I rarely see anywhere with a vanilla ender chest on modded servers.
Due most likely to their overall uselessness when EnderStorage is installed, and because there is a mod (most likely EnderStorage) that completely disables the crafting of them.
I rarely see anywhere with a vanilla ender chest on modded servers.
Actually, that's a config option; Ender Storage doesn't have to turn them off.Due most likely to their overall uselessness when EnderStorage is installed, and because there is a mod (most likely EnderStorage) that completely disables the crafting of them.
Actually, that's a config option; Ender Storage doesn't have to turn them off.
Remember: The default option is effectively the only option. Something like 90% of config files go unchanged, so the defaults have to work.Actually, that's a config option; Ender Storage doesn't have to turn them off.
Ender chests are a nice thing to have for vanilla MC but in the world of mods, they just don't cut it. I personally don't think they need to be disabled with CB's mod though.
I am happy that for now it seems Dmiller is sticking around modding, or at least long enough to give us another version of RemoteIO.
On a seperate note, has anyone tried using TiC alongside FMP in 1.7? You can't make any of the saws... >.< and NEI is still somewhat borked
I think you'd be surprised. Almost everyone who runs a modded server has become, by necessity, familiar with configs and changes options to suit, and I'm guessing that the bulk of modded play is multiplayer.Remember: The default option is effectively the only option. Something like 90% of config files go unchanged, so the defaults have to work.
Maybe one day, Operating System makers will understand this ... assuming that everyone on the login screen is right-handed and uses small fonts.
I used subsets (and the @mod search a lot) also, the creative mode type doesn't switch over very well. Lock mode is broken and switching between recipe, utility and cheat mode is mostly broken still.I don't know what's up with your version but I'm sitting pretty here.
Meh, I think there are a lot of uninformed people out there still, all you need to do is take a look at Chicken Bone's MC forum threadI think you'd be surprised. Almost everyone who runs a modded server has become, by necessity, familiar with configs and changes options to suit, and I'm guessing that the bulk of modded play is multiplayer.
I don't disagree that there are a lot of misinformed people out there, but it's hard to count all the ones who know what they're doing and are quietly competentI used subsets (and the @mod search a lot) also, the creative mode type doesn't switch over very well. Lock mode is broken and switching between recipe, utility and cheat mode is mostly broken still.
Meh, I think there are a lot of uninformed people out there still, all you need to do is take a look at Chicken Bone's MC forum thread
New GT alpha update. The tool system is now in place, meaning wrenches and hoes and hammers etc can now be crafted from many more items than before, including materials from some other mods, such as enderium (with Greg-ified tool recipes of course, similar to how they looked in 1.6).
Larger Album
Vanilla tools still exist of course.
I'm a bit pissed at a certain person in the server admin area.
So, lesee what they said.
•Ban Mystcraft
•Mining World with Mystcraft
[And the part that really tickles me]
•Donator Mining World with Dense Ores.
And people wonder why I don't go on servers anymore.
Oh, I know. Search for BusinessElite on technicpack, they have a server... Half the things in the pack are banned, a quarter donor only, and the remaining stuff is useless.That actually seems positively restrained for most public servers I've seen.
If by dependency on IC2, you mean the E-net and many features, then yes, it isn't dependant on those. If you mean standalone from IC2, then no. He currently has no plans for that, but may do in the future. Also, greg likes other mods too much to make his mod standalone (like railcraft and AE).The way I feel this needs to change moving forwards is that greg-tech is largely seen as a standalone mod. This is also evident through the fact that he is removing the dependency on IC2.
While I agree that having stone tools with a smaller durability can be annoying, there are ways to circumvent it. Flint tools are awesome, I always end up having loads of flint from grinding gravel AE grindstones. Also that can be turned off afaik (but I understand your point).'Making a Stone pickaxe eh? What's that it broke after like 5 uses? Better make a new one.'
If by dependency on IC2, you mean the E-net and many features, then yes, it isn't dependant on those. If you mean standalone from IC2, then no. He currently has no plans for that, but may do in the future. Also, greg likes other mods too much to make his mod standalone (like railcraft and AE).
While I agree that having stone tools with a smaller durability can be annoying, there are ways to circumvent it. Flint tools are awesome, I always end up having loads of flint from grinding gravel AE grindstones. Also that can be turned off afaik (but I understand your point).
In some ways I agree with you, but GT is really more of a total conversion than a mod, and people are free to use it or not as they see fit.M
My point was that a mod should not mess with actual vanilla recipes or how they work in regards to uses of said tool of the durability. You want me to use your mod, let me get to it. Iron pickaxe in GT is ridiculous. You need 12 iron to make one pickaxe. 6 for the hammer and 2 iron per plate.
To turn off wood + stone durability loss:M
My point was that a mod should not mess with actual vanilla recipes or how they work in regards to uses of said tool of the durability. You want me to use your mod, let me get to it. Iron pickaxe in GT is ridiculous. You need 12 iron to make one pickaxe. 6 for the hammer and 2 iron per plate.