Tinker's Construct was a terrible offender before the new dev added in a Mending type modifier. The new tool part aspects, to me, aren't really interesting. The new attributes for width and breadth and very nice, until you see that you're no longer allowed extra modifier slots via paper or diamond/gold block upgrades. That's a poor tradeoff to add options and limit them simultaneously. At the end of the day, it's a damned tool. You don't need tools to be interesting, you need them to work. When a vanilla tool with a vanilla enchantment is superior to a modded item that once was superior, that's a step backwards. That's a hard nerf.Examples of some mods where this happened?
Bear in mind: that last clause of yours is strictly subjective. Obviously its not factually, objectively true, or they wouldn't be doing it (somebody must be finding it fun)
Why do you figure those changes you don't like were made?Tinker's Construct was a terrible offender before the new dev added in a Mending type modifier. The new tool part aspects, to me, aren't really interesting. The new attributes for width and breadth and very nice, until you see that you're no longer allowed extra modifier slots via paper or diamond/gold block upgrades. That's a poor tradeoff to add options and limit them simultaneously. At the end of the day, it's a damned tool. You don't need tools to be interesting, you need them to work. When a vanilla tool with a vanilla enchantment is superior to a modded item that once was superior, that's a step backwards. That's a hard nerf.
I'm going to guess it's due to people complaining that TiCo was too basic.Why do you figure those changes you don't like were made?
Botania (nerf passive flowers by making them die every three days)Examples of some mods where this happened?
Bear in mind: that last clause of yours is strictly subjective. Obviously its not factually, objectively true, or they wouldn't be doing it (somebody must be finding it fun)
I'm not convinced the dev made the perfect fix here but I have to agree with your assessment of the original problem, and I have to agree the dev is/was trying to attack that problem.I'm going to guess it's due to people complaining that TiCo was too basic.
Once the "best" materials/modifiers were found there was a perceived lack of options. Everyone all made the same tools with the same materials for the same desired effect.
Now you have to choose, or make multiple tools for multiple jobs.
I feel that this is a step backwards.
Sent from a mystical device from North of the 49th
This is a great list. For the most part, its all changes where I agree with the devs.Botania (nerf passive flowers by making them die every three days)
Forestry (multiblock farms versus the old MFR style, then Bees: Pristine versus the kind that will not return a queen after x generations)
Applied Energistics (Channels)
To try to steer this discussion back on point (my own fault): Big Reactors traditionally has a pretty decent degree of customizability. Its one of the things I like about the mod. So long as that trend continues, I'm satisfied that any changes should be more or less palatable to the majority of players who really give a damn.
The other problem is that, above and beyond being easily min-maxed, it doesn't even really matter: you're going to get an absurd amount of power no matter what you do. Fortunately, again, configs go a long way towards addressing this problem.The problem with Big Reactors is that there is not that much too them. People either fill them with Cryotheum, which is simply the best coolant, moderator and absorber. Or Diamond. Because Direwolf20 once did. And despite being a rotten coolant, moderator or absorber, it works too.
Graphite - the special moderator material added by Big Reactors? I don't think anyone pays it any heed except as a crafting ingredient.
Here's the problem, decaying flowers and non-pristine bees did not, in any way, affect Difficulty in the slightest. The *ONLY* thing it did was add a level of grinding which was just plain silly.This is a great list. For the most part, its all changes where I agree with the devs.
With respect to Botania, I think a failure was not being able to harvest the Primus(?) flowers. Personal opinion.
Pristines and channels in particular are cases where the dev has decided the target audience should have to play a bit smarter. Its not a case of more or less overall fun, its just a case of some segments of the player base getting left behind. One way or another, somebody's going to be sad. (For the record: I love both channels and ignoble-bee-death. I feel both added more interesting decisions to my game)
To try to steer this discussion back on point (my own fault): Big Reactors traditionally has a pretty decent degree of customizability. Its one of the things I like about the mod. So long as that trend continues, I'm satisfied that any changes should be more or less palatable to the majority of players who really give a damn.
ShneekeyHere's the problem, decaying flowers and non-pristine bees did not, in any way, affect Difficulty in the slightest. The *ONLY* thing it did was add a level of grinding which was just plain silly.
For example, the Forestry bees. For most of the worldgen type bees, you now have a 9 in 10 chance of your queen not actually being worth a damn, which makes you grind 10x as many hives to get one that is viable. This does not increase difficulty. Breaking hives is non-hazardous, there is absolutely ZERO risk of anything happening to you while going about doing this. It just artificially extends the early-game by forcing you to do a pointless grind.
Channels, for example, did not really nerf things so much as forces people to come up with solutions like the Super Soaryn Drive which not only wasn't that much of a challenge, but will also now bring a server to its knees. So congratulations on making a bad situation worse.
Be careful when you say stuff like this; it puts you in a weird position where you're claiming the world is flat when we all have fairly strong reason to believe otherwise. If the other half of the community (ie those who like grindy minecraft) were so bored, why would they only want to play grindy minecraft?Let's all repeat again: Pointless grind does not equate challenge. It equates boredom. Which is the *OPPOSITE* of what a game should provide.
Hounded by grind obsessed people? Because lots of tedium and grind was added. The dev had to be hounded to reimplement a repair mechanic. And the smeltery is slower to cast now, but no one mentions that. Before that TiCo2 was a resource hog. I no longer use itWhy do you figure those changes you don't like were made?
Regarding botania - I don't like it post nerf because I don't like fiddly things I can't automate.
And there's no true incentive to do anything but scale up this design.really the Botania change made the least difference, only people who didn't care about lag central made massive passive flower farms mostly consisting of Hydrangeas. It didn't slow down progression in the slightest, in fact my own progression sped up when I realized It was more time and resource efficient to use Endoflames and charcoal blocks.
Can't automate Botania? You have a funny way of automating things, I've done it with vanilla redstone. Botania just takes a tiny bit more effort, you will get better mana yields if you just automate a dropper over some endoflames.
One could argue there was no true incentive to do anything but upscale passive flower farms before, your argument is flawed.
Endoflames are only the Simplest things to automate, but for boat loads of mana you want Munchdews with a "tree farm reactor" or a Kek in a "cake reactor."