I rather not detail the dupe here, but it turned out to be a problem with Thermal Expansion and completely unrelated with TiCo.
Once I finally got down to the the core of the matter however, it was easy to work around.
But EE3 is so broken, and buggy, it really doesn't seem like 3 years worth of workHeh, me neither. And once involving EE3 interacting with other mods don't count I presume, since this can be fixed by adjusting EMC values or making items unlearnable.
But EE3 is so broken, and buggy, it really doesn't seem like 3 years worth of work
I know, but it's just like he makes something work, and then goes "no, I don't want that".Give Pahinoob some credit. The bulk of the work that he did was ground work to even make it possible. now that the ground work is laid (I know all that part of the code is boring) he will be able to add some really cool features that will make it more appealing. And of course he'll fix any dup bugs that soaryn finds. That's what soaryn is there for.
People actually make mods for 1.8seeing a cool new mod and thinking "I want to play that" but then realizing it's for Minecraft 1.8.0
I think the world holes are forge, not minecraft. But the livestock thing, I fully understand. I can never find cows when I need leather, and I think that's why there's numerous mods that add ways to convert rotten flesh into leatherLittle things that irk me? Well, highest on the list is that after several years, Mojang still hasn't figured out how to prevent the occasional holes in the world.
Also, may I echo the "livestock problem". If I need sheep, I find only cows - I actually counted the last time, it was 325 cows and 34 sheep - but if I need cows, they appear to be completely absent. Does the damned game know if I have shears in my hotbar and reduces the spawn chance of sheep to 5% if I have?
To be fair, since ee2, he has been trying to balance a mod that by its very nature is OP as hell.I know, but it's just like he makes something work, and then goes "no, I don't want that".
For example, 1.5: Minium Stone was made by minium shards, dropped by mobs, then later found in loot chests, which could be used in transmutation. And it worked with all common oreDict stuff too (copper, tin, etc.)
1.6: Minimum stone no longer craftable, but it was still there, and still worked.
1.7: Removed.
And you still need to manually adjust EMC or make items unlearnable, especially in a modpack environment. Altohugh I imagine he put a lot of work into the EMC system and dynamically calculating energy values based on recipes.To be fair, since ee2, he has been trying to balance a mod that by its very nature is OP as hell.
Which Soaryn broke in what? 2 hours?And you still need to manually adjust EMC or make items unlearnable, especially in a modpack environment. Altohugh I imagine he put a lot of work into the EMC system and dynamically calculating energy values based on recipes.
But that is Soaryn though >_>Which Soaryn broke in what? 2 hours?
Yeah, I know he looks for dupe bugs. But if he can find it less than a few hours, the community would be talking about it within a few daysBut that is Soaryn though >_>
I think that the only good way to balance this mod for modpack use is to make most renewable items unusable. That way, you can't just make a cobble/wood/etc farm and get all the emc you want. EDIT: heck, even a vanilla gold farm would cause balance issues and that's vanilla.And you still need to manually adjust EMC or make items unlearnable, especially in a modpack environment. Altohugh I imagine he put a lot of work into the EMC system and dynamically calculating energy values based on recipes.
I think someone did that already with the old EE... what was it called... Fool the Bees? Feel the Base? Something like that.I would, however, love to see some type of challenge/hqm map use EE3 as a base instead of Ex Nihilo.