even magic mods?I find it hilarious that "Greg" is a verb.
even magic mods?I find it hilarious that "Greg" is a verb.
It should be a verb for the purposes of this topic since its a different thing from a nerf.I find it hilarious that "Greg" is a verb.
Possible to Greg Thaumcraft to Twilight Forest and skip research entirely and do quests and combat to progress?It would still be easier to get a list of mods from @SinisterBro :3 since it sounds like he may have a few mods in mind, and doing a bunch of mods he probably won't use would be a little bit of a waste of time.
that sounds interesting, what I think you would need to do use HQM kill quests and have completed research for each reward. It would be only a matter of which mobs get you which researchIt should be a verb for the purposes of this topic since its a different thing from a nerf.
Possible to Greg Thaumcraft to Twilight Forest and skip research entirely and do quests and combat to progress?
It would still be easier to get a list of mods from @SinisterBro :3 since it sounds like he may have a few mods in mind, and doing a bunch of mods he probably won't use would be a little bit of a waste of time.
lol funny thing Is I started MFR a little bit ago.Well, the main ones are mostly MFR, TE4, Tinkers but i don't think MDiyo would enjoy that. And enderIO. And ex niquelo.
But GT already has such extensive TC4 supportPossible to Greg Thaumcraft to Twilight Forest and skip research entirely and do quests and combat to progress?
https://github.com/Vexatos/TinkersGregworksTinkers but i don't think MDiyo would enjoy that.
he is using greg as a term to nerf something but at the same time making it incredibly fun. he means something that gets rid of TC research and replaces it with combat = research
I'm busy with homework so can you get someone else to?@Strikingwolf explain to him how to submit a PR.
//Twigs
recipes.addShaped(livingwoodTwig, [[livingwoodPlank, null, null],[livingwoodPlank, null, null],[null, null, null]]);
recipes.addShaped(livingwoodTwig, [[null, null, null],[livingwoodPlank, null, null],[livingwoodPlank, null, null]]);
recipes.addShaped(livingwoodTwig, [[null, livingwoodPlank, null],[null, livingwoodPlank, null],[null, null, null]]);
recipes.addShaped(livingwoodTwig, [[null, null, null],[null, livingwoodPlank, null],[null, livingwoodPlank, null]]);
recipes.addShaped(livingwoodTwig, [[null, null, livingwoodPlank],[null, null, livingwoodPlank],[null, null, null]]);
recipes.addShaped(livingwoodTwig, [[null, null, null],[null, null, livingwoodPlank],[null, null, livingwoodPlank]]);
recipes.addShaped(livingwoodTwig, [[livingwoodPlank], [livingwoodPlank]]);
Blame Strikingwolf.This snippet is simply ugly: (from the 'kill them with flowers' config)
That's six different recipes that essentially say the same thing. If you put 2 livingwood in a 2x1 pattern, you get a twig. Great. However, in this method, the NEI entry now has six of the same recipe and that's just ugly. This same exact functionality can be done with one line of code:Code://Twigs recipes.addShaped(livingwoodTwig, [[livingwoodPlank, null, null],[livingwoodPlank, null, null],[null, null, null]]); recipes.addShaped(livingwoodTwig, [[null, null, null],[livingwoodPlank, null, null],[livingwoodPlank, null, null]]); recipes.addShaped(livingwoodTwig, [[null, livingwoodPlank, null],[null, livingwoodPlank, null],[null, null, null]]); recipes.addShaped(livingwoodTwig, [[null, null, null],[null, livingwoodPlank, null],[null, livingwoodPlank, null]]); recipes.addShaped(livingwoodTwig, [[null, null, livingwoodPlank],[null, null, livingwoodPlank],[null, null, null]]); recipes.addShaped(livingwoodTwig, [[null, null, null],[null, null, livingwoodPlank],[null, null, livingwoodPlank]]);
This line does the same thing, livingwood atop another, but without 5 unnecessary recipe entries. I've noticed unnecessary nulls in several configs and am working on cleaning them up for y'all. I'll also tinker with a test file a bit to see if I can somehow move variable definitions to the bottom of the page. That would make reading a file much easier on a user, and would make updating files easier on a dev. I won't change any recipes, just make them easier to read and use.Code:recipes.addShaped(livingwoodTwig, [[livingwoodPlank], [livingwoodPlank]]);
This snippet is simply ugly: (from the 'kill them with flowers' config)
That's six different recipes that essentially say the same thing. If you put 2 livingwood in a 2x1 pattern, you get a twig. Great. However, in this method, the NEI entry now has six of the same recipe and that's just ugly. This same exact functionality can be done with one line of code:Code://Twigs recipes.addShaped(livingwoodTwig, [[livingwoodPlank, null, null],[livingwoodPlank, null, null],[null, null, null]]); recipes.addShaped(livingwoodTwig, [[null, null, null],[livingwoodPlank, null, null],[livingwoodPlank, null, null]]); recipes.addShaped(livingwoodTwig, [[null, livingwoodPlank, null],[null, livingwoodPlank, null],[null, null, null]]); recipes.addShaped(livingwoodTwig, [[null, null, null],[null, livingwoodPlank, null],[null, livingwoodPlank, null]]); recipes.addShaped(livingwoodTwig, [[null, null, livingwoodPlank],[null, null, livingwoodPlank],[null, null, null]]); recipes.addShaped(livingwoodTwig, [[null, null, null],[null, null, livingwoodPlank],[null, null, livingwoodPlank]]);
This line does the same thing, livingwood atop another, but without 5 unnecessary recipe entries. I've noticed unnecessary nulls in several configs and am working on cleaning them up for y'all. I'll also tinker with a test file a bit to see if I can somehow move variable definitions to the bottom of the page. That would make reading a file much easier on a user, and would make updating files easier on a dev. I won't change any recipes, just make them easier to read and use.Code:recipes.addShaped(livingwoodTwig, [[livingwoodPlank], [livingwoodPlank]]);
Hey I didn't know I could do that . Anyone care to do that for me as I am away from my comp todayBlame Strikingwolf.
pretty sure that would make the recipe impossible to craft, or just flat out crash the game when loadedI may or may not make a config that makes magical crops require botania to make. Think 4 mana pools worth of mana for diamond seeds.
I like the idea, but I don't like your recipe... I think that it forces those who don't like the mod to delve too far into the mod to use the one they likeI may or may not make a config that makes magical crops require botania to make. Think 4 mana pools worth of mana for diamond seeds.
or make it require mana diamonds.I like the idea, but I don't like your recipe... I think that it forces those who don't like the mod to delve too far into the mod to use the one they like
Maybe have the diamond seed require a gold seed in the mana pool. The gold requires iron in a mana pool, etc. etc.
The idea is to have essences require mana to bind. So it takes 1 mana pool worth of mana to make an extreme essence. Have you ever made a massive automated essence crop farm? It's insanely powerful. Same amount of essence, but now it requires mana to make them. This will make seeds more of a process to craft. Here's the gist:I like the idea, but I don't like your recipe... I think that it forces those who don't like the mod to delve too far into the mod to use the one they like
Maybe have the diamond seed require a gold seed in the mana pool. The gold requires iron in a mana pool, etc. etc.