That's where I think I differ from most players: I don't care if other mods do it, if it's fun it's fun. Not putting a mod in a modpack because there is another mod that does what it does just seems silly to me. For instance, this next world, I will be trying to have a house for each large mod (and of course, all magic goes together, because magic.)true, it has add some other featues, but no real features that I'd say are unique... whenever I go down the feature list of Dartcraft I can't stop myself from going "already have a mod that does that, and that, and also that, and that..."
Everything needs to be fueled with Liquid Force or it gets broken now, which is a touch I quite like. Unlike 1.5 DartCraft, I think I enjoy the 1.6 DartcraftI love it. Idk what changes were made in 1.6.4 tho. The issue i had with the previous version was the the cheapness of OP tools/armor like Sharp X Swords and if you had full force armor nothing could really hurt you, everything else i was ok with. I do like ive heard the force wrench needs refueled. The force wrench was my favorite because you could move stuff without removing the contents and spawners
While I understand this idea, I would be willing to risk such for the ease it offers.
If he were to put an in game warning for it and the option to disable it for servers would you still be against it?
See, I'd be fine with this. The list would probably have to include vanilla chests, Irons Chests, glass (it lets you actually pick up glass, if you didn't know) and IC2 power storage, plus anything else it can current silktouch. The handling from there would be the same (no chestception).The correct way to handle it is to add a .cfg file with WHITELISTED Tile Entities, with very very little on there by default. Server owners can then set that up as they wish. That way the presence of the wrench itself is not an issue - only a bad .cfg file.
I see no problem with chestception.(no chestception).
Oh no, I meant how you can't Force Wrench chests with Force Packs, filled chests or other filled inventories. Basically, no chests within chests within chests. That's how it works right now.I see no problem with chestception.
It was done that way because any further than chest within a chest has a decent probability of world crashing and corruption, from what I understand. That, and to prevent you from putting your entire base in a single Ender Chest lol.Which is dumb, imo.
It was done that way because any further than chest within a chest has a decent probability of world crashing and corruption, from what I understand. That, and to prevent you from putting your entire base in a single Ender Chest lol.
I don't understand why people go on and on about 'balance'. On a PVP or grief server, yes, I get it... but isn't that up to the server owners?
Dartcraft is fun, pure and simple. Yes, it does some things that OTHER modders consider overpowered without a great deal of pain (although I never understood why autocrafting is considered so overpowered... autoBUILDING structures, sure, but automatically turning wheat into bread? geesh.). The major time sinks are still there, falling into a lava ocean in the nether is still a pain in the butt even if you don't die instantly from it, and even things that reduce the need for food (baconator) still requires you to sink time into it.
I am getting tired of people pointing out the massively unbalanced headache that was nano armor and saying 'Look! Dartcraft can almost do that without all the headaches!" As if, somehow, IC2 set the bar for 'balance' and every other modder has to toe the line forever and ever, amen.
Essentially, I think DW20's pack should get dartcraft back, and if an individual server owner is worried about it, they can disable it... that way the rest of us can play open server without worrying about constantly making custom packs for each FTB server we play on.
Well, Okay, but a lot of people are Using DW20 until an official 1.6.4 'FTB' pack is out. I am hoping Dartcraft makes the cut, because i think it belongs there. I also noticed that NONE of the new packs have dartcraft, and I think that is a mistake.
My own 'magic versus medieval' server pack (totally permissioned) revolves around ancient warfare, dartcraft, Thaumcraft, minions, and ars magica (open blocks, highlands, and extra utilities thrown in for fun), and I have a harder time keeping the server up 24/7 than I do getting long-term players to keep going. It's not perfect but with that setup I have never seen any 'balance' issues as long as people follow the rules (No personal attacks, all violence and destruction MUST be accomplished through proxies, pets, traps, and machines). In short, I think that the amount of fun lost by ditching DC outweighs any balance issues.
You can bet your buttons that they give a lot more weight to the 'established' mod authors opinions than to the general community opinion. If someone like CJ or Sengir says they don't like a mod's balance, it won't make the cut. Guaranteed.But the thing is that's not up to any one person to decide. The FTB team takes in a great amount of input, feedback, and polling. They then use that information, along with a theme for the pack and generalized balance, make packs.