 48 stacks of fertilizer. At that rate, finding another vein would be far less effort than setting up any automated production line.
Sure we can. Convenience for testing is spawning in the blocks. I get the impression if left to their own devices, Soaryn and Chickenbones would generally err on the side of 'bling before balance'. This is an obvious game system approach different from, say, Covert or Sengir. Carrington's criticism is warranted, as the cost relative to power of several of the blocks has been discussed plenty on FC, and we've all had a chance to see it.
But hey, don't discuss it, Lambert said so.
This is why I don't think there can be just one metric for what's OP, although I'm fully on board that given a broad outline of end goals, you can determine if something is or is not OP - I agree that we want to avoid mods that swing you over to near creative mode, especially since creative mode actually already exists. The problem may be that these different play styles can't be balanced in the same mod pack simultaneously. The people who want a Quantum Suit are going to be bored by the mod pack for people that want to build complicated things, and the people building complicated things are going to the the Quantum-Suit-resource-gathering mod pack is too onerous.
You already couldn't stack tree farms without significant space in between, though.The biggest issue with stacking them would have to be tree farms, but then that can easily be remedied by not stacking tree farms and placing them on the top and having it plant massive trees. I will give the new farms this - you really shouldn't need as many of them as before, so stacking them shouldn't be as big of an issue. I can definitely see where these new farms have merits over the old ones - however that doesn't change how I currently feel about them. And to be fair, everyone can have their own opinion on something.
2. Sengir clearly said that the farms weren't fun for him and he did not use them in his latest worlds. So if the creator of a mod is unhappy with his creation he will change it. And as it seems Sengir wasn't happy with the old farms. The new farms have some advantages exspecially since they are far more flexible.
If we were talking about something that was actually in the mod pack and available to play with like EE3, for example, then you would be right. As it is though, what is being demo'd in the forgecraft server is not available for us unwashed masses to play and is very much a work in progress. As such we can't really say if it's currently OP by design or by convenience for testing. It's like complaining about testers leaving in a debug menu while they're working on the game - of course it's gonna be there so they can more easily test it.
This has gotten off topic enough, but the reason I think this is fair game where a debug or convenience recipe would not be is Soaryn's had plenty of time to articulate that these items are placeholders, on camera and on mic, and has in fact spent a great deal of time explaining why he thinks multitanks, for instance, are balanced. He's given no indication at all that he considers the design a work in progress. If he comes out and says 'hey, it was in dev, I'm making it more expensive now' then of course I'll withdraw my criticism.
1) For a give unit of time-effort value, does a particular mod feature reduce or eliminate that time-effort without either: a) logarithmically expanding resource necessities to generate that feature (true for many forestry features, most RP machines) and/or b) a requisite set of new learned skills (true for RP2 logic gates/FORTH, ComputerCraft sans pastebin).
Not completely off topic, because one of Sengir's reasons for deprecating the old farms is he thinks they're OP - so it's useful to know how we determine whether something's OP, and I think multitanks might put a point on the difference in philosophy and expectation between various determinations. It surprises me that you think they're OP as shown on Forgecraft.
By you're own heuristic above:
How do we determine the "time-effort value" of storing lava? It's not something you can do in vanilla minecraft - you just have to manually shuttle it back and forth, which would take ages and probably make storage prohibitively expensive. Does this make IC2's storage tanks OP as well? Maybe your starting point is Railcraft? How do we know what the starting point should be?
There are tons of things like this that are, as I see them, purely judgement calls depending on what your end goals are. If you can explain why you think multitanks are OP, then that might help inform the framework you and people like Sengir, Greg, etc, are using to balance mods.