Those little things that irk you about Minecraft

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immibis

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Jul 29, 2019
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When a modpack consists of 100 mods thrown together because they happen to be popular, not because the modpack creator thinks they are actually good in modpack. (Hats)

When a not-very-good mod becomes popular because its creator is well known (Hats, Translocators)

When a modpack consists of 100 mods that don't fit together. A perfect example is when you have a GregTech-centred pack, and then add Thermal Expansion without changing any settings - or even if you do, because TE does not have enough config options to make it match with GregTech (In this case King_Lemming himself recommended removing TE).

Sometimes, when this forum doesn't have a dislike button.

When a mod adds a new feature that's a duplicate of something you already have, and doesn't let you disable it (Extra Utilities/BuildCraft; OpenBlocks/Liquid XP).

Related: When a mod has a feature that doesn't belong in that mod (Applied Energistics grinder; IC2 crops and booze; Forestry bees)

When a mod's development team doesn't listen to feedback (basically every mod but especially Forestry, IC3, GregTech).

When mods expand in ways that break existing worlds (Forestry, IC3, GregTech after 1.3)

When people enforce rules that don't actually exist (GregTech's ore dictionary stuff)

Related: When people condemn modders who don't use Forge.

Related: When people act like Forge is the best thing ever.

The fact that Forge doesn't have a system for preventing duplicate items (dusts; ores; ingots).

People who say "It's open source; if you want a change, change it yourself instead of asking me!"

People who say "If you don't like it, don't use it."

People who say "If you don't like it, just [perform time-consuming task here]!"

People who say "It's free, so it doesn't have to be good."

Edit: When mods stay in perpetual beta (IC3).

Edit: When IC3 calls itself "IC2 experimental" or "IC2 2.0" (because they don't want to admit they're changing everything?)
 
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ThatOneSlowking

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Immibis, translocators are quite useful IMO and it IS IC2, the mechanics are changing, sure, but backbone of code and developers are not changing, hence it is still IC2
Also hats are just fun, I do not see how they are not good
 

rhn

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Nov 11, 2013
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When a modpack consists of 100 mods thrown together because they happen to be popular, not because the modpack creator thinks they are actually good in modpack. (Hats)

When a not-very-good mod becomes popular because its creator is well known (Hats, Translocators)

When a modpack consists of 100 mods that don't fit together. A perfect example is when you have a GregTech-centred pack, and then add Thermal Expansion without changing any settings - or even if you do, because TE does not have enough config options to make it match with GregTech (In this case King_Lemming himself recommended removing TE).

Sometimes, when this forum doesn't have a dislike button.

When a mod adds a new feature that's a duplicate of something you already have, and doesn't let you disable it (Extra Utilities/BuildCraft; OpenBlocks/Liquid XP).

Related: When a mod has a feature that doesn't belong in that mod (Applied Energistics grinder; IC2 crops and booze; Forestry bees)

When a mod's development team doesn't listen to feedback (basically every mod but especially Forestry, IC3, GregTech).

When mods expand in ways that break existing worlds (Forestry, IC3, GregTech after 1.3)

When people enforce rules that don't actually exist (GregTech's ore dictionary stuff)

Related: When people condemn modders who don't use Forge.

Related: When people act like Forge is the best thing ever.

The fact that Forge doesn't have a system for preventing duplicate items (dusts; ores; ingots).

People who say "It's open source; if you want a change, change it yourself instead of asking me!"

People who say "If you don't like it, don't use it."

People who say "If you don't like it, just [perform time-consuming task here]!"

People who say "It's free, so it doesn't have to be good."

Edit: When mods stay in perpetual beta (IC3).

Edit: When IC3 calls itself "IC2 experimental" or "IC2 2.0" (because they don't want to admit they're changing everything?)

Think someone should try the positive hat on for a while :p

Bees not belonging in forestry? Woot? Its one of the main pillars of the mod and I think its intertwined perfectly into the rest of the mod. Its a solid and enjoyable experience to see all the elements come together in a bigger whole, compared to a lot of smaller mods that all do a few things without any big picture. And the AE grinder? I think its a great feature for the early start. And it fits in decently enough imo with the other quartz based tools etc. At least its better than having to have yet another small mod for just that one feature(or several disjointed features).

I dont know which incident you talk about with the feedback, but there's a huge difference between listening to feedback and then blindly following it. And people aren't getting compensated in any way than gratitude(not as much as they deserve) for making their stuff,and then chose to share with us all. And they are in no way obligated to change what they made, just because someone else thinks it could be done different. Best we can do is to show some gratitude and properly and civilly argue for our cases of why it might be better if done different. But bottom line its their prerogative to do it how they choose to.

Mods stay in beta? I dont think any of the modders here have actually finished a final commercial product. So makes sense to me that its still in a beta stage.

A dislike button would be extremely destructive to a forum like this. But yet sometimes I miss it too. For example when people use a thread like this to spout a lot of negative and non-constructive critique of specific individuals or groups of people.
 

Zenthon_127

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Jul 29, 2019
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When a not-very-good mod becomes popular because its creator is well known (Hats, Translocators)
wut.

Translocators, while a small mod, is insanely powerful. It's by far the most intelligent item transport system (I don't count AE) as it doesn't even attempt to send items if there's no room. Only the RP2 Sorter series of machines could do this, and only in one set direction. Translocators has no such limitations. In addition, to my knowledge it is the only transportation of any type that can be completely reversed (opposite direction) with a mere redstone signal and is a rare form that can keep an inventory stocked with a certain amount. This has led to such designs as the automatically restocked essentials enderchest and ender portable tank.

Hats is just hilarious. Trollface Creepers and Skyrim Ghasts are still some of the most awesome things that modded MC has given us.
 

immibis

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Jul 29, 2019
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Think someone should try the positive hat on for a while :p

Bees not belonging in forestry? Woot? Its one of the main pillars of the mod and I think its intertwined perfectly into the rest of the mod.
Bee breeding is not tightly integrated with automatic farming.
Tree breeding is not tightly integrated with automatic farming. (yes, the automatic farms do work on the new trees)
Butterfly collecting is not tightly integrated with automatic farming.
Bee breeding is not tightly integrated with butterfly collecting.
Some people do not want one or more of the above.
Forestry could be separated into an automatic farming mod, a bee breeding mod, a tree breeding mod (which requires the bee breeding mod), and a butterfly collecting mod, without much of a problem.

Its a solid and enjoyable experience to see all the elements come together in a bigger whole
Those four elements do not come together in a bigger whole, they're just four elements.

And the AE grinder? I think its a great feature for the early start. And it fits in decently enough imo with the other quartz based tools etc. At least its better than having to have yet another small mod for just that one feature(or several disjointed features).
Perhaps it is good for the modpack, but it does not fit in AE.
It makes much more sense to have a manual grinder in IC2 or Thermal Expansion or Tinker's Construct than it does to have it in AE, which has no other ore processing facilities at all.

Many modders add disjointed features to their mods because they don't want to have yet another small mod with one feature. Some mods exist just to have random features (OpenBlocks, Extra Utilities, TubeStuff) but for other mods it just makes the mod less coherent.

It's the difference between:
"Applied Energistics lets you move items around and automatically craft."
and
"Applied Energistics lets you move items, fluids, BC power, IC2 power and UE power around, automatically craft, automatically break blocks, teleport blocks and entities, store things in pocket dimensions, turn nether quartz blocks back into nether quartz, make nether quartz tools, and double ores. It also has guns, nether quartz dust, and a new ore, which can also be used to make the tools."

(Edit: you might ask why it makes a difference. It makes a difference because if I want to try a new way of moving items around, I am definitely going to be less likely to install the mod if it also has a bunch of other junk. If I wanted to "just throw everything in a modpack" then this would be good - more features with less mods to install. But I don't.)

As I was writing that I realised why the grind stone is necessary - so you can make nether quartz dust without installing other mods! But surely there's a better way - why not just use nether quartz directly in the recipes?

I dont know which incident you talk about with the feedback, but there's a huge difference between listening to feedback and then blindly following it.
Doing things people don't like, even after people have tried them and not liked them, counts as ignoring feedback here.
How many people do you know who like:
* Crafting metal plates, wires, item casings
* Replacing all their old farms with multifarms
* Building more and more machines to build machines to build machines to build machines with every GregTech update?

And people aren't getting compensated in any way than gratitude(not as much as they deserve) for making their stuff,and then chose to share with us all. And they are in no way obligated to change what they made, just because someone else thinks it could be done different. Best we can do is to show some gratitude and properly and civilly argue for our cases of why it might be better if done different. But bottom line its their prerogative to do it how they choose to.
You are one of those people.

Mods stay in beta? I dont think any of the modders here have actually finished a final commercial product. So makes sense to me that its still in a beta stage.
If it works, give it to people and don't call it beta.
If it doesn't work, don't give it to everyone and then say "it's beta, of course it has bugs".

Edit: this post is unexpectedly long.
 
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ThatOneSlowking

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Hot damn I need some popcorn.
image.jpg
 

rhn

Too Much Free Time
Nov 11, 2013
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Bee breeding is not tightly integrated with automatic farming.
Tree breeding is not tightly integrated with automatic farming. (yes, the automatic farms do work on the new trees)
Butterfly collecting is not tightly integrated with automatic farming.
Bee breeding is not tightly integrated with butterfly collecting.
Some people do not want one or more of the above.
Forestry could be separated into an automatic farming mod, a bee breeding mod, a tree breeding mod (which requires the bee breeding mod), and a butterfly collecting mod, without much of a problem.


Those four elements do not come together in a bigger whole, they're just four elements.
Really? I build farms to make stuff I need for beekeeping: Wood, seeds for seedoil, Cocoa for frames etc. and plant matter to make ethanol for engines to power (among other things) the machines I need for beekeeping(squeezer, carpenter, centrifuges(and ofc ExB machines)). The bees then help me produce things like lava that I need for my Biomass engines. And ExB adds a ton more tie-ins to the farm. The bees then allow me to breed trees, which can be used to improve the output of my treefarm, and the saplings improve the output of my ethanol production allowing me to power more with the same setup.
Forestry might have started out as just a farming mod, but now I see the farming aspects as necessary features for the other parts of the mod.

Perhaps it is good for the modpack, but it does not fit in AE.
It makes much more sense to have a manual grinder in IC2 or Thermal Expansion or Tinker's Construct than it does to have it in AE, which has no other ore processing facilities at all.

Many modders add disjointed features to their mods because they don't want to have yet another small mod with one feature. Some mods exist just to have random features (OpenBlocks, Extra Utilities, TubeStuff) but for other mods it just makes the mod less coherent.

It's the difference between:
"Applied Energistics lets you move items around and automatically craft."
and
"Applied Energistics lets you move items, fluids, BC power, IC2 power and UE power around, automatically craft, automatically break blocks, teleport blocks and entities, store things in pocket dimensions, turn nether quartz blocks back into nether quartz, make nether quartz tools, and double ores. It also has guns, nether quartz dust, and a new ore, which can also be used to make the tools."

(Edit: you might ask why it makes a difference. It makes a difference because if I want to try a new way of moving items around, I am definitely going to be less likely to install the mod if it also has a bunch of other junk. If I wanted to "just throw everything in a modpack" then this would be good - more features with less mods to install. But I don't.)

As I was writing that I realised why the grind stone is necessary - so you can make nether quartz dust without installing other mods! But surely there's a better way - why not just use nether quartz directly in the recipes?
I dont see anything wrong with creating mods optimized for modpacks. After all I think most the people who play modded MC plays modpacks.
Sure the grinder could fit in better in other mods, but they never added it did they? And its a nice way of ensuring that people who does not play with those other mods can still craft the stuff, while still being useful to the people who does. And it doesn't make much sense to me that you make delicate stuff and "flexible" cables etc with large chunks of crystals. And I like a bit of complexity in crafting. Would be rather boring if you only had to combine cobblestone and sticks to make complex machines.
The Grinder most likely exists in the mod precisely to allow people that don't use modpacks to be able to use the mod without being reliant on other mods.

Doing things people don't like, even after people have tried them and not liked them, counts as ignoring feedback here.
How many people do you know who like:
* Crafting metal plates, wires, item casings
* Replacing all their old farms with multifarms
* Building more and more machines to build machines to build machines to build machines with every GregTech update?
Maybe the author likes it? And as mentioned above, I like complexity. And at the end of the day, isn't it the mod authors choice to make the mod the way he want it? We should be extremely grateful that he chose to share it with us so that we could use it if we also liked it.
Yes I liked the old forestry farms too, and didn't move over to multifarms until the old ones were phased out. But to be honest, the functionality of the new farms is much greater and I probably wouldn't go back if I could. Only thing that bugs me is the odd shape, but I could just Ignore parts of the farm area and make it into squares.
Never played with GregTech. I don't really believe in prolonging content by increasing difficulty. But some do and they seem to enjoy playing it. But I do also enjoy tier based crafting and machinery.
 
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PhilHibbs

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This is a thread for everyone to voice their personal dislikes. There's no point in arguing against a personal dislike. It is, by definition, incontrovertible. If I dislike something, then I dislike it. You can't beat me in an arugement about whether I like it or not. So please, if someone voices a personal dislike, just let it by. That's what this thread is for.

Matters of fact, however, are a different thing. If someone says something that is demonstrably false, or is an attack on a group of people, then my point does not apply.

I am not a moderator, but I think that this approach would improve the thread.
 

PierceSG

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This is a thread for everyone to voice their personal dislikes. There's no point in arguing against a personal dislike. It is, by definition, incontrovertible. If I dislike something, then I dislike it. You can't beat me in an arugement about whether I like it or not. So please, if someone voices a personal dislike, just let it by. That's what this thread is for.

Matters of fact, however, are a different thing. If someone says something that is demonstrably false, or is an attack on a group of people, then my point does not apply.

I am not a moderator, but I think that this approach would improve the thread.
I totally agreed with what PhilHibbs said.

Oh topic: My lack of id conflict fixing skills. :(
 

SpitefulFox

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Mods that only add new ores with a new toolset

"Haaaiiiii, my name is AwesomeCreeperTaco1337 and this is my mod! It adds AwesomeCreeperTaco Ore that smelts into AwesomeCreeperTaco Ingots and makes tools stronger than diamonds! I am so original and clever!!!!!1111"

...

"It also adds Obsidian/Lapis/Redstone/Black Diamond tools!!!!!!!!!"[DOUBLEPOST=1385569619][/DOUBLEPOST]
The MCForum thread said just to place 8 altar blocks in 3x3 ( which I tried 8 and 9) and nothing about a way to check the tier

I've been getting all my info from the forum thread and I seem to be doing fine. Craft a Divination Sigil and right click it on the altar to see what tier it is.

Edit: Also, are you just literally placing 8 altar blocks in a square? Because that's not how you upgrade to tier 2. You need one altar and then a square of 8 blood runes in the floor around it.
 
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