Those little things that irk you about Minecraft

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Chubblezap

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Any item that must be crafted, but has no purpose itself other than being a crafting ingredient. This is far and away the most major reason I refuse to use IC2 or Gregtech anymore. It's fine if, say, another machine is used as a crafting component (Pistons, upgrading TE machines), or if the recipe/product is simple enough and makes sense (Gears), but anything beyond that is just pure tedium and padding which adds absolutely nothing to the game.
 

GreenZombie

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Sorry, my opinion is EXACTLY the opposite, and as such, I'm going to try to explain it, following this (sort of).

Why? For a very simple reason; at that level it's not even a question of "realism" but of "having at least a minimum of sense"
Please tell me how this
6kLVE0F.png
make any kind of sense.

The compression dynamo requires both a fuel and a coolant. That mean it require tanks for them, as well as input/output. Also, combustion mean it require a combustion chamber. And of course, something to convert harness the power. It's called a compression dynamo, and use fuel. It sounds a lot like it's a combustion engine right? So, it should make sense that it require the compression thing - pistons.
Next, it make "power", but that means nothing by itself. It's called RF for Redstone Flux. Let's try to make sense of that. In Redstone Flux, there is flux. I'm not sure about how you define flux, but wikipedia define me flux as "a scientific term describing the rate of flow of something through a surface". So basically, its a flow, thus a movement. But unlike rotarycraft, it's not a spinning motion, but more of a forward/backward (if that makes sense) motion. So, to "produce" RF, one needs to create a motion. And here come the good point: what vanilla device can convert a redstone signal to movement? Piston of course. So, the Compression dynamo should require:
  • Two tanks
  • Fluid/gas Input/output
  • Combustion chamber
  • Piston mechanism
  • Motion to RF converting device (for example, a sticky piston with a redstone block attached moving in destabilized redstone)
  • Energy output
  • Frame
  • Internal battery
  • Controller and others chips
  • Something to support upgrades
And I probably missed some.
If you can do this in a 3*3 crafting table, without intermediate component, I would love to see how, that would save me a lot of time.

Now, if you think that a much more realistic recipe, that at least make sense adds nothing to the game... :rolleyes:
But sure, it does adds difficulty to a completely OP and cheap mod. And that's the point. Making the game last longer, and thus make the fun last longer, and avoid achieving end-game in a very short amount of time.
Singleblock machine that magically convert things is only okay for the first time playing.​

As a side note, if all these "crafting only" item could have a special tag, so that we could easily hide them all in one click in NEI would be awesome.:)

I cannot +1 this enough. Recipes that do not reflect the complexity / capability of the produced device really bug me.

Especially with the TE machines where there are tanks and inventories, I think that the recipe chain should incorporate chests and tanks, and red/leadstone energy frames (Filled) - if not the complete energy cells. And - more so than using the machine frame varieties - you can substitue in (within limits) smaller or larger tanks / energy cells for different machine function.

Actually - i'd rather not have crafting bench recipes incorporate the frames and tanks:

Personally, I would actually prefer if a major RF mod ran with the idea that the single block machines do not have internal power, liquid or item storage.
Every machine could be a core block around which a "free-form" multiblock is grown: A tank placed adjacent to an Engine block implicitly becomes bound to the engine, and becomes one of the fuel / liquid tanks. An energy cell becomes the implicit energy buffer as well as the output port. Chests would likewise becomes the implicit input or output inventories for machine blocks.

Of course this is where mods like immersive engineering have gone - but there I think the multiblock forms are too rigid - and perhaps too big. And (practically) right now it is TE and EIO that are found in major FTB packs.
 
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ratchet freak

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Nov 11, 2012
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Extra Cells fluid cells don't work in an SSD.

If I put them in a drive in a subnet, fluid interfaces outside that subnet can't see the contents

use fluid storage bus+fluid interface instead of the normal ones. (will cut into the channels available for drives)

or just create a separate SSD (or just a single drive) for liquids
 
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Type1Ninja

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Sorry, my opinion is EXACTLY the opposite, and as such, I'm going to try to explain it, following this (sort of).

Why? For a very simple reason; at that level it's not even a question of "realism" but of "having at least a minimum of sense"
Please tell me how this
6kLVE0F.png
make any kind of sense.

The compression dynamo requires both a fuel and a coolant. That mean it require tanks for them, as well as input/output. Also, combustion mean it require a combustion chamber. And of course, something to convert harness the power. It's called a compression dynamo, and use fuel. It sounds a lot like it's a combustion engine right? So, it should make sense that it require the compression thing - pistons.
Next, it make "power", but that means nothing by itself. It's called RF for Redstone Flux. Let's try to make sense of that. In Redstone Flux, there is flux. I'm not sure about how you define flux, but wikipedia define me flux as "a scientific term describing the rate of flow of something through a surface". So basically, its a flow, thus a movement. But unlike rotarycraft, it's not a spinning motion, but more of a forward/backward (if that makes sense) motion. So, to "produce" RF, one needs to create a motion. And here come the good point: what vanilla device can convert a redstone signal to movement? Piston of course. So, the Compression dynamo should require:
  • Two tanks
  • Fluid/gas Input/output
  • Combustion chamber
  • Piston mechanism
  • Motion to RF converting device (for example, a sticky piston with a redstone block attached moving in destabilized redstone)
  • Energy output
  • Frame
  • Internal battery
  • Controller and others chips
  • Something to support upgrades
And I probably missed some.
If you can do this in a 3*3 crafting table, without intermediate component, I would love to see how, that would save me a lot of time.

Now, if you think that a much more realistic recipe, that at least make sense adds nothing to the game... :rolleyes:
But sure, it does adds difficulty to a completely OP and cheap mod. And that's the point. Making the game last longer, and thus make the fun last longer, and avoid achieving end-game in a very short amount of time.
Singleblock machine that magically convert things is only okay for the first time playing.​

As a side note, if all these "crafting only" item could have a special tag, so that we could easily hide them all in one click in NEI would be awesome.:)
I would argue that "sense" and "fun" are different things. Sure, maybe it's more realistic to have to hammer out every ingot manually, and filter the redstone dust for impurities, and heat your blast furnace by manually shoveling in coal one piece at a time, but that isn't necessarily fun. Similarly, these recipes are not realistic - but that doesn't matter because it's a game. Gameplay over lore, people - I keep having to repeat that. What I mean by it is that it has to be fun first, and then you design lore around it. If the lore doesn't quite fit, too bad; you don't change the recipe to be "realistic." You keep making lore until it fits the gameplay you've made, or give up and unapologetically shove an unrealistic (but fun) game/mod at the consumer.

So, let's look at it from a gameplay (not realism) perspective - does it make sense for the compression dynamo to require just some redstone and silver? Yes. Both materials require iron tools to acquire, and while they're not that rare, they're also not as common as - say - coal. The compression dynamo is meant to be an early-mid game power source (in most modpacks), so you might think that this recipe is too cheap. However, you also have to keep in mind that anyone trying to use these as a power source won't get away with just one dynamo - they're way too slow. You'll need a small bank of them, at least - in my own playthroughs (on my easy mode modpack), I've found I need at least five of these to get power output large enough to run my basic, manual machine wall. So, you can effectively multiply the cost of the dynamo by five for an effective system. Finally, there is a cost to collecting oil and refining fuel as well - no matter how you do it, somewhere you are expending energy to make fuel (or you're inefficiently burning oil itself, which is sacrilegiously un-miserly ;)). This also limits the in-game usefulness of the dynamos, as you now need an entirely new system just to get fuel (I would call this the "multiblock" @Chris Becke mentioned. I don't know about you guys, but I always store my oil and fuel in tanks between each process. I don't need a multiblock requirement to make me do that).

So, stepping back and looking at the big picture, we can see that this recipe is gated past iron tools, it's expensive enough to be a commitment if you plan on using them seriously, and you require a medium sized system outside the dynamos themselves to get them working.
 

keybounce

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Personally, I would actually prefer if a major RF mod ran with the idea that the single block machines do not have internal power, liquid or item storage.

PLEASE.

===

A bucket represents one full block worth of liquid, right? So why can I put 8 buckets into a machine, or 32 buckets into a pipe?

At least have the concept of pressurized pipes that can break, and pumps that have a pumping pressure limit -- so the low-end pumps can't overload a pipe or break it, but also cannot keep up with high demand if the pipes are emptied all of a sudden.
 
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Type1Ninja

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A recipe 20 time harder is nothing if every recipe is 20 time harder.
Just from the crafting table that should require more than a few planks; make the recipe more expensive, that need to be upgraded to process more than wooden item, more than stone, and so one, consuming tools durability or item bits.
Also, I would have much more fun with recipes the way I say them. And that's not a "maybe" thing, I did something like that (well, just the 50-steps-1M-items recipes thing) and the pack I played on lasted 4 months, instead of the usual 2-4 weeks. And I only stopped playing because of server&map problem. (I'm especially skilled when it comes to corrupt world T_T)

Rotarycraft? Reactorcraft? They are both fun and realistic.

Redstone and silver not as common as coal? Sure, if you are mining at 64 you won't find much redstone... :D
(except if you are using the awesome COG)
But the amount of redstone if you mine a bit deeper is way too much. Especially when you can grind/pulverize ONE ore in 24 dust.
Also, if you ever played a world with FZ silver... They are probably even more common than coal >_>

We don't have the same definition of early game then. My early game is one machine running at a time, at most. A wall of manual machine is not early game enough to justify such a cheap recipe.

If you have the machines to refine fuel, that's not "early" game anymore. And as far as I know, right-clicking oil with a bucket will fill the bucket, and putting that oil in the dynamo will produce energy. That's early game. So no, "early game" doesn't have a cost to refine fuel since you don't refine it. (because you will need power to run the refinery, and you don't have power since you are making the fuel to make power)
Now, if you have a setup to refine fuel, then it's also normal that the recipe should be harder, because it's then way to cheap.
As for "mid game", don't try spamming dynamo. At least, a server will not appreciate 500 dynamos. Now with upgrades, maybe it's cheaper/less spammy, but if you have gelid cryotheum, a dynamo made of silver and redstone is definitively too cheap.

And 80RF/t used to be a lot.......
Anyways, if you take a look at the others one, it's even worse. I won't make another wall of text explaining why and how I think they should be, but...
Look at the steam dynamo, same cheap recipe, require even less maintenance/setup, same power output.
Look at the PPPPPPP magmatic dynamo. I will not even try to say something about that thing.
Now look at the reactant dynamo. This one is both the best and worst dynamo. Best, because it can run on glowstone and nether star, which is somewhat different and nice. Worst, because it can also run on sludge and sewage, and both of these can be very easily automated. (For sewage, it only take a cow and a sewer iirc) And for the solid fuel, iirc sugar works.

And that should be it. Also, please, how do you manage to keep the game fun when you just keep making the same easy thing over and over again?

RoC and ReC both started from the idea of making something realistic - that IS the gameplay perspective. The lore for that is very easy to make. Thermal Expansion, however, is NOT meant to be realistic, so you do not attack it on the grounds that the recipes are too simple.

Redstone and Silver both require iron tools to mine. Coal only requires a stone pickaxe, and is found on every layer, whereas both redstone and silver are found lower.

I did say early-mid game, not early. For me, early game is 0-5 machines, all unautomated, either without any kind of energy storage or just the lowest tier. Mid game is a one each of a little more than half of every commonly-used machine, and a decently sized AE, some kind of automated ore-processing (how good this is depends on the world) and a quarry. Late game is full electric armor and tools, at least one Big Reactor/Turbine, visiting every dimension, and having a well-made ore-processing hooked up to a Mining Laser or Ender Quarry (or both). Just to clarify that.

I always automate my refining right away. I'm not going to bother manually burning oil/fuel, ever. You wouldn't get enough power, and even if you did, you wouldn't have time to USE it, as you'd be busy manually pumping oil. When I say "spamming" dynamos, I mean "more than three." I generally don't build more than 20 dynamos. I play on a private server run from my own computer, and I've never experienced lag with this. I'm not sure I understand your argument about the cryotheum... It doesn't make compression dynamos that much better. You still need fuel.

As for your final stuff...
The steam dynamo is very low power. Good luck running an entire base on that. As for manually filling it, no... I do that at the beginning of every game out of necessity, and it's a pain. All my time is spent either chopping down trees or moving water. If I've got a tree farm to automate this, I'm already sick of coal power, and I've moved on. I totally agree with you on the magmatic dynamo. I will never, ever ever ever use lava power. Screw that. The reactant dynamo challenges me to automate more niche resources - I like it.

For keeping the game interesting - I don't play often enough to give you a definitive answer. Basically, I play with a lot of RF addons, so I spend time building the various "personal upgrades" - the lasers from geko's lasers, the jetpacks from simply jetpacks, the armor from Redstone Arsenal, and awesome RF-powered TiCon tools, among other things. Also, I automate various processes - obviously, ore processing is a big one; the challenge is to find an elegant way to do it, and also have enough power to power more mining lasers to make it faster. I've tried automating other stuff as well, though - glass is something I do really early just out of utility, but if you're looking for something that is specifically fun, try florbs. Seriously - go in a creative world (on my modpack, perhaps ;)) and automate the production of florbs in a renewable way - for an extra kick, choose some obscure liquid and fill them with that as well.

Just for the record, RoC and ReC are cool and I would like to play with them sometime - but please don't attack RF for being "unrealistic" or "not fun." The challenge for RF just isn't in power generation, like it is in Reika's mods - it's found in other places.
 

Type1Ninja

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Does it really matter at what layer it generates at? Unless you have a lot of ores that you can't find at diamond level or something like that you mine at one height 99,9% of the time anyway
The recipe is expensive enough that the 5+ dynamos you need for effective power (5 is for the early-mid game) to be balanced. The exact rarity is unimportant.
 

Azzanine

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TEs recipies are a tad cheap but to be frank it doesn't offer anything by it's self to warrant being super expensive. All It does is double ore and provide tesseracts and maybe power if you aren't hooked on BigReactors EZ mode power, and while we talk about easy early game RF why aren't you picking on Extra Utilities generators?
In packs with BR and ExtUtils I skipp from survival gens to a small 2 rod 5x3x3 BigReactor. I hardly bother with TE's gens. This however is slowed down by setting BR to steel recipy mode as id need to wait a while for the steel meaning I could wait a million years for RC style coke ovens or build an induction furnace which might need more rf then a survivalist generator can provide. Even then I'd probably use a furnace generator.
In the modpack scene there are too many better more compelling options for TE gens to not be cheap.

As for realism... Not even RotaryCraft is realistic, there are a lot of points that really don't make sense. Like the electronic blocks that you'd normally power with electricity directly need shaft power (I think it's assuming that there's a dynamo/altenator inside them). Also automatic fan farms harvesting potatos and other root veg without turning your base in to a scene from The Wizard of Oz. How the steam engines are perpetual power by merely placing a block of netherack (then again that can be explained away by citeing the mystical properties of netherack).
There are probably more examples but the point is realism isn't a thing in a game comprised of 1 meter cubed blocks. You can try for as real as possible (like RoC)but it wont happen.

Sent from my GT-I9100 using Tapatalk
 

Type1Ninja

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TEs recipies are a tad cheap but to be frank it doesn't offer anything by it's self to warrant being super expensive. All It does is double ore and provide tesseracts and maybe power if you aren't hooked on BigReactors EZ mode power, and while we talk about easy early game RF why aren't you picking on Extra Utilities generators?
In packs with BR and ExtUtils I skipp from survival gens to a small 2 rod 5x3x3 BigReactor. I hardly bother with TE's gens. This however is slowed down by setting BR to steel recipy mode as id need to wait a while for the steel meaning I could wait a million years for RC style coke ovens or build an induction furnace which might need more rf then a survivalist generator can provide. Even then I'd probably use a furnace generator.
In the modpack scene there are too many better more compelling options for TE gens to not be cheap.

As for realism... Not even RotaryCraft is realistic, there are a lot of points that really don't make sense. Like the electronic blocks that you'd normally power with electricity directly need shaft power (I think it's assuming that there's a dynamo/altenator inside them). Also automatic fan farms harvesting potatos and other root veg without turning your base in to a scene from The Wizard of Oz. How the steam engines are perpetual power by merely placing a block of netherack (then again that can be explained away by citeing the mystical properties of netherack).
There are probably more examples but the point is realism isn't a thing in a game comprised of 1 meter cubed blocks. You can try for as real as possible (like RoC)but it wont happen.

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Well said. I disagree with nothing here. :p
Although, about the XU generators... Well, I think lots of them are just jokes. I mean, the pink generator? :p
 

Azzanine

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Yep, I don't mind them. but as I said, joke or not if a person is willing to pick on TE's recipes a mod that makes very little claims to realism, why should that person ignore ExtUtil generators?

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mathchamp

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I think another reason for having intermediate components is to reduce the chance that there will be a recipe conflict with other mods. If you have just five or six (or fewer) different types of intermediate components made from vanilla stuff and forty different products that use these, there's less chance of a recipe conflict than if all forty of those products were to be crafted from just vanilla stuff. It also allows higher-end stuff to have recipes that reflect their complexity - for when a 3x3 grid of basic ingredients isn't complex enough. And of course, it allows for recipes which make more sense than if they had to just be some arrangement of vanilla stuff.

On the other hand, it does sometimes get tedious, depending on the mod. For example, with Buildcraft on its own, if you want a diamond gear, you have to craft a wooden gear first, then a stone gear, then an iron gear, then a golden gear, then a diamond gear. This is a bit excessive, especially if one is using a vanilla crafting table or equivalent. IndustrialCraft gets a bit tedious too since it goes beyond just crafting intermediates and makes you build an assembly line for your intermediates - even for basic machines you have to keep switching back and forth between your crafting table and your metal former and will be switching the metal former's mode several times. Of course, this is probably the intended direction of IndustrialCraft - building up machines in order to make more machines and have an industrial complex in your house.
 

Type1Ninja

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RoC and ReC while not being perfect are by far much more realistic and less boring than any other tech mods, with the exception of GT (also stands for Glorious Tech).

"I'm not supposed to be realistic" doesn't change the fact that it's not realistic. But between being "realistic" (word that from the beginning is completely wrong anyways, since "realistic" is 100% subjective and totally depends of what it's compared to) and "at least make some sort of sense" there's a HUGE gap. I mean, is it really that complicated to include at least a piston and two tank in the recipe? It keep the recipe cheap but at least make sense.

Anyways, we definitively have very different definition of various terms, be it "early game" or "spamming" (3-20 is spamming? seriously?). But with that aside,

As far as I know, it's still 80RF/t (at least in the config file). Exactly as much as any other dynamo.
Also, I HATE florbs.

Wrong by what you said above. The recipe is not "expensive enough", it's just behind a "normal" level wall, the iron pickaxe, from what you call a "gameplay" point of view.

-------------------------------------------------------------------------------------------------------------------------

I'm not forgetting ExU's generators. And "a joke" is indeed a nice way to describe them, like about everything in the mod.
But that's easily fixed with Quadrum and MT, making 36 potential interesting generators.




Consistency, where are you? :rolleyes:


It offers quite a lot of things:
  • Interdimensional/Intradimensional/Extradimensional Power+Fluid+Item unlimited transportation. And that's a big one.
  • Unlimited(sort of) RF/t cables
  • Finally a bit smarter pipes and item transport system
  • Fluidification and filling of component with said fluids
  • Ore doubling with bonus items
And a bunch of others things.
And if others mods weren't ridiculously OP with their energy production (Big reactors infinite 40KRF/t, Mekanism dancing glowing cubes in a box, Dragon ball of energy) then 80 RF/t would be ok. Remember Buildcraft? It's totally possible to remove theses dozens of 0 behind RF values and have something that make sense.


As said above, realism depends of what it's compared to. In minecraft's physics, we have things like 1 block of source water + 1 block of air + 1 block of source water = infinite blocks of source water. And also an eternal fire block. (netherrack) So there is nothing wrong with something that boils water from an infinite water source using an infinite fire. But it's true that is should have parts that get damaged and ends up breaking.
You began by complaining about how TE's recipes don't make sense... The basis for that argument was on the grounds of "realism." So I am very much so correct in saying that.
Florbs are amazing. You are objectively wrong in saying florbs are bad. ;)
I am very consistent! "Expensive enough" and "a little cheap" can go together. Dirt is - well - dirt cheap, but it is also "expensive enough" given it's uses.
Also, for TE... It's basically ore doubling, some basic ingredient crafting, and item/fluid/energy transport. All else is variations on that.
I cannot control how OP other mods are. If I made a mod that had a recipe that turned one RoC/ReC steel into infinite diamonds, then RoC would be OP as long as you had my mod installed. RF, on it's own, with the "example core" (TE is like the standard example for what you should normally be doing with RF), is not at all OP. If other mods are OP, say that instead. But RF as a system is not flawed; with sufficient minetweakering, it is possible to make it balanced (and I'm sure people have).
As for "realism is subjective..." No. Realism is "what real life is like." Balance is (more) subjective, but realism is an objective idea.
 

keybounce

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As for realism... Not even RotaryCraft is realistic, there are a lot of points that really don't make sense. Like the electronic blocks that you'd normally power with electricity directly need shaft power (I think it's assuming that there's a dynamo/altenator inside them). Also automatic fan farms harvesting potatos and other root veg without turning your base in to a scene from The Wizard of Oz. How the steam engines are perpetual power by merely placing a block of netherack (then again that can be explained away by citeing the mystical properties of netherack).

The fans doing harvesting and replanting is probably pushing silly. The electronic blocks were developed before ElectricCraft (and maybe they should change their operation when that is installed).

But the steam engines are not perpetual power. You put wood underneath, light it on fire, and tend to the fire. Or, you can try to put lava down there and a whole lot of cooling fans. But you still have to pump water in, the internal reservoir will run out. And that pump will drain the ocean.

Oh, right -- you are looking at minecraft physics of infinite water, and a flaming hell-rock that has infinite combustibles. The "infinite energy" is not from the steam engine, and there are finite water mods. Would not surprise me if there's a mod to make netherrack go out in the overworld.

In other words: putting a block of netherrack underneath will not make the steam engine give infinite energy. Putting an infinite flame underneath by lighting the netherrack will.

(So, with all the ghasts in the nether, why is any of the netherrack not burning? Why doesn't the lava set any of it on fire? Why would you even discuss "realism" with minecraft anyways :)
 

keybounce

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Does it really matter at what layer it generates at? Unless you have a lot of ores that you can't find at diamond level or something like that you mine at one height 99,9% of the time anyway

Almost missed this. Some mining mods put different ores at different heights, just to make you choose where to dig and eliminate the "one height fits most". To me, this is a good thing.

Because "realism" =/= "like real-life" :)

Hey. Ok, minecraft has an approximately 72 to 1 scaling factor, so even realistic minecraft should be about 50-100 times easier than real life.

Yes, I do not want "real life" in minecraft. I play minecraft to play a game; it should be much less difficult to do something in minecraft than in real life. It took me a while to accept that flight when trying to build something is a lot easier / nicer than having to build scaffolding and then take the scaffolding down.

(But then, most of my builds have been underground because it's so much easier to use the existing scaffolding stone).

I guess I'm looking for self-consistent, significant easier than real life, but scaled like real life ... maybe with a log factor (logarithm, not wood log, you silly) or a sqrt() factor. A tokamok should be harder than a steam engine, but maybe not linearly harder compared to real life.
 

keybounce

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Time is scaled by 72 to 1.
Horizontal distance on a large scale is scaled down -- forests should be more than about 256 meters across.
Going down to the continental shelf? Y=46 (+/- 1) in minecraft, but about 600 feet (195-ish meters) in real life if I remember correctly. Ocean floor? That's a few thousand feet.

Going up to typical mountain height? What's a typical mountain height.

===

Want to learn something? Maybe SwedenU's geology mod, or PFAA Gelologica.
 

keybounce

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Next Irk: bleep bleep bleep Eclipse!

Why am I unable to use step in / step over / resume while debugging?

Why is this mod allocating three threads for a thread pool array when it should be allocating 6?

Why does Eclipse sometimes show a blank pane for the variables when it is paused?
 

GreenZombie

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Time is scaled by 72 to 1.
Horizontal distance on a large scale is scaled down -- forests should be more than about 256 meters across.
Going down to the continental shelf? Y=46 (+/- 1) in minecraft, but about 600 feet (195-ish meters) in real life if I remember correctly. Ocean floor? That's a few thousand feet.

Going up to typical mountain height? What's a typical mountain height.

===

Want to learn something? Maybe SwedenU's geology mod, or PFAA Gelologica.


Also the horizon in minecraft is about 186m away (via the viewdistance) whereas typically the real horizon is between 4.7km to 19.6km away. (Applying the *72 rule to MC's 186 meters outputs 13.3km, so again, in range).
This to me is actually the most depressing part of Minecrafts compressed scale as it means that life sized builds of large things are not visible in game as its too easy to exceed these thresholds.
 
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GreenZombie

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I also want to comment on Minecrafts "realisim".

No one wants minecraft to be realisitic. Its low-def textured, 1m³ blocks that don't fall down have the charm that attracted us to the game in the first place. The water mechanics are there to make attractive waterfalls easilly, not be complex fluid dynamic similations.

And the crafting in basic minecraft is not by any stretch of the imagination "realistic". But it does obey a simplified worldview where shape defines function. Lay out some ingots and sticks on the 3x3 grid, and you get the item you made the shape of. Minecraft (Vanilla) crafting probably works the way a 3 year old's brain expects the world to work - that wonderful age where dividing stuff up into separate portions creates "more".

The 3yo paradigm can cover a lot of handwaving in a lot of mods. Buildcrafts item pipes don't need much explanation. Clearly they have a transparent center and need something solid on the outside. Machines are made from gears and stuff. Its complicated.

But, even a 3yo might question how a thing gains the capabilities of items that are not included in its recipe. This is not an argument for strict adherence to realisim.
Its just an argument to satisfy the 3yo belief in how the world works paradigm.
 
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