You're welcome in @AlCapella. You can certainly help with Minetweaker. If the three of us enter a Skype call we can discuss what we want for the pack as I'd like to be very open to ideas.
Are you open to this?
Sent you a PM with my skype details...
You're welcome in @AlCapella. You can certainly help with Minetweaker. If the three of us enter a Skype call we can discuss what we want for the pack as I'd like to be very open to ideas.
Are you open to this?
Thanks[DOUBLEPOST=1400260706][/DOUBLEPOST]Sent you a PM with my skype details...
Sure, I would do a skype chat, but I my cam is broken.
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Sure
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The mod list has changes. I'd recommend checking it out if you're interested.
@AlCapella and I were talking for a while. We got a lot done. One problem we didn't solve was Buildcraft. We would remove it, however we want to keep Logistics Pipes. Is it worth it?
I'm leaning towards yes, I love the itemduct compatibility.
The only thing LP does that cannot be duplicated, so far, is the Supplier Pipe functionality of providing a precise amount of something or several somethings to an inventory, and no more. Oh, it's easy to keep something topped off, but to limit it to a precise number? That's surprisingly difficult.
Of course, I have been playing for quite some time without Buildcraft, and thus without Logistics Pipes, and I can't say that I've really missed them since 1.2.5.
Thanks Mev. Indeed, the Qi was flowing free in the discussions
I was definitely pleased at your thoughts on recipes, the game flow, etc. Let's see how your initial world test goes, before you get cracking on the mechanics. Taint can be configured to be made less aggressive so, that should be okay.
I too love the idea of LP and the itemduct compatibility was a big wow for me too (you heard me there), but, I still think that "LP functionality" can be replicated with a combination of things that other mods offer us. I still say, we/you should try a break from LP and see how creative we can get with our sorting, storage access and retrieval. I mean, we have, enderIO, RemoteIO, Enderstorage, XU, Factorisation and OpenBlocks, translocators.... I can already think of using some of the items from here to get LP functionality. Remote ordering is something that is a big USP, but we can "semi-get it" with the enderpouch.
At least, I think we can safely drop it to begin with, and since LP is mid game mod, depending on server loads, world performance, it can be brought it back at a later date too. But I am hoping people won't miss it by then.![]()
The only thing LP does that cannot be duplicated, so far, is the Supplier Pipe functionality of providing a precise amount of something or several somethings to an inventory, and no more. Oh, it's easy to keep something topped off, but to limit it to a precise number? That's surprisingly difficult.
Of course, I have been playing for quite some time without Buildcraft, and thus without Logistics Pipes, and I can't say that I've really missed them since 1.2.5.
When I get back on my computer I'll configure the taint, make it rarer.
I'm quite tempted by the removal of LP now, but we don't have Fz and I'm hesitant about adding it.
Lycanite's mobs is a problem right now. I don't want them spawning outside of Doom-like Dungeons, but I'm not sure where in the configs I can prevent them from spawning.[DOUBLEPOST=1400324537][/DOUBLEPOST]
You can replicate that with Translocators.
Your pack has always interested me by its modlist, TBH it's the perfect pack for lower end computers and I wish I was able to narrow the pack down that much.
- Good catch with the translocators. I remembered DW's mod spotlight, as I read your reply. Now how did I miss that one? Obviously I need more sleep
- Yep, I always felt that the "shneekeypack" deserved a bigger audience. Usage of eclectic mods before they were fashionable.
- Hmm, that's one thing we forgot to discuss yesterday. What part of Factorization is making you not wanting to add it back in the pack? It has quite a few things going for it w.r.t your pack... wrath lighting, solar power,
early game ore quadrupling(not a big deal though), make slimeballs before flying to tinker islands, slag furnace if we are unlucky with certus quartz early game..., routers (other mods do it too, ofc)... and that click noise that plays when the launcher loads upAnyhow, it's not a deal breaker, but it has its sweet spots... a bit like Ars Magica 2, which also got the boot
- Share your existing mod pack/config with me sometime later, I would like to do a rapid test run over the weekend if possible. I am also curious if our existing lycanite config works on turning off overworld spawns as advertised.
Ah, I hadn't considered that part of Factorization. Someone in the forums have mentioned that it is actually TE3 steam dynamo compatible, it's something we can look into briefly on a DW test world.
Good to know you got Lycanite mobs spawn rates under control. BTW, did you get lycanite mobs not spawning in the overworld, or not spawning at all?
Nice. The idea of using a version control system for those configs is nifty! However, I would suggest bitbucket instead of github for now, as they offer free private repos as well. Once things move to a certain level of "maturity" we can open it as a public repo if needed.
Haven't used resonant Induction before. But, you seem to have a good grip with the way the mods work together, so I am sure it's a good choice
[Meanwhile, Ars Magica 2 fans are sad about its exclusion from this pack] (just kidding, man...)
Ping me once it's done.
If you want to include AM2, just say so and it'll be included.