4x4, like the one from Better Than Wolves.Actually,I would like a 5x5,everything bigger is hard to memorize
4x4, like the one from Better Than Wolves.Actually,I would like a 5x5,everything bigger is hard to memorize
But what if I like odd numbers?4x4, like the one from Better Than Wolves.
One of the things I've always respected the most about Thaumcraft and Thermal Expansion is that they have proposed alternative balancing factors besides just cramming more stuff into a single recipe. I really hope @MachineMuse finds her way to this as well (because right now a full powersuit is like you know, a pyramid of solid iron strapped to your chest. Thaumcraft and TE, for their flaws, said, "Well instead of increased cost why don't we take unusual things and ask for your to automate that same sum of resources in new ways."
I'm trying! I had plans for this with MPS but I'm not going to re-explain why I'm fed up with it.
One of the first mechanics of Anima, which I'm working on right now, is to feed animals in order to catch the attention of their associated 'great spirit' who will then provide you with means to contact them and obtain boons and quests.
Err, I mean with MPS in general, not that specific aspect.I don't understand, but I'll take your word for it.
This is a fantastic idea. If even half of that works then you'll be ahead of the curve again.
Err, I mean with MPS in general, not that specific aspect.
to summarize:
To be honest,I never used any plate,I would just wait until I could get enough stuff for a forcefield-protected MPSyep! In addition, I didn't like how the armor part worked. Most people (myself included) would just skip over plating wherever possible.
Well I still thank you for your efforts even if they didn't turn out as planned. It's an awesome option for people who want to stand out in a room of people who were all wearing the same armor.yep! In addition, I didn't like how the armor part worked. Most people (myself included) would just skip over plating wherever possible.
Err, I mean with MPS in general, not that specific aspect.
to summarize:
1) outdated, spaghettified codebase, half of which is in java still
2) nobody has contributed any new models, which is disappointing, and the customization ui didn't turn out how I wanted it anyway
3) a lot of it just stands in for functions that other mods provide, for example the omniwrench, and requires me to maintain those features separately
4) it puts kind of a monopoly on the armor equipment slots
5) a huge amount of back-end functionality (ie. the tinkering system) is superseded by the Vanilla attribute system, and it'd be a pain to convert everything
6) it's 'not minecrafty'
7) both my artists are MIA and I'm nowhere near as good as them
8) a lot of stuff was written as a hacky workaround instead of just making a coremod or submitting a pullrequest to Forge.
9) what a lame name! So not 'me'.
10) TOO MANY BUTTONS
One of the first mechanics of Anima, which I'm working on right now, is to feed animals in order to catch the attention of their associated 'great spirit' who will then provide you with means to contact them and obtain boons and quests.
Eh, I can't be bothered to "discover" crafting recipes. If you think half the recipes in FTB have their items placed intuitively, you're in for a long shot. I employ you to imagine a scenario where you accidentally fall upon a machine frame or discover other such things. Though this may the the point to your post, there's only so much nine spaces in a 3x3 pattern can offer in terms of making things intuitive.