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I've not played with dartcraft yet. Does the force wrench just let you move items with their inventories and NBT data intact?
Not thrilled.
Honestly, there isn't much about Dartcraft that is actually OP. A lot of it, like the tools, look OP until you realize you can probably get stupidly decked-out TiC tools faster than you can get a decent Force Pick. The only true OPness is Force Wrenchs on spawners, Loot Bags and worst of all Force Engines.Dartcraft was born to be the unbalanced mod, it is been foretold and will be destined to continue it path in the glory of unbalance.
I don't see how spawners are that handy what am I missing? Maybe a wither skeleton (shard) or blaze spawner but a tree farm will generate more energy than a blaze spawner, and it runs whether you are within 16 blocks or not. IMO shards are the real issue
Blaze rods are a first major gate for new builds. You need a lot of them (and not for energy)
Get 5 skelly spawners in one area set up in a fall damage configuration (the fall damaging them to 5% HP) and EXP becomes incredibly trivialized. Even more then it is already.
And that's before adding mods too. Factor in things like MFR Mob grinders and EXP catalizers form LXP and player placeable spawners start to look broken. You can also double dip if you have both MFR and LXP
Also if you use Infernal mobs you can end up with several diamond chests full of enchanted chain/iron/diamond gear you can reduce in to handy materials and also enchant books with the LxP isolator and that MFR one.
There is also that Magic generator you can pump exp in to but as you said there are better methods of power generation so that's a moot point.
Have you tried setting the Item ID of the Force Wrench to 0?I wish BlueDart would disable this feature, or at least give me the power to black or whitelist the system myself.
That removes the item...Have you tried setting the Item ID of the Force Wrench to 0?
The firs sentence in the quoted post was "I may be removing the Force Wrench, if possible".That removes the item...
Kirin may want the utility of the wrench for chests and machines but at the same time limit it's use on spawners.
Honestly, there isn't much about Dartcraft that is actually OP.
The armor by about T6 is actually quite a nice alternative to MPS.
Have you tried setting the Item ID of the Force Wrench to 0?
I think Railcraft is designed specifically to have at least the invisible aura tracking (and maybe everything else in the mod) be disabled if you set the id to zero. There is a comment in the config about disabling tracking aura. Its the only place I have seen it from an "official" source.Most mods crash on this, I don't know where the rumor this is the proper way to handle things started.
Get 5 skelly spawners in one area set up in a fall damage configuration (the fall damaging them to 5% HP) and EXP becomes incredibly trivialized.
A drown trap would work better designing one that will drown any size slimes into the smallest ones is fairly trivial, considering they don't swim.-snip-
Am I missing something in ther way I play the game? Why would you want that much EXP and why would having it be a problem?
I should point out that I do believe moving spawners to be OP - just curious why having EXP would be a benefit.
Infallible
Get 5 skelly spawners in one area set up in a fall damage configuration (the fall damaging them to 5% HP) and EXP becomes incredibly trivialized. Even more then it is already.
Though that wrench needs some tweaking. ^^