All the livestock seems biome abundant. IE lots of cows in plains and shorelines, more sheep in the woods. Chickens in the jungles and pigs in cold regions.
People actually make mods for 1.8
I think that the only good way to balance this mod for modpack use is to make most renewable items unusable.
Found a brilliant one with TiCo and Fz- does anyone want several thousand copies of Mighty Smelting?You know what irks me? I have never, not ever found a dupe bug!!! I feel I have missed out on a right of passage...
Well designed, well configured packs could avoid them all; you'd need to be an absolute savent to pull it off in a bigger pack mind.I think there will always be dupe "bugs" with emc just because of how emc works.
Renewables themselves are fine, as long as they're given a suitable/adjusted value.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.
Why would anyone do that? (make a GOOD mod for a version no one can play without insane lag-fests)sadly yes, what seems even more surprising is that some of them are actually pretty good.
It would be interesting but probably also make it useless, since usually you'd often create the same few items from EMC and condense the same few items into EMC.More interesting would be dynamic EMC values, which change by a small percentage for every item exchanged. So dumping tonnes of cobble would lower the EMC value of cobble. Extracting diamonds will raise the value of diamond.
I said it first about 1.7.10. for me that was unplayable at the start and even now I wouldn't be surprised if I get lower fps then in 1.6.Why would anyone do that? (make a GOOD mod for a version no one can play without insane lag-fests)
Why would anyone do that? (make a GOOD mod for a version no one can play without insane lag-fests)
That's exactly the problem. When I said most renewable resources, I was talking about things like cobble, wood, stone, dirt, sand, and most other building blocks and plant matter. The issues are renewable things like gold, iron, ender pearls and other mob drops, etc. With modded minecraft, nearly everything is renewable. I would probably drop the emc of most easily renewable resources and increase the emc of things that aren't renewable. Either way, It would depend on the pack. End of the day, I don't really know. This is a mod that is next to impossible to balance.Except everything in minecraft is renewable and practically infinite.
The Dynamic values would probably balance the mod better than any other alternative. If done properly, there's no real way to exploit the drop or increase in value, especially if items get a 1:1 ratio on drops and increases. I would imagine the programming being difficult. You wouldn't want people to be able to drop a few stacks of something in getting decreases of value only to shift-click things out on those lowered values and it not register increases until after the fact.Renewables themselves are fine, as long as they're given a suitable/adjusted value.
Enderpearls are the difficult one to balance; pre end they're as rare as rocking horse shit and post end you can farm them with ease.
More interesting would be dynamic EMC values, which change by a small percentage for every item exchanged. So dumping tonnes of cobble would lower the EMC value of cobble. Extracting diamonds will raise the value of diamond.
Just keep pushing the boundary for various automation etc. and it happens on and offYou know what irks me? I have never, not ever found a dupe bug!!! I feel I have missed out on a right of passage...
That's exactly the problem. When I said most renewable resources, I was talking about things like cobble, wood, stone, dirt, sand, and most other building blocks and plant matter. The issues are renewable things like gold, iron, ender pearls and other mob drops, etc. With modded minecraft, nearly everything is renewable. I would probably drop the emc of most easily renewable resources and increase the emc of things that aren't renewable. Either way, It would depend on the pack. End of the day, I don't really know. This is a mod that is next to impossible to balance
The problem is where do you draw the line? Oak saplings no but what about a top of the line Forestry super-sapling that took a week to breed up to? And EVERYTHING is infinitely renewable in modded MC, I honestly can't think of anything I couldn't automate to continually produce...
EMC was fun in 1.2.5, it hasn't matured well into the "pack age".
Thaumcraft nodes... how can I renew those?
Travel farther, infinite worlds(with RFTools and Mystcraft), each with a (basically) infinite world size = infinite nodes.
Not saying everything is easily renewable but everything is. Once again where do you draw the line? Either everything has an EMC value or nothing has... And he could only really start at 1 for cobble.
You'd have to use a floating point value, or change the scale radically, after all what does it mean to have 0.999 or 1.998 EMC in a table?More interesting would be dynamic EMC values, which change by a small percentage for every item exchanged. So dumping tonnes of cobble would lower the EMC value of cobble. Extracting diamonds will raise the value of diamond.
That isn't what "renewable" means.Travel farther, infinite worlds(with RFTools and Mystcraft), each with a (basically) infinite world size = infinite nodes.
That isn't what "renewable" means.
In real life no, we're talking MC here.... Renewable=Can Get More Of
EDIT: and besides which they can be grown in trees, can't get much more "renewable" than that.