I'm beginning to hate stuff you can only find by random chance.
I've been exploring dungeons by the dozen and found a large number of Logic Matrix Programmers I have little use for, and even more horse armors I have even less use for, but no Division Sigil. In villager chests I find lots of Tinker's Construct tool parts I don't want (I want - and have - some of the very nice TC tools, but seriously, how many of those do you need). I've explored Mystcraft ages and their libraries and found....tons of biome pages, many of Biomes O'Plenty, but no day/night cycle modifiers. Seriously, what do I need 37 "Extreme Hills Biome" pages for, especially since the only Biome Controller I have is "Native Biome Controller" which doesn't accept any modifiers? And while I'm at it, the only villager who consistently sells a Mystcraft page in a radius of 1000 blocks from my base has been stuck with the "glass block" page forever and charges 38 emeralds for it. I'm not going to buy more than one from him.
I'm getting the impression that interactions between mods can screw the player seriously, and certain items with reasonable rarity if only one mod is installed become impossible to find once other mods add their stuff to the same random find lists.
Well, I'm playing SP and I could cheat. I did, in fact, give myself one ender lily seed at the start of this world. I'll explore a dozen more more or less random Mystcraft ages - after all, there are some really cool worlds to see - but eventually I'm going to lose patience and use the creative notebook if I don't find the day/night cycle modifiers. I do not like cheating, however, and I can't begin to imagine how these things affect players who play on servers with no op privilege.
I think what big modpacks need is either a way to influence the comparative rarity of items independently from the controls by individual mods, or a non-random way to get certain items.
How do others deal with things like this? I guess I could use that glass block page to create a Mystcraft age where I can see through the ground to find dungeons... Still the underlying more general problem remains: too much randomness in multi-mods environments.
I've been exploring dungeons by the dozen and found a large number of Logic Matrix Programmers I have little use for, and even more horse armors I have even less use for, but no Division Sigil. In villager chests I find lots of Tinker's Construct tool parts I don't want (I want - and have - some of the very nice TC tools, but seriously, how many of those do you need). I've explored Mystcraft ages and their libraries and found....tons of biome pages, many of Biomes O'Plenty, but no day/night cycle modifiers. Seriously, what do I need 37 "Extreme Hills Biome" pages for, especially since the only Biome Controller I have is "Native Biome Controller" which doesn't accept any modifiers? And while I'm at it, the only villager who consistently sells a Mystcraft page in a radius of 1000 blocks from my base has been stuck with the "glass block" page forever and charges 38 emeralds for it. I'm not going to buy more than one from him.
I'm getting the impression that interactions between mods can screw the player seriously, and certain items with reasonable rarity if only one mod is installed become impossible to find once other mods add their stuff to the same random find lists.
Well, I'm playing SP and I could cheat. I did, in fact, give myself one ender lily seed at the start of this world. I'll explore a dozen more more or less random Mystcraft ages - after all, there are some really cool worlds to see - but eventually I'm going to lose patience and use the creative notebook if I don't find the day/night cycle modifiers. I do not like cheating, however, and I can't begin to imagine how these things affect players who play on servers with no op privilege.
I think what big modpacks need is either a way to influence the comparative rarity of items independently from the controls by individual mods, or a non-random way to get certain items.
How do others deal with things like this? I guess I could use that glass block page to create a Mystcraft age where I can see through the ground to find dungeons... Still the underlying more general problem remains: too much randomness in multi-mods environments.