Those little things that irk you about Minecraft

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Golrith

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I don't know which mod does this, but I've seen something happen in an LP of The Simple Life 2, whereby the ores look different (and seem to be generated so they fit in with the surrounding rock, so soapstone copper ore, greywacke iron ore, that sort of thing; but when they're mined, they all become a single variant of that ore. I think that works quite nicely?
I like that too. With the increase in rock types, it would be more natural to overlay the ore texture onto the rock texture dynamically.
 

Inaeo

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Did Another One Bites The Dust get rolled into Forge, and if not, why not? Having a predictable dust, nugget, ingot, block, etc for any random ingot that a mod should add was nice.

I don't know which mod does this, but I've seen something happen in an LP of The Simple Life 2, whereby the ores look different (and seem to be generated so they fit in with the surrounding rock, so soapstone copper ore, greywacke iron ore, that sort of thing; but when they're mined, they all become a single variant of that ore. I think that works quite nicely?
I've heard of such a thing, but never seen it used. If you find out which mod does that, let me know. I'm feeling inspired (mostly by all the world gen talk in the Revelations is Useless thread) to try some things, and I feel like this would fit nicely.
 
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Plainy

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something to say is that currently in the DW20 pack there is only 1 ore for each type, atleast as far as i have noticed.
 

Golrith

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On ores, it would be even better if vanilla MC would add Copper, Tin, Silver, Lead. It gives vanilla players more to encounter when mining, more tools/armour from that materal, new building blocks of those metals, and could even add Tin/Copper/Lead/Silver Golems. Current MC development seems to be adding more content which a lot of it is retextured existing resources.
Then it's just the dusts for mods to add and everyone is unified on the core ores as it's now "vanilla".
 
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Pyure

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I'm 87% joking about my gripe here, but: people's fascination with the infinite power via the TD arboreal extractor setup. Is this simple source of infinite power actually fun for people?
 
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GamerwithnoGame

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I'm 87% joking about my gripe here, but: people's fascination with the infinite power via the TD arboreal extractor setup. Is this simple source of infinite power actually fun for people?
Yes.

I actually enjoyed setting it up, and as I've only got a basic system its not doing crazy mad bucks but its keeping my simple machines ticking over in a worry- and hassle-free way. Not only was the setting up fun for me in itself, but the fact that I don't have to stress about repeatedly filling up my steam dynamo makes my (still very early) game more fun as well!

Now, I will not upgrade that ad infinitum - I plan to move onto other power sources, because I want to explore the pack fully.
 

Pyure

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Yes.

I actually enjoyed setting it up, and as I've only got a basic system its not doing crazy mad bucks but its keeping my simple machines ticking over in a worry- and hassle-free way. Not only was the setting up fun for me in itself, but the fact that I don't have to stress about repeatedly filling up my steam dynamo makes my (still very early) game more fun as well!
Fair enough I guess :)
 
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Drbretto

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How much energy does this thing produce? Is it just a steady amount that never stops charging, or does it completely eliminate the whole idea of a limiting resource?
 

SevenMass

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I don't know which mod does this, but I've seen something happen in an LP of The Simple Life 2, whereby the ores look different (and seem to be generated so they fit in with the surrounding rock, so soapstone copper ore, greywacke iron ore, that sort of thing; but when they're mined, they all become a single variant of that ore.

There is a mod called "underground biomes complex" that does something like that. It only works on ores the mod is compatible with. It may be that UBC is a part of that modpack.

This doesn't actually solve the problem though, the ores that enter your inventory are still the same as without UBC, only their appearance in world are adjusted.


Continuing on the tiers discussion:
(Btw: If you had worded your post as a preference issue, I'd have no grounds to debate here. But you described the tiering as fundamentally inferior, which is fundamentally illogical :p )

We all know my opinion is fundamental truth, that's just self evident.;)

Joking aside,
I was using forestry as an example, didn't mean to say everything should be forestry-like.

An other explanation/example in the spoiler:
Lest say if I was in charge of re-doing the simply-jetpacks mod, and I'm still using tiers.
There would be 4 tiers:
1) A bootstrap/intro tier (jet-packs don't need to be bootstrapped like vanilla pick-axes, so "intro" would be more descriptive in this case)
2) A workhorse tier
3) An advanced tier
4) An OP tier

The bootstrap/intro tier would be really cheap to craft, like; wood logs, a potato with a redstone dust.
It would have a reasonable speed, no armor, and about 20 seconds of flight in total. It would use durability instead of charge, and break when used up. This tier could be disabled in the configs.
Someone could craft a couple of these early game and use it to explore, just by being really careful in its use.

The workhorse tier would require you to tech up, just like the existing version of the mod. It would function like the IC2 jetpack, have an option to add armor plating, and can be used with a glider/elytra for fast horizontal travel at low energy cost. It would be rechargeable, and have a large enough internal battery to use it comfortably.

The advanced tier would have hover mode, allowing it to be used for building more easily.
It would not have armor options and can't be combined with a glider/elytra.
This means the advanced tier is not very good for exploring.

The OP tier would combine the good of both the workhorse and advanced tire and none of the bad. This tier could be disabled in the configs.
Its purpose would be to provide something for players that like OP tiers, or for progression based modpacks such as AgeOfEngineering, that need something for their End-game.
The mod would function just fine with this tier disabled, since the two main tiers are designed to be good enough.

See... Tiers, even progression, but each tier is unique. Not just more of the same, but with higher stat value.

Alternatively, I could replace the advanced tier with a helmet, and have the helmet provide the hover mode to the jetpack, but enabling hover mode interferes with the glider/elytra. You'd still have armor plating, but the helmet has a low armor value. That would get rid of one more tier.

I'm also not trying to hate on the simply-jetpacks mod. I could make similar rants on Thermal Expansion, and I really like Thermal Expansion.
 

GamerwithnoGame

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How much energy does this thing produce? Is it just a steady amount that never stops charging, or does it completely eliminate the whole idea of a limiting resource?

Basically the Arboreal Extractors continually produce a small amount of resin liquid for zero energy cost; this can be processed in a Fractionating Still to make tree oil. Each of my basic compression dynamos is producing 40 RF/t (I have two, so 80 RF/t for those), with 1000 mB producing a total of 1,000,000 RF. My system is making tree oil faster than its being used right now. I also have a basic steam dynamo taking the solid rosin byproduct from the still and burning that produces 8000 RF per rosin at 40 RF/t.
 

Drbretto

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I don't see a problem with that. You can get 30-40ish per tick passively with things like IE windmills or water wheels. Not to mention my lightning rod setup that's generating like a nuclear reactor (about 8 billion RF per day, give or take). To me, the "challenge" so to speak is the setup. Once you've done the setup, you've earned the power, IMO. And the setup you're talking about sounds like it's even more of a hassle than the things I've been using.

The lightning rods, however, are OP AF, and this is the last time I'll be using them.
 
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Pyure

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I don't see a problem with that. You can get 30-40ish per tick passively with things like IE windmills or water wheels. Not to mention my lightning rod setup that's generating like a nuclear reactor (about 8 billion RF per day, give or take). To me, the "challenge" so to speak is the setup. Once you've done the setup, you've earned the power, IMO. And the setup you're talking about sounds like it's even more of a hassle than the things I've been using.

The lightning rods, however, are OP AF, and this is the last time I'll be using them.
sooooooo who wants to hear my opinion on the IE waterwheel :p
 

GamerwithnoGame

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*waves* I do, I do!

But can I say first: yes, its cheap, and has its issues, but BOY do I love its aesthetic. I saw a thing with altered textures for it and the windmill; don't know if they've hit yet, but they were really really nice.
 

SevenMass

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How much energy does this thing produce? Is it just a steady amount that never stops charging, or does it completely eliminate the whole idea of a limiting resource?

I think it can be compared to the good old steam dynamo fueled by charcoal from an automated tree farm setup. Except that a tree farm breaks blocks in-game, so this set up is friendlier to your computer, and or the server.
 

Drbretto

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sooooooo who wants to hear my opinion on the IE waterwheel :p

I do too!

I'm torn on these things. It really depends on my mood and my goals. On one hand, passive RF generation overshadows the immersion of normal RF generation. But on the other hand, it's soooo damn convenient.

I am using these things for the looks, though. If you check out the latest vid in my showcase, those water wheels look great when used properly. And I'm here to tell ya that the power they generate isn't all that much. You need to make it look stupid to get the most out of it. The way I have them set up right now, it's about as efficient as you can get it and still have it look like it's a real thing in the world, and I'm getting something like 240 RF out of all 24 of them combined. The advanced windmills nearby are only generating 31/t each, too, unless it's storming.

The lightning rods, though, that's game-breaking power. It's breaking into Draconic Reactor territory, but no fuel required and it doesn't blow up.
 

Pyure

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*waves* I do, I do!

But can I say first: yes, its cheap, and has its issues, but BOY do I love its aesthetic. I saw a thing with altered textures for it and the windmill; don't know if they've hit yet, but they were really really nice.
Honestly I'm just being a snob here. The IE structures really are beautiful. And I genuinely have no issue with the windmills. They're a bit harder to use effectively (requiring lots of wire and height) and, frankly, they're kinda realistic. But the waterwheels just offend my gods because you can generate infinite power with a few buckets of water.

If MC water physics were amazing and you needed an actual legitimate river to use a waterwheel, I'd like them a lot more.
 
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Drbretto

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To be fair, I set mine up like it's actual running water. Not shown in the latest video yet, but it's got these "rain collection plates" that trickle down to the water wheels.

Because I agree, it would be so much better the way you described. But since IE is meant for immersion, I build all of these into a place in the world that makes sense, including the running water required for the water wheels. Even the lightning rods will seem ok if they're part of a bigger thing that looks awesome enough to match it. That's what IE is for, IMO. It's because you want to have some cool looking water wheels and wind mills, but since they're going to be there and moving, they should give you a little bit of power, too.

But, I watched some LP's lately (chromecast FTW, or as DW20 would say, neat!), and it seems like a lot of people would just make the wheels, put buckets of water where a guide told them to put it and be happy with it. I can't get behind that at all. You're using the wrong mod if that's what you're doing.
 
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Drbretto

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I think you might be right, lol. We're all just talking about different angles.

As for the unlimited power system that started this exchange, to me, the idea behind that IS that your breaking the laws of physics. IMO, that's fun in and of itself.
 
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