The thaumostatic harness officially blows MPS out of the water in terms of speed and maneuverability

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Omicron

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Hmm, let's see, off the top of my head... A lot of the early content was basically duplicated content from other mods, just plain more powerful. When conduits and liquiducts were young, they were a lot cheaper per-piece than today. You used to be able to triple ore yield via the pulverizer and induction smelter. There were several cross-mod exploits involving the magma crucible, which had to be nerfed at least three consecutive times to bring it in line and caused other mods to nerf content as well. Power needs of a few machines/recipes was increased. Optional hard mode recipes for machines were added in later versions.
 

King Lemming

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Hmm, let's see, off the top of my head... A lot of the early content was basically duplicated content from other mods, just plain more powerful. When conduits and liquiducts were young, they were a lot cheaper per-piece than today. You used to be able to triple ore yield via the pulverizer and induction smelter. There were several cross-mod exploits involving the magma crucible, which had to be nerfed at least three consecutive times to bring it in line and caused other mods to nerf content as well. Power needs of a few machines/recipes was increased. Optional hard mode recipes for machines were added in later versions.

Furnace. Pulverizer. Duplication ends there - this is an old and extremely tired argument. Also, energy costs were higher (by as much as 25%) relative to IC2. And, early on - the pulverizer didn't even duplicate - the Smelter was required for that! Tripling ore was never possible. Conduits and Liquiducts used to craft 8 at a time instead of 4 - I'm not sure if that constitutes "a lot." Any issues with the crucible were due to moon math on the part of other mods - 20k MJ for stone/cobble/obsidian is absolutely fine, there is only a problem when you break Minecraft thermodynamics, as boilers did. I nerfed Netherrack not because it was broken (the old value was fine), but because I wanted people to need more than one Crucible. Powers were tweaked, but it wasn't always nerfs. Hard mode recipes are relatively old, and they are a feature added for masochists.
 

zorn

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Hard mode recipes are relatively old, and they are a feature added for masochists.

Interesting, I was excited to find out these existed. The best way to say this is that they are a feature for people with different playstyles. Bleh, sorry not everyone sees the world the way you do. What a disappointment, to read that.

ive heard people sometimes play minecraft without any way to automate mining at all, and they dont even use pipes but they put everything in furnaces by hand! And they dont even have a way to fuel the furnaces automatically, they load coal or charcoal by hand every single time!

They're called Vanilla players, or as you call them... the Uber Masochists, I guess. :/
 

RedBoss

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Interesting, I was excited to find out these existed. The best way to say this is that they are a feature for people with different playstyles. Bleh, sorry not everyone sees the world the way you do. What a disappointment, to read that.

ive heard people sometimes play minecraft without any way to automate mining at all, and they dont even use pipes but they put everything in furnaces by hand! And they dont even have a way to fuel the furnaces automatically, they load coal or charcoal by hand every single time!

They're called Vanilla players, or as you call them... the Uber Masochists, I guess. :/
I guess that's why they completely ignore those handy hoppers now.

Oh wait, they don't.

 

King Lemming

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Interesting, I was excited to find out these existed. The best way to say this is that they are a feature for people with different playstyles. Bleh, sorry not everyone sees the world the way you do. What a disappointment, to read that.

I'll clarify - if you enable all of the hard mode options, you can't even make TE stuff without another mod installed, because I don't add steel. In the case where you do have RC, that means getting to the nether at a minimum, which is a bit extreme.
 
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zorn

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I'll clarify - if you enable all of the hard mode options, you can't even make TE stuff without another mod installed, because I don't add steel. In the case where you do have RC, that means getting to the nether at a minimum, which is a bit extreme.


I see your point, and I wasnt really fair sorry. Still, even with hoppers that redboss so graciously pointed out, cause he's an uber nice guy, vanilla is super tedious compared to any mods. Even having to get to the nether to make steel, to double ores... would probably seem pretty OP to most vanilla players. IMO it would keep early game resources lower, ore doubling would actually be a milestone to get to in the game. Instead, people build a quarry on day 1 or 2 real time, on day three they can build most anything they want. 40 pulverizers? no problem. So if everyone has more than they need at the start of the game... where's the challenge? I kind of like the steel thing, let people run a quarry for awhile and just smelt ores right into ingots. There is no hard and fast rule that says people have to double ores right away, is there? The only reason it seems extreme is because it has always been so easy, an Early Game thing. Really if you think about it, doubling your input of resources should kind of be a mid game thing.

Im a big fan of configs to allow players to tailor servers/worlds to their own playstyle, I realize most people wouldn't want to wait til mid game (is the nether even mid game for many people?) to double ores.
 

Eyamaz

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I'll clarify - if you enable all of the hard mode options, you can't even make TE stuff without another mod installed, because I don't add steel. In the case where you do have RC, that means getting to the nether at a minimum, which is a bit extreme.

I force this in the modpack I designed actually. I even used TE to prevent lapis and Redstone from generating in the overworld and instead used PC's NetherOres to make them generate in the nether only.

Add in a bunch of "mobs get OP" mods and well... I'm a little masochistic at times I guess.

Ty for the steel recipes, I really enjoy when mod authors add flexibility into their mods.
 
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zorn

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I force this in the modpack I designed actually. I even used TE to prevent lapis and Redstone from generating in the overworld and instead used PC's NetherOres to make them generate in the nether only.

Add in a bunch of "mobs get OP" mods and well... I'm a little masochistic at times I guess.

Ty for the steel recipes, I really enjoy when mod authors add flexibility into their mods.


I saw a vanilla guy (actually it might have been ftb...) on reddit who played with a rule that he could NOT MINE STONE. To get cobblestone for recipes, he had to bait creepers near the stone so he could pick them up after they blew up, and make a furnace or whatever else he needed that required cobble.
 

Omegatron

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I saw a vanilla guy (actually it might have been ftb...) on reddit who played with a rule that he could NOT MINE STONE. To get cobblestone for recipes, he had to bait creepers near the stone so he could pick them up after they blew up, and make a furnace or whatever else he needed that required cobble.

You should see The End of Crafting if you haven't already. Basically, playing vanilla minecraft and beating the enderdragon without 3x3 crafting.
 
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Omicron

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Furnace. Pulverizer. Duplication ends there - this is an old and extremely tired argument.

Apologies, I know this is a sore spot for you, and I in no way meant to perpetuate any nonsensical "IC2 copycat myths" on the subject. But there is more overlap than that. It's impossible to avoid overlap when you want to implement certain features without making another mod a hard dependency. I mean, how do you handle machines that process liquids when you don't have Buildcraft installed? You need a liquid piping solution of your own. Heck, I've a feeling you were one of the primary motivators behind making liquids handling as we know it independent from Buildcraft in the first place.

Part of TE's issue in this regard is probably that is was marketed as a Buildcraft addon in the beginning (and regardless of what you were planning to do, that's what it indeed was called by everyone, even in mod spotlights). So people saw a Buildcraft addon and asked (just to make an example), why does it need liquid and power pipes if Buildcraft has liquid and power pipes? I think for many people - me included, mea culpa! - the realization that TE actually works stand-alone came only long after it started doing so.

Personally I am a great fan of TE nowadays, and think that you have a very precise, focused vision of how you want it to be. I wasn't always of this opinion; at some points in 1.4, I had the feeling that TE was a bit all over the place and didn't really know what it wanted to be or where to fit itself in exactly in relation to other mods. From my point of view this changed significantly toward the better, which is why I attempted to use it as a positive example of how a mod can really tighten up its game over time. Please consider it as the compliment it was meant to be :)

And yes, a straight doubling/halving constitutes "a lot" for me ;)
 

Omicron

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Do you mean vanilla TC feature? Because this enchantment is added by TC :b

...is it? Woops. I could have sworn I used it in a world where Thaumcraft wasn't installed, but upon closely examining the mod list, it was actually in there somewhere.

*grabs the dunce hat and stands in the corner* :oops:
 

Siro

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...is it? Woops. I could have sworn I used it in a world where Thaumcraft wasn't installed, but upon closely examining the mod list, it was actually in there somewhere.

*grabs the dunce hat and stands in the corner* :oops:

The Vanilla ways to move around faster are minecarts for horizontal, minecarts in the nether for long distance horizontal, nether portal placement mathematics for upwards and (usually) water drops for downwards. There's nothing quite like hanging out over an ocean of lava trying to build an enclosed tunnel for a rail track in vanilla; where the slightest slip, the gentle caress of a ghast, or a small amount of block lag can drop one into the lava.

And while there are ways of surviving that in vanilla, wearing heavily enchanted diamond armor all the time and carrying around a lot of fire resistance potions can add a lot of time consuming upkeep to the process of building something meant to save time.
 

Yusunoha

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I'd LOVE it if Azanor would make a complete armor set with the thaumostatic harness in the new thaumcraft, something like a steampunk meets magic combination.
the helmet could have the goggles of revealing on them, but maybe just a bit stronger then the original goggles (seeing aspects and nodes from further away, and maybe a bit more of a techy GUI) and perhaps having things like night vision potion if you have certain aspects in the helmet. the chestplate would ofcourse be the thaumostatic harness. the leggings would allow you to have a build in focus pouch, and perhaps a belt that carries aspects that can be used by the whole suit, and the boots would be an upgraded boots of the traveller version
 
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PeggleFrank

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I'd LOVE it if Azanor would make a complete armor set with the thaumostatic harness in the new thaumcraft, something like a steampunk meets magic combination.
the helmet could have the goggles of revealing on them, but maybe just a bit stronger then the original goggles (seeing aspects and nodes from further away, and maybe a bit more of a techy GUI) and perhaps having things like night vision potion if you have certain aspects in the helmet. the chestplate would ofcourse be the thaumostatic harness. the leggings would allow you to have a build in focus pouch, and perhaps a belt that carries aspects that can be used by the whole suit, and the boots would be an upgraded boots of the traveller version

Leggings are already added by Thaumic Tinkerer. Although I wouldn't mind an upgraded goliath's leggings that protect you from death and recharge every 5 seconds, reduce incoming damage by 33%, etc.