So an issue that people bring up regarding rotarycraft: It gates "fun tools" behind a significant amount of mod progression.
Some people say that they want to use those tools without having to invest in the tech tree of rotarycraft.
So I was wondering. I'm not that familiar with all the other mods out there. But there are two rather strange tech mods that I am slightly familiar with. One is a popular tech-mod based around various tiers of hand-held portable multi-tools with integrated, rechargable batteries -- with different tiers having better batteries, as well as add-ons to give slightly better battery performance. This mod also has a rather in-depth research system. And, some of the "more fun" tools are not available without progression in that system. Yet despite all this, I don't see that many people insisting that Thaumtech needs to support generic RF conversion and unlock all its toys.
Equally, there is "Blood Tech". And, I while I won't pretend to understand its power system, I do know that it's high-end tools and batteries makes the bedrock axe look under-powered.
Heck, there is Tinkerers' Iguanas Construct, that gates high-end tools behind hard to find nether materials, construction of multiple blocks and multi-blocks, repetitive tech upgrades, etc.
So my question(s) is/are:
1. What other mods have toys hidden behind in-mod progression,
2. Why would people attack RoC, and not those other mods,
3. What would people think of add-on mods for those mods that removed some of that tech gating -- for example, changing that TIC mod to remove the need for almost everything, even letting a vanilla diamond pick mine almost all of those resources, or letting the upgraded worktable be made from cheap vanilla iron blocks, eliminating that tech tree gating? Maybe, as a simpler version, it would be referred to with a lower-case I, as just "TiC"?
Some people say that they want to use those tools without having to invest in the tech tree of rotarycraft.
So I was wondering. I'm not that familiar with all the other mods out there. But there are two rather strange tech mods that I am slightly familiar with. One is a popular tech-mod based around various tiers of hand-held portable multi-tools with integrated, rechargable batteries -- with different tiers having better batteries, as well as add-ons to give slightly better battery performance. This mod also has a rather in-depth research system. And, some of the "more fun" tools are not available without progression in that system. Yet despite all this, I don't see that many people insisting that Thaumtech needs to support generic RF conversion and unlock all its toys.
Equally, there is "Blood Tech". And, I while I won't pretend to understand its power system, I do know that it's high-end tools and batteries makes the bedrock axe look under-powered.
Heck, there is Tinkerers' Iguanas Construct, that gates high-end tools behind hard to find nether materials, construction of multiple blocks and multi-blocks, repetitive tech upgrades, etc.
So my question(s) is/are:
1. What other mods have toys hidden behind in-mod progression,
2. Why would people attack RoC, and not those other mods,
3. What would people think of add-on mods for those mods that removed some of that tech gating -- for example, changing that TIC mod to remove the need for almost everything, even letting a vanilla diamond pick mine almost all of those resources, or letting the upgraded worktable be made from cheap vanilla iron blocks, eliminating that tech tree gating? Maybe, as a simpler version, it would be referred to with a lower-case I, as just "TiC"?
Side note: Yes, I am looking at Thaumcraft, Blood Magic, and Iguana's tweaks for TiC. I'm probably looking specifically at Jaded's tweaks to IgT of TiC; I have only used TiC in Jaded's packs, and don't really know it outside of that. All of these have a significant internal tech tree. There are probably other mods that have similar issues; these are simply the three that I know of.
Why do people want to bypass RoC's tree, yet not have massive issues with these other mods that also have internal trees? I'm asking for one simple reason: I don't understand.
Why do people want to bypass RoC's tree, yet not have massive issues with these other mods that also have internal trees? I'm asking for one simple reason: I don't understand.