The whole point of a mod is to add more stuff to do.
Sure.
I love exploring mystcraft ages to look around at biomes that don't generate in the overworld.
I love being able to make strange new worlds, to seek out new life, and new civilizations. Etc.
TiC looks like a big game of min-max to me.
To me it sounds like Vanilla + IC2 and GT would be your kind of play, or just plain Vanilla.
I actually, on the advice of one player on my server, looked at GregTech. It was, at first, explained as "an industrial/automation mod where the costs were so high that the automation did not become a requirement, and it wasn't very clear that it gave a benefit." It clearly does give more things to do, and as she said, it would let her build things, and show off things that could not be done in vanilla.
After a little investigation, apparently it also alters normal vanilla recipe balance (wood output is cut in half), and there's a spat going on where "If you don't let me break vanilla's balance, I won't let you play" is the behavior. So I stopped looking, and decided against GregTech.
(I like wood-themed decorations actually.)
How many people are even using vanilla tools at all past a certain point in modded minecraft? It's almost a central understanding that mod's provide better tools that actually last versus the annoying vanilla tool system. Why are you even using mods if you don't like better options than vanilla?
What makes vanilla's tools annoying?
Better options?
Consider twilight forest. You can get stuff that is cheap, and as strong as diamond, but much shorter durability. Or stuff that is better than iron, but not as good as diamond, and needs finding a semi-uncommon material. Both come with useful, low to mid-ranged enchantments.
More options? Yes.
Balances as options to vanilla? Yes.
Balanced as something superior to vanilla? No.
Is there abuse in the TF? Sure, once you take out a Lich. Of course, the newer versions are adding more stuff that can use that "abuse".
(Ok, so moonworm queens are just abuse. I only use them in the forest.)
I play modded minecraft because I'm entirely sick of vanilla. As in, to the point that I would not be playing minecraft at all anymore if it weren't for mods.
I completely expect mods to change/obsolete as much of vanilla as possible. Otherwise I would be playing vanilla.
Have you looked at "Better than wolves" or "Terra-Firma-craft"? They both sound like exactly what you want.
You sound like you want to play a game that uses the minecraft engine but is otherwise a total conversion. Are you still playing "minecraft" then?
No problem; I do WoT's also.WARNING: WALL OF TEXT
That would suck and result in having a billion different picks, and you can choose enchantments in Vanilla via books.
Vanilla books have a serious cost to acquire. Levels.
Have you played with the vanilla book system? I'm still learning the ins and outs, but as a brief summary:
Lets say you want efficiency 4 on a pick. Three ways to get this are to try to get it directly with high level enchants (wastes a lot of materials, gets you lots of enchants you didn't want), or trying to get e4 on a book (very similar), or get lots of e1 books and combine them. That's cheap. And, it gives you lots of other books, that can be combined.
Lets say you wanted a customized tool, say efficiency, unbreaking, fortune. If you get part of it from the enchanting table directly, you still need to add the rest from books. So you still need to get good book enchants.
But with book enchants, you are getting stuff for every possible item, not just specific tools. So you will go through lots and lots and LOTS of books. And, at the same time that you're looking for what you need to finish customizing that partially enchanted tool, you'll get other things as well -- probably duplicating part of what you got from the enchanting table.
And each time through the anvil, the cost of an item gets more and more expensive.
If you want stuff that can be obtained at level 1 in a book, great. It's cheap enough, and combines well.
But not everything can be gotten at level 1. And trying to get lots of stuff around level 15-20 to combine gets expensive. And some things only come mid-range or expensive.
But the point is, trying to get what you want in vanilla enchanting by books mean setting up a large operation to generate books for everything, until you have a good library and then have what you want lying around. And for some things, you will have to start with a mid-range attempt at an enchanting table, and then try to customize with books, with some duplication and expense.
Compare that to "50 redstone, done. 50 lapis, done. Next".
An Unbreaking 3, Efficiency 5, Fortune 3 diamond pickaxe is WAY better than a Manyullyn pickaxe, or a manyullyn pickaxe with Fortune 3. You can repair Vanilla tools, why would you not be able to repair TiC tools?
Enchanted vanilla tools have an ever-increasing level cost to repair, and eventually become unrepairable.
TiC tools have a constant cost to repair, and never become unrepairable.
Lets look at that example. In vanilla, if I recall the speeds right, wood=2, stone=4, iron=6, and diamond=8 (Checking the wiki ... yep, and gold=12).
OK. Lets compare vanilla diamond (speed 8, usage 1562), with efficiency 5, fortune 3, and unbreaking 3.
First, OMG, how hard was it to get that pick? That's about the best you can possibly get in vanilla. Efficiency 5 requires combining at least 2 picks or books. Unbreaking 3 on a diamond tool is actually easy enough to get as a level 20 enchantment (just under 50%), and fortune 3 isn't too bad as a diamond level 30 (about 1 in 5). But getting all the pieces to put together -- two e4 picks, one with F3, and one with U3 ... or lots and lots of books ...
Overall, if you can avoid silk touch, you can probably get this from 4 diamond enchants. Given the risk of silk touch (16% at level 30), you might need 5, but it's certainly doable. If you get two E4's and an F2 on your first two 30's, you can probably get the rest of what you need at 20's, but that takes some luck.
(E4 is 69%; F2 or F3 is 32%; U3 is 63%; all figures at level 30 and rounded).
Now, TiC ...
Diamond is speed 8. Cobalt is speed 11. (Why make a pure manyullym?)
Cobalt gives reinforced (unbreaking) 2. I think an obsidian plate adds reinforced (not in-game, going from notes), so you're at unbreaking 3.
Fortune 3 ... I've gotten that from 100 lapis. I haven't played with TiC enough to know if that's higher or lower than normal.
Two slots for lapis, one for obsidian reinforcement.
If it's not fast enough at speed 11, add in redstone -- 50 seems to give +4 to speed, so diamond is as fast as gold.
Grand total of 4 slots (2 lapis/fortune, 1 redstone/speed, one obsidian/unbreaking), which you get from a thaumium rod or paper binding. Or both, and just add in something else. Heck, add a diamond if you don't have enough durability, or moss if you never want to worry about the expense of cobalt for repair.
Compare that to the cost of 4 to 5 level 30 enchants, plus the 12 to 15 diamonds, plus the expense of combining those all on the anvil, plus the increased cost each time you need to repair it. Or tons of books getting all the enchants you need for all your equipment, not just your picks.
Which is better?
I believe one specific set of pieces gives unbreaking, which is extremely expensive. The rest do not give built in anything except for the things that make sense for the material (eg. Reinforced for Obsidian, Stonebound for stone, Spiny for Cacti).
Just looking at my partial notes:
Obsidian: reinforced 3 as a part, or +1 reinforced as a slot.
Cobalt: reinforced 2, high mining speed (tools), or high handle modifier (Weapon)
Alumite: Speed 8 (diamond), reinforced 2 (unbreaking 2), not that expensive.
Ardite: stonebound 2 (tools) with a great handle modifier.
What's a quartz grindstone?You mean like a Quartz Grindstone? The smeltery requires lava, while the grindstone requires it to be crafted and cranked. Guise dis so op it need nerf.
Gimme a break.