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1. no. Extra utilities is a discordant collection of balance issues and ridiculousness. I give you a potion generator, and raise you a pink generator. wtf is that about?
2. additionally, the "Ender" quarry is not a quarry, its a magic block replacing device. This might be good for lag, but seriously, I expect a quarry to make a big hole in the ground.
So, I reiterate, a mod that provides a quarry, and only a quarry, would be a hit.
So basically you're asking for an RPG mod. Tried DivineRPG yet?I have been working on adventure/survival maps using alot of mods. What I have been doing could be made into a standalone mod of some sort:
Basically to enforce a sort of pregression in the game, I have basically disabled crafting recipes and made item available only through boss fights, such as the Flint & Steel, preventing Nether travel. Another thing I did was make powerful tools, gadgets, weapons and armors only available through trade or in loot/fights. Instead of doing that, a mod could steal an idea from Fallout, and make items uncraftable until you find the "Blueprint" for it, or maybe go with Thaumcraft or Age of Empires style research of sorts, except for different stuff. Or maybe built-in progession for easy struff. For instance, a built-in recipe book with all recipes, even vanilla ones locked both in the game and book; and upon chopping your first tree, you unlock the rec's for planks and sticks. Maybe after your third stone pickaxe and first iron ore, you learn the rec for the Iron Pickaxe.
I know not many people favor harder stuff like this, but IMHO Minecraft is missing progression. Even without a specific quest which usually requires a pre-made map, making random dungeons (REAL dungeons, not the derpy temples that are all the same) with loot tables holding at least SOME of the more powerful recipe blueprints (maybe diamond tools/armor?), would give every world the opportunity for adventure. Knowing you wont get the most powerful tools or to the nether until you've gone through at LEAST one dungeon &/or boss adds a sense of purpose and accomplishment, for me at least...There could even be a Hardcore mode where vanilla recipes need to be unlocked, and an easy mode where only new and powerful items need the blueprints.
Like I said, all of this is easily accomplished with a handfull of already made mods. But a single one that does it all alone, automatically, on every world would be nice.
So basically you're asking for an RPG mod. Tried DivineRPG yet?
So what would a good RPG mod be like for you?I'm not even going to start to correct that horribly incorrect and repugnant "joke."
Honestly, for me it is the way they are now. Different mods that cover a small piece of what CAN make an RPG giving the ability to fully customize what my concept of that should be rather than an all-encompassing mod telling me how it should be.So what would a good RPG mod be like for you?
So what would a good RPG mod be like for you?
I havent tried it recently. But it adds alot of new stuff. I'd like to see progression added to vanilla itself. BUT looking at the spiritual descendant to DivineRPG (I think) Eternal Isles, maybe it is what I am looking for. Some sort of new worlds to explore would be cool anyway and having bosses to face and new loot is good usually. *But* both mods add ALOT of stuff. I could do without a zillion mobs and weapons, alot of which look op to me. I think minecraft could use some better NPCs in general and some quests or a loose plot of sort. Of course this is just MHO, some people enjoy solely it for the sandbox that it is, and indeed I do as well, and would very much still be building all kinds of things whether there were quests or plots or not.So basically you're asking for an RPG mod. Tried DivineRPG yet?
You can just run a buildcraft quarry off of RF.RFQuarryMod
A mod that provided a BC like quarry, but in the RF framework. Lets be frank, very few want the BC power framework, BCs pipes are laggy and the other "useful" machines have been broken for so long theyve been all but forgotten. The only reason BC continues to be included in a lot of packs is the lack of a viable alternative to the BC quarry.
A mod, in the spirit of Big Reactors, that provided a RF powered quarry, and only a RF powered quarry would be a hit.
You can just run a buildcraft quarry off of RF.
I think this is awesome, but excessive. However, if this were simplified so that you crafted a shell or machine casing, and then placed it into the world and started right-clicking parts into the shell to build the machine, that would be pretty cool. So you could have motorized machines, electronic machines, computing machines, and so on without the extra need for multiparts just for aesthetic reasons. I mean, aesthetics are awesome, but I'm not sure I want to build the whole machine in-world -- that's why real-world crafting like woodworking and metalworking exist, right? Minecraft abstracts that stuff to save us a bit of tedium and brainwork.Suggestion: Multipart machine crafting implementation.
TLDR: Making machines by placing multi-parts together in a structure and assembling it into a machine by using tools, and items from your inventory. Essentially a single-block multi-block requiring wrenching.
if this inspired anything, I'm already embarrassingly pleased with myself.
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I'm sorry for the walls of text. I've been trying to word these ideas several times in the last few months but I had been too confusing/ill-defined.When I write a sentence I tend to get lost in it, so there's that. If anything here makes sense, or if anyone can extract better ideas out of this, I"ll be grateful.
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