Should ftb be... harder?

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egor66

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Often my game has a lot of short term & a couple of long term goals no matter what pack I am currently on, Like I do enjoy getting & good flight systyem very short term would be jetpack, then adv jetpack+hat if available & ultimately Gravi with ulti helm, others are a sustainable power supply I am a Greenie (or hippie at heart) & having it fully automated, mining system thats automated of course, & if its in pack a fully automated autocraft system namely AE, & bees oh yes cant forget bees to get all or at least all bees that produce a useful resource, to research all TC & find out whats in each new updated version (always something new or changed) & also to test out any new mods in the current packs, this takes up most of my time, the rest is spent trolling erm I mean viewing the forums.
 

Daemonblue

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I've actually just recently started mucking around with bees and in my next world remake (plan on doing it tonight when I can get on) I plan on shooting for some firey bees for blaze powders. After spending about two stacks of iron ore on an industrial blast furnace only to find you also need coal dust I decided I'd just go with a normal blast furnace instead since you can use charcoal. Hopefully it won't take too long though cause I wanna see about how long it would take to rush steel without having access to easy blaze powders from those TC3 plants.
 

egor66

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I've actually just recently started mucking around with bees and in my next world remake (plan on doing it tonight when I can get on) I plan on shooting for some firey bees for blaze powders. After spending about two stacks of iron ore on an industrial blast furnace only to find you also need coal dust I decided I'd just go with a normal blast furnace instead since you can use charcoal. Hopefully it won't take too long though cause I wanna see about how long it would take to rush steel without having access to easy blaze powders from those TC3 plants.
Bees have gotten a lot simpler now with the nei plugin, there are still some that require items near there api or alveary :p, one funny one is a leaf block, but a leaf block on a tree dont seem to count, so it most be on ground like a hedge.
 

Daemonblue

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Indeed it has. For firey you need a cultivated bee and one of the Magic bees for a start, then you can start working down the branch. I'm guessing firey has a special requirement like being near lava since there are 4 different mutations that can occur from the pairing used for it.
 

Loufmier

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I agree with mDiyo that fortune should not be limited to ores.
i have to disagree with this. because TC enchant have same name as vanilla enchant, which work only with ores, so i expected TC`s one would do the same.
on the other hand, i can understand mdiyos position, because of possible technical limitations when autosmelt and fortune are mixed.
what i cannot understand is that why greg(the guy who tries achieve "balance" and fixes "exploits") unwilling to modify his configs, in order to avoid duping and conflicts.
 

Mero

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How about the Wither then?

In full enchanted iron it can kill you, and last time I tried diamond isn't an exception but you can dodge the shots to avoid the damage. Which makes it skill based, and it's more important that the battle depends on skill than your gear.

I can kill the either in less that a minute without it ever touching me, or me touching it for that matter.

Just dig out a room big enough, at bedrock, to build the wither and 3or 4i iron golems. The only hard part about the wither is getting the skulls.
The dragon at least takes hand on work to kill.
 

Daemonblue

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It already does, which is why it doesn't fortune stone. Which puts the lie to mDiyo's entire position.

It checks the furnace list for its smelting. It doesn't work on stone because stone is a block while fortune works on items. What happens is the pick smelts what you hit and if it makes an item multiplies it. This is why it doesn't work for glass either.

Also, mDiyo has an option to turn it off the way it works and in the GT configs you can disable the recipes for smelting blocks forcing you to macerate them. I think options are good to have, I just don't see why it isn't set so you have to macerate blocks as default considering all the other changes Greg has made, such as Flint and Steel requiring a steel nugget or having to make circuits with metal plates made by using a hammer to make a plate bending machine.
 
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DoctorOr

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It checks the furnace list for its smelting. It doesn't work on stone because stone is a block while fortune works on items.

Everything it works on is a block, because it only works on blocks in the game world - which are blocks. Redundant enough for you?

What happens is the pick smelts what you hit and if it makes an item multiplies it. This is why it doesn't work for glass either.

Because there's a blacklist.
 

Daemonblue

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I think you're misunderstanding what's happening. If you break a block and it smelts into a block, fortune doesn't affect it. If you break a block and it smelts into an item (such as coal, ingots, potatoes, etc.) fortune affects it.
 

SeniLiX

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Although with greg tech things get tougher, many things are still super strong. Do server operators have to nerf things individually, or does the FTB team try to do such things when they release a pack?

The problem is that server operators, if they play, are never going to be unbiased. My friend loved that solars were nerfed in gregtech because in our last world I had made 90 hv solars, but quarries with landmarks are still stupidly strong. Lava from the nether, also strong. MFR tree farms... infinite charcoal in just a day or two of playing. EE2 minium stones allow tesseracts much easier than the guy who made TE intended, i think. 4 iron for an ender pearl? And the blaze rod exploit is also silly.

It seems these things were supposed to be very expensive. We have been playing, even with gregtech installed, for two weeks and my friend who runs the server has two quarries going, 10 MFSUs (thanks to RP making rubes and sapphires abundant, gregtech recipes now make energy and lapotron crystals stupidly cheap) and thousands of each type of ore ingot... in just two weeks.

The funny part is that in our last world, i made 90 hv solars, and that much power with a mass fab is just silly. My friend liked that solars were nerfed by gregtech because they were 'an exploit'. He pumps lava from the nether and runs two quarries, and considers it balanced.

Shortened ..............................................................................................

I agree completely.

I see the problem with cross mods "exploits", be it a way to multiply items or just making stuff easier to acquire.

People say that using the minium stone is fine. It sure is, because it got a purpose when using EE by itself. The problem is when you combine it with IC2 or TE to "dupe" stuff or if you use it for making Tesseracts or other expensive items. IMO it should be a lot more expensive (or disabled) to make enderpearls as it is too cheap. Not for EE but for TE.

Same deal with the quarry. If using BC alone, it's quite an achievement to get all the diamonds needed to make your first. IC2 brings you a way to craft diamonds from more common resources and as a result, made it easier to get a quarry.
GT changed this by changing the recipe for the quarry and the Macerator to bring back the challenge and maybe try to force people into alternative methods of mining.

The solar panels have likewise been made easier to make. In IC2 alone you would only have access to the Miner, another reason to make the quarry more expensive. Changing the recipe for the solar panels (and watermills + windturbines) itself was another step in balancing it out I guess. Be it a good or bad move.

I'm sure you think the landmarks are OP if you compare it to how easy it is to get the quarry running at insane speeds. This is likely because of the "nether lava setup" which is commonly used by now. Gathering Lava from the nether using any single mod from FTB would be AFAIK impossible. I do believe it should be possible to do this, but it should have a cost added to it. It just feels too easy to do.

One last thing about automatic mining are Turtles from CC which a ridiculously cheap. I'm sure if you were only using CC it would be fine, but if you compare it to how much you can get, almost for free, the turtles should have their recipe changed IMO.

About the RP gems not being disabled automatically. I'm sure this is intentional as GT does not disable any items from any mods, it only changes the recipes. There is a link on the GT Wiki if you want to disable the RP gems from spawning.

The forestry bronze is something you forgot to mention (it might have changed in newer versions of Forestry. IDK). Forestry by itself got no way to duplicate ores, but once you combine it with IC2 or TE you can get twice as much bronze. This makes the recipes in Forestry easier.


To sum it all up. I really don't see anything has been nerfed at all. We are just spoiled at how easy the game becomes once you combine the mods.
Changes to bring back the challenge from the individual mods are very much welcome :)
 
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Bigglesworth

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I think that people start seeing FTB and this or that mod/mod pack as being "too easy" because they keep comparing it to vanilla MC. It makes more sense to look at the in-game systems for what they are and then decide what you can do with them that suits your notion of challenge than it is to compare what they are to something else under the assumption something is wrong. I just spent the last two days with several hours per day trying to figure out why my CC/scripts weren't working properly and it came down to one word in the wrong place. I've spent similar amounts of time trying to diagnose other problems with other systems, or planning large systems to accommodate large systems with I made with resources obtained from "OP" mining machines. There's no shortage of challenge in FTB mod packs, you just have to stop thinking in terms of vanilla MC and go find it.


It isnt about CC programming or troubleshooting sorting systems. Its about survival mode actually meaning you have to do something to survive rather than wait till Mr Quarry brings in all the diamond on the 2nd day or playing. if the hardest part about survival minecraft is LUA and not the monsters, then there is something wrong.
 

Poppycocks

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It isnt about CC programming or troubleshooting sorting systems. Its about survival mode actually meaning you have to do something to survive rather than wait till Mr Quarry brings in all the diamond on the 2nd day or playing. if the hardest part about survival minecraft is LUA and not the monsters, then there is something wrong.
That's actually exactly what he said, you're comparing to vanilla. FTB has goalposts set a bit further than survival.

And if you don't think that lua isn't hard or challenging then you need to try to code something first.

You might want to play a little better than wolves if you want pure survival with a bit tech attached to the end of your gameplay.
 
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Enigmius1

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It isnt about CC programming or troubleshooting sorting systems. Its about survival mode actually meaning you have to do something to survive rather than wait till Mr Quarry brings in all the diamond on the 2nd day or playing. if the hardest part about survival minecraft is LUA and not the monsters, then there is something wrong.

If you want a 'challenging' survival mode experience where the monsters are 'challenging', play vanilla Minecraft. If you decide you want to start piling mods on, either on your own or with packs, then it would make sense that you'd adjust your perception of challenge alongside that. It doesn't make sense that you specifically mod the game to focus very heavily on tech and/or magic and then turn around and complain that the vanilla survival game is even easier than the easy it used to be. If that doesn't make sense to you, there's always GregTech.
 

Bigglesworth

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That's actually exactly what he said, you're comparing to vanilla. FTB has goalposts set a bit further than survival.

And if you don't think that lua isn't hard or challenging then you need to try to code something first.

You might want to play a little better than wolves if you want pure survival with a bit tech attached to the end of your gameplay.

If you want a 'challenging' survival mode experience where the monsters are 'challenging', play vanilla Minecraft. If you decide you want to start piling mods on, either on your own or with packs, then it would make sense that you'd adjust your perception of challenge alongside that. It doesn't make sense that you specifically mod the game to focus very heavily on tech and/or magic and then turn around and complain that the vanilla survival game is even easier than the easy it used to be. If that doesn't make sense to you, there's always GregTech.

No, im not comparing it to vanilla, because vanilla is easy as hell as well. Also understand moded MC is still based on MC. So ask yourself why are you playing "survival" mode rather than creative? Its FAR too easy to get items and there is little risk for the rewards involved. There is no adventure there sans the first day. GregTech doesnt do much to make it harder. GregTech makes it more convoluted/trollish. My 'perception' of difficulty doesnt need to change. You are in survival mode. Do you have ANY chance of dying? Most people that have played for a week in FTB the answer is "no". Thats a problem and defeats the purpose of the playmode. Mods do not inherently need to make the game easier to play. Infact, they are there primarily to enhance the game. It should be much harder than vanilla in that respect, and take a greater degree of skill, but when it comes down to it, aside from complex LUA scripting that you should be doing in a IDE anyway, most mods do nothing except turn survival into some sort of bastardized creative mode. They should be fixed, not given excuses. They should be promoting dungeon raiding, not build a quarry, spend 3 hours in-front of turtle, collect ALL the things. Things need to be more rare. We are on our asses enough playing the game in the first place, shall out virtual characters too succumb to this disease of ease and sit there letting the world pass them by? There is creative mode for that.
 

Hydra

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Jul 29, 2019
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Change a quarry to require 5 diamond picks and 20 iron gears, not 1 pick and 2 gears. No added tedium


I think this part here is the crux of this whole discussion. For you getting those diamonds might not be a tedium, for a lot of people it is. For me FTB is about building cool automated bases. I can already spend craptons of time on that. Why on earth would I want to have to spend more time waiting or mining? All your solution is going is postponing the inevitable anyway. Minecraft is a sandbox game. What do you do in a sandbox? You build whatever the hell you want. WIth minecraft materials being mostly more or less unlimited you will ALWAYS hit a point in time where you have building stuff coming out of your ears. Making things like the quarry more expensive just delays you getting to that point a bit. And doing it that way is just artificial padding using timesinks and simply bad gamedesign.

The only way to 'gate' progression in minecraft is the way mods like TC do it using research. I personally don't like it. It simply doesn't work well in MC where you often just get bored with a base and restart.
 

Kaminho

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Jul 29, 2019
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there is no difficulty level in FTB, for example GregTech is'nt harder, it just takes more time to reach late game
 

Hydra

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No, im not comparing it to vanilla, because vanilla is easy as hell as well.


I don't understand why people are complaining about this really. Minecraft is not a game with challenging mobs and never will be. Minecraft is basically a box of lego's. That's all. The only challenge minecraft will ever have is the limits of your own imagination.
 

Poppycocks

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No, im not comparing it to vanilla, because vanilla is easy as hell as well. Also understand moded MC is still based on MC. So ask yourself why are you playing "survival" mode rather than creative? Its FAR too easy to get items and there is little risk for the rewards involved. There is no adventure there sans the first day. GregTech doesnt do much to make it harder. GregTech makes it more convoluted/trollish. My 'perception' of difficulty doesnt need to change. You are in survival mode. Do you have ANY chance of dying? Most people that have played for a week in FTB the answer is "no". Thats a problem and defeats the purpose of the playmode. Mods do not inherently need to make the game easier to play. Infact, they are there primarily to enhance the game. It should be much harder than vanilla in that respect, and take a greater degree of skill, but when it comes down to it, aside from complex LUA scripting that you should be doing in a IDE anyway, most mods do nothing except turn survival into some sort of bastardized creative mode. They should be fixed, not given excuses. They should be promoting dungeon raiding, not build a quarry, spend 3 hours in-front of turtle, collect ALL the things. Things need to be more rare. We are on our asses enough playing the game in the first place, shall out virtual characters too succumb to this disease of ease and sit there letting the world pass them by? There is creative mode for that.
You still need to get the mats in survival, although easier, you still have to overcome the logistical challenges, which make a part of the fun.There is a sense of progression and achievement which is missing from creative.

Really though, this is about different metrics and I think that you actually want to play a different "game" than you're playing at the moment, that's why I suggested btw, it fits the bill, I think you'll like it. It's pure survival, much harder than vanilla, you'll live terrified huddled in a corner while wolves howl at the moon getting ready to erase your pitiful existence.