If we were comparing Vanilla to JUST TiC, you have a point, but we're not. This is a modpack. That means there's a million and oe ways to do everything. And in this modpack, it's trivial to set up an auto-enchanter and via Cow spawner, knocking out the books and the enchanting problems in one go.
Alright, lets stop there.
I'm looking at the balance of TiC.
It happens that I'm looking at UHS.
I am not looking at direwolf20, or other "OMG automate it all" pack.
The 12-15 diamond cost you predicted was just shot down to 3 since we're not going to waste that many diamonds since we now have books.
And this is why I don't like those packs: they destroy balance completely. It's no longer even close to the same game, it just uses the same engine. It is almost creative with a thin veneer of survival.
This compared to the infrastructure need just to get metal TiC tools is rather insignificant. Add the cost to go hunt down some cobalt in the nether, which is extremely difficult now with heatsear spiders and nitro creepers in adition to lava lakes, and there you go, even as can be.
Did you just say that setting up one of those auto-enchant thingies is almost trivial?
Now of course you're wondering "Why even bother with TiC if it's as hard as you say it is?". Here's the punch line, the system is better. Tools don't magically vanish in thin air.
I disagree that the system is better.
Tools that need to be repaired to be maintained, fine. Vanilla is that way.
Tools that can be completely broken, and still repaired? Instead of needing to be repaired while there's still something left to repair?
You will generate materials in play; repair that consumes materials is a fair balance.
TiC repairs with very little materials (or so it seems so far), and even then you only need to use the head material to repair. Now, for weapons, that starts fine; for the rest?
And since you never have to use the enchantment materials, or the special ability materials of the handles/plates/etc, it means you aren't really spending the item's construction to fix it.
Then there's moss...
The big thing that TiC takes out from the Vanilla tool system is the random enchanting because once you add random anything to a game, it instantly loses any sense of strategy or skill to acquire and just becomes a cut above crap.
I agree that the vanilla enchanting system is less than ideal.
As I mentioned, if you are going for a general collection of books to combine, it's not that bad, you just make a gigantic library of books and combine the books together.
Or, if you're going for a reasonable set of enchantments, you make a bunch of tools, have some waste, and combine what you get. But you've got a bigger expense and wasted XP/tools that way.
Vanilla enchantment mechanics are the worst thing ever imho. it is only designed to reward standing afk at a stupid mob grinder to grind levels so you can play the wheel of enchantments. in the hopes that something good comes out of it sooner rather than later (it tends to be later).
In my SMP server, I don't use mob grinders at all, don't permit them.
When I'm out and about, I generally collect 30 levels in a 60-90 minute play session.
Prior to books/anvils? I'd agree.
Since then? Expensive, repetitive, sure. But no longer roulette.
<grind>
I don't want that as part of my minecraft experience. hence i love TiC, I love the way rewards are given for effort. it takes effort to get those 100 lapis, not too much effort, but not too little either. I enjoy the fact that i can infinitely repair my favourite pick. the one i have spent time and effort, as well as some careful considerations into in order to make it what i want it to be.
The "get it once, keep it forever" is the whole issue. Vanilla gives you a 10% bonus for repairing, but you still have to keep buying it. Enchanted items keep getting more and more expensive each time until you can't.
You've got a couple things sorely wrong...
Vanilla tools are cheap as dirt to get, once you get a couple of villagers one Diamond pickaxe == 2 stacks of sugarcane.
Very few people I've heard of call the vanilla trading system fair, balanced, or fun. Many times you will have villagers with no trade that you want.
If you want to set up something where you have dozens and dozens of villagers in a breeding system to abuse the heck out of doors, then you might have a point here. But frankly, it's usually easier to get three diamonds than the trades needed to turn sugarcane into the specific diamond tool that you want.
Have you actually tried that type of system? I've seen videos / pictures of gigantic setups that people have done, so I know it's doable, but it's not a trivial thing to set up and get working. Granted, the trading post (just found it in the UHS pack) makes things much easier.
Next, Reinforced != Unbreaking. A Diamond pickaxe with Unbreaking 3 lasts 4 times as long as usual. A Cobalt pickaxe with Reinforced 2 only lasts about 1.3 times as long as usual.
This I did not know.
I actually was under the impression that reinforced was equal to unbreaking.
I'm glad to know that reinforced is significantly less than unbreaking.
Every time you repair a TC tool, it's repair costs goes up. For example, I had a stone hammer. I used it all the time and I figured that it would be dirt cheap to repair too. After the first time it broke I used 1 cobble to get it to full, the second 2, the third 4, the fourth, 7, the fifth 11, etc.
Ahh. I have only once had one of my own TiC tools break. I have done some repairs on other TiC tools (I'm on a 4 person server), and never seen any real increase in repair cost.
If the costs of repairing TiC tools -- when you do not let them get down to broken -- does go up, that's actually a good balance that I have not been aware of. But I suspect the rate of cost increase is currently too low.
Now for Vanilla tools, if I create a Diamond pickaxe and rename it before I enchant it, it's repair cost will never go up. Furthermore, you need 450 Lapis in order to max out Luck, so I don't know where you got that 100 figure from.
Wha?? Repair costs are supposed to go up by 2 levels every time through the anvil in all cases. Report that to Mojang as a bug.
As for that pick: it shows lapis 100/100, and fortune 3. Apparently, it can go up faster than the "450 worst case" if you are lucky. I did not make this pick; I inherited it when he made something better.
And that is from just one of your posts, if all of them is filled with the same kind of crap I think it's safe to say that you have no idea of what mod you're talking about, but I won't make any rash assumptions. I'm just saying that you need to be a lot more informed about what you're saying before you say it otherwise you'll never get anywhere.
Very possibly.
I have read all the in-game documentation I can find.
I have found two different "beginning/just starting" wiki's, full of stub pages; one here on FTB, one elsewhere with official mDiyo blessing.
http://tinkers-construct.wikia.com/wiki/Tinkers'_Construct_Wiki
Can I say that I understand everything about the mod? No. There's a lot that I can't find. There's a lot that's not documented unless I take to reverse engineering with a spreadsheet to figure out what's happening in the code.
So I'm wrong with reinforced being worse than unbreaking, and unbreaking is a fairly common/cheap vanilla enchantment. Alright, so there's good cause for saying that maintenance should be cheaper in TiC than in vanilla; I still think it's too cheap. So the vanilla enchantment system is designed to keep going up in cost, and require getting a good supply of enchanted books until you've got a reasonably complete library. This means it takes a long time to get started, and as you go through the enchantments you want, you'll get a bunch of others that you might as well play with; versus TiC's "instantly exactly what you want" at no significant cost. (100 lapis is not significant; 450 is starting to get noticeable. 50 redstone is nothing.)
If there is balance here, it's that at the same time you don't spend XP on books, you don't get XP from smelting.
I, personally, agree with your point that Tinker's Construct has some balance issues from a certain perspective, but the reason why everyone is tearing you apart is because you don't have a reasonable amount of knowledge of what you're talking about in order to convey your idea.
So the concern of balance isn't unreasonable.
Do I know the mod inside out? No.
Am I learning more from this discussion? Yes.
Is it out of balance? You just said so yourself.
Are TiCo tools more powerful than vanilla tools? Eventually... sure! But they are also something else which is far more important... they are more fun.
I absolutely despise, with a fiery passion, the vanilla enchanting system. It is kludgy, random, and just adds grinding time. It doesn't make it impossible to make the tool you really want, it just makes you spend more time at your mob grinder to do it. This is very boring and tedious.
Fun? Sure. I have completely given up any sense of pretending that there is balance in a modpack/server where we are flying around on chocolate powered harnesses with golems automatically harvesting barrel after barrel of farm supplies; where the whole danger of releasing too much flux into the atmosphere is completely ignored because the wasted leaf energy from the cocoa is just tossed into phials and stuffed into a shelf. Not to mention the work I did growing silverwood after silverwood to make a pure node big enough to gobble up that other node ... we started with a 5th person who was a terrible thaumergist, knowingly tossing waste into the crucible because it was faster/more convenient. (Apparently, a milk bucket is never a good choice to use because you can always get those essences in a cleaner form... guess what he did?). I'm at the point where combat is only "if I want to", even with a modpack designed to be "Russian roulette with a loaded gun."
Is it fun to just "Wham!" and knock out a 3x3 tunnel with no work, autosmelting as I go? Sure. Do I have a sense of accomplishment? No.
Is it fun to single-shot creatures with an arrow? Someone I'm playing with just demonstrated doing 20 points of damage to everything he tried with one arrow shot each. I don't know if he can single-shot zombies with their damage reduction, but if not, I'm sure that the arrows can be boosted another 2 points to kill them as well. I suspect it will be fun; I haven't had a chance to do it yet.
Balanced? A sense of accomplishment? A sense of pride in what I'm doing? A sense of actually conquering it?
I've already addressed the enchanting table/anvil.
TiCo causes you to expend a lot of resources to get precisely the enchants you want. 450 lapis, for example, is NOT trivial, particularly in the early and mid game environment. It is also hotly contested in usage with IC2's Tier 2-3 equipment, which also consume large quantities of Lapis.
AHH...
So TiC is balanced in certain modpacks where those same materials are in heavy use elsewhere.
Lapis's only consumption in vanilla is for decoration. You might think that 450 is a lot; it is. But 100 isn't that much (what? 3 vanilla deposits? 4?), and redstone is even cheaper. Nether quartz ... I can't comment on it, really. This modpack is the first time I've played 152, and from what I've seen so far, NQ is very common once you start getting it. (Our old 147 nether is kinda big ... 152's need to go far, far away will be a pain.)
Mossy stone hasn't been a problem since our first jungle temple. We've got a surplus of it on our main server. We've got a ton of it on this UHS server.
On the other hand, sitting at your mob grinder for several hours will, eventually, produce a looting book. In terms of actual resources, TiCo is far more expensive. Where TiCo is better, however, is in time management. You don't need to AFK for several hours to get things done.
I have never mob grindered or AFK'd. When I concentrate on XP, I get it fairly quickly (60-90 minutes for 30 levels). Once I realized that large libraries of cheap books combined was a better way, the real issue is just the need for lots and lots of books plus combining them.
Books stink, by the way (No significant tool bonus; no categorization; no control; have to make a complete library). Except that trying to start with a good tool and then book on top of that is a slightly wasteful combination. Cheaper overall (fewer trips through the anvil; material bonus on the tool; potential to start with 2+ enchantments instead of only one).
The whole "some special enchants you can only get by books" doesn't help, really.
Furthermore, TiCo permits you to build precisely the tool you want for the situation at hand. There are thousands of possibilities when it comes to tools. Which ones you produce depends on the resources available to you. If you don't have enough clay to make a smeltry, you're going to be stuck with non-metal tools. In that case, it is actually far more restrictive than vanilla. You can't make any iron tools without a smeltry, it just won't work. Which means a fairly substantive amount of clay to build one. Stacks of the stuff. You'll also need Lava to power the damn thing, meaning you'll need to already have some iron in the form of buckets.
Err ...
I'm still able to make vanilla iron tools. Was doing so at first as supplemental tools because I can repair those on the road. Eventually I found out how cheap a basic table was and how to make one; then I realized I could repair TiC tools while out. Not needing a smeltery to repair stone/iron headed items no matter how exotic the rest of the tool was ...
Clay ... yea, Vanilla clay is borked. That's hardly a balance when you can make iron stuff from the beginning. Point is, toolset #2 is TiC, and you only use vanilla tools at game start if you don't have easy vanilla clay.
Lava? I've never had trouble getting lava once I've gotten some iron in vanilla.
The mechanic of making patterns, making molds by pouring your material around the item shape you are wanting to cast, the mechanics and possible automation of the smeltry itself... it's an interesting and entertaining process which doesn't have too many boring steps.
Wait. Automation?
That bleeping smeltery is nothing but a pain to operate. Automation?
We are getting lots of ore nuggets that we can't smelt or do anything with.
There is no way to see how much that casting basin is short of being a full block.
There is no "nugget cast", and no easy way to get the residue out of a smeltery.
We've had that thing jammed for several real hours before we could get enough stuff to clear it; eventually, we got enough oreberry bushes growing so that we can get up to an ingot and clear it out.
Interesting process? No boring steps? I'm at the point of being so bleeped at the mis-match between 64 items per stack and 81 berries per block. I'm constantly making math errors in calculating how much stuff to toss into the furnace. That I can't just take 9 ingots and put it into a block, that I have to wait for it to smelt, that when I do toss 81 ingots in, it takes bleeping long time to pour them all out.
And that's with a 9 layer, a 9x9 smeltery. Getting it that big was actually the biggest time saver we had -- at first, we had a single layer and had to constantly pour ingot casts out all the time, and then resmelt the ingots to make blocks. Heck, at 4 layers the berries were a real pain to work with.
Between berries being 1/9th of an ingot, and parts being 1/2 of an ingot, and those not matching, with nothing matching a vanilla stack of 64, with no ingot cast, with no way to smelt ingots other than vanilla's gold ingot, and the whole "have to completely finish working with one before starting working with another", and the whole "This deliberately takes much longer than the vanilla furnace or crafting table" ... and you call that "an interesting and entertaining process which doesn't have too many boring steps", and complain about having to AFK at a grinder when I'm AFK'ing at a smeltery?
That's on top of the whole issue of dealing with golem-tended farms of stuff that wants to hurt you, moving a good supply of stuff from the golem output chests to the smeltery's waiting chest, figuring out which stuff to put in all the time ...
You want to complain about sitting at a blaze farm for 15 minutes as being boring? How about the tedium of spending 20-30 minutes doing repetitive work to make mineral blocks and tend to this thing.
Once you gain the ability to do something with it, the process of doing it is fairly straightforward. It doesn't punish you by requiring a dozen tools just to do something like make wire.
What??? Where does that come from?
Wire: Toss some dust on the ground, instant wire.
Want to protect it from water? Much harder.
I'm not 100% sure, but I think that's the point of TiC dude... It's designed to render "vanilla" tools obsolete.
It's not really a serious balance issue TBH.
Rendering vanilla tools obsolete is not a serious balance issue?
Then we have different concepts of balance.
Also your furnace comment leads me to think you are trolling... You can't get a smeltery without the ability to smelt the grout and the smeltery only handles metals, I mean try and fill it with cobble to get smooth stone, it won't work.
Alright, now you're being a nitpick. I'm talking about the 2 for 1 bonus on ores. Yes, I use charcoal; yes, I use smooth stone for decoration (stone brick blocks, stone slabs) and redstone. But having an autosmelt hammer ... I haven't needed to use that furnace except for charcoal when we're low on the real stuff, and we've got a barrel with well over 100 stacks of smooth stone. (We barely got up to 3 times compressed cobblestone ... frankly, we don't collect much of it anymore unless we're doing precision mining, and are probably going to see just how much can fit into a large barrel soon enough.)
Yes, that autosmelt did require killing some blazes. It took some time, but now we've got a good potion room, plenty of brewing stands, and blaze rods. Now it's all about the 3x3 hammer smelt.
(That's page two ... time to turn the page)