Tinkerer's construct balance ideas

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Ember Quill

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Nov 2, 2012
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Right but here's the thing. Vanilla tools, vanilla enchanting and all of that gubbins... is shit. It's boring, it's tedious(enchanting) it's plain downright broken. It's shit. End of story.
So you can take your wall of text and eat it, it bores me, your entire philosophy on balance is garbage.
Tinkers Construct is a breath of fresh air, I mean... come on, when you put luck on your pickaxe YOU CAN SEE IT ON THE MODEL! What do you get when you put fortune on your boring vanilla diamond pickaxe? It glows... whoop-de-fucking doo!

You're right that TiCo doesn't balance for vanilla. You know why? Because vanilla sucks. TiCo replaces vanilla.
This.

The problem with balancing against vanilla is that most mods completely break that by virtue of being mods. Ore doubling, lava generation, automation, virtually-infinite storage in a small space, automated mining, etc. All of these things replace or improve upon vanilla mechanics. Who would want to build a vanilla hopper/comparator sorting system when you can build an AE system or Logistics Pipes system that does more and works better? Why build a complicated vanilla redstone circuit when you could use a rednet controller?

We're all playing the same game. Some people just choose to play it differently. The people who appreciate "balance" with respect to vanilla Minecraft probably shouldn't be playing FTB Unleashed. TiCo isn't anywhere near the worst offender when it comes to balance, so I'm kind of surprised that it keeps getting singled out just because it removes the RNG aspect of enchantment.
 
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Mero

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Ahh. So you clearly play a different game than I do.

Do I believe in automation? Since hoppers and comparators, yes. But what's the line?

How hard is it to build a sorting system with hoppers, storage minecarts, comparators, etc, without just duplicating the "glider rows" system? Could you come up with a new and different system using vanilla mechanics?

How easy is it using sorting pipes? Or buildcraft/Ic2 pipes? How much work does it take when the system does that much of the work for you?

You are using mods that go from "barely sufficient for it to work" (vanilla) to "90% of the work is done for you".

Developing your plan as resources come in?

Once you have frames (to move a complex setup, which pistons cannot), plus mining lasers, plus transportable energy, you have "flick switches to mine it all". Add in computer automation, and you have all the resources you need as easily as pulling it stack by stack from NEI.

Where's the work? Where's the risk?

When a mod that just wants to simplify stuff (extra utilities) adds in stuff to disable mob spawns in very large areas, what happens to risk again?


I don't care if I can or cannot build any type of system in Vanilla.
I do not and will never play Vanilla again.
I tried it when 1.6 came out and after about 3 hours all I could think about was what mods I wanted to add to do the mining for me. I've been playing MC since early beta. Most of that time, playing daily, was spent mining for resources. That's all I did, log in, mine, log out, day after day, month after month. Then maybe once a month I would build something and back to mining.
I quit liking the direction that Vanilla has been going a long time ago. I can't remember the last time something was added that I actually liked or wanted.
That's why I play MODDED MC.
If I wanted to play Vanilla or anything similar to Vanilla, I wouldn't be playing Vanilla or be on the FTB boards.

"As my resources come in?"
Sometimes you don't find copper, or tin or whatever to make the machines you need. Forestry uses buttloads of copper and tin. You can't always make everything until such point as you get the resources you need.
You might have a plan that you want to do this then this then this, but if you lack the resources to do the first or second step, you must do something else until such point as you actually get the resources you need.
Ender pearls are a big one. Until you go to the end to gather them in mass, they are a very very rare resources.
I personally won't use EE to make stuff like that.

"Frames?"
There is no RedPower in Unleashed.
I no longer play a modpack that includes frames so that point is way outdated.
As I said, each updated Modpack I play brings new challenges.
I may or may not use Quarries, but without RP to do my sorting that leaves me with BC sorting, which I don't like, or setting up an AE network, which I have never done. AE requires large amounts of Quartz for a storage system which will hold everything from a full quarry. (I don't destroy any blocks).
So as of now, Turtles do all of my mining for me, tunneling with just the Tunnel program(because I have neither the time nor the desire to learn how to actually program them).
Thus the as resources come in.

"Where's the work? Where's the risk?"

Been there, done that.
The risk is me not paying attention and getting raped by mobs. I don't care that much about risks, at least not like you want. If I wanted massive risks in a game I would play one of the many other games I have that are actually challenging.
The work is building the systems. Laying everything out so that everything fits together and isn't just some huge jumbled spread out mess of everything. Sometimes it requires a bit of landscaping.

I've done plenty of work in MC.

I've been playing since Jan 2011 and have been playing it daily since.
 

draeath

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You should look into AE, really - it's fun! Besides, it's nice to have something that requires a trip to the nether. Slap BoP/Natura in there and the nether starts to get interesting again.
 

Drijen

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Jul 29, 2019
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You are either doing this for fun or have simply decided that being contrary and missing/ignoring the preferences of other people is somehow better than engaging with them on a reasonable level.

Go play the game you want but don't for a second confuse your design preferences with a 'better system' for anyone but yourself.
 

JunpakuKarasu

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The fact that keybounce completely skipped over this post without acknowledging it is the ultimate proof he is simply arguing for the sake of arguing, imho. >__>
Though maybe I should give him the benefit of a doubt since this short of a post may have been lost in the wall-o-text's surrounding it...
So... Look! This is what you're looking for keybounce, an addon for TiCon that people can choose to add to the mod instead of forcing everyone to play by the rules of an individual. And if Mr. Iguana's idea of balance doesn't match your discerning tastes, then perhaps you could make a TiCon addon of your own to match your own ideas of balance. If you are incapable of programming it on your own, perhaps you could acquire the help of one able to aid you in your endeavor. And then when your noble quest to create this addon has come to fruition, it can then go on the TiCon forum post where the rest of us can choose whether to partake of this product of enlightenment or continue using the original version of the mod.
 
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tedyhere

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^^^ This mod is amazing in how it adds challenge to TiCo. The tier system is well thought out and there is more planned from what I was told. Iguana adds so much to the difficulty of mods he adds on to along with his vanilla tweaks. Perfect match for a challenging mod pack. He is also open to suggestions Eyamaz asked for a way to disable tinkers torches. Well its a config option now. Who knows, maybe head over and drop ideas on him.

The fact you didn't even acknowledge the post smacks of narrow mindedness.

Sent from my more awesome than your iphone/android Windows Phone
 

Wourghk

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After IC2 power, sugar cane and shiny blue rocks from hell are the first things I work towards, because what's not to like about an unbreakable paper shovel with a 27+ mining speed?
 

Democretes

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No. I'm trying to make a better system.

I'm trying to point out that TiC -- which I got introduced to from the FTB UHS modback -- is badly imbalanced compared to vanilla minecraft, and way overpowered for something like UHS.

I try to suggest a simple way to bring TiC back into balance for vanilla, and make it fit better in "nasty" packs like UHS. And the response I'm getting is that other FTB modpacks that are even more out-of-balance in terms of resource consumption is the measuring stick for comparison.
This. This right here. If you are arguing this point, just stop now. In less than an hour of gameplay, I can get a IC2 diamond drill and a generator/lappack to power it. In less than an hour, I can get Dartcraft Picks which work faster than iron. In less than an hour, I can get a power tool with a mining upgrade. You talk about TiC's unbalance in this modpack, but all it does is make a new way to do stuff. Need I remind you, but these tools can get Fortune on them as well. So in other words, TiC fits in nicely. If it got "balanced" like you say it should, it would quickly become obsolete. You want to balance TiC? You're going to have to nerf everything and it's mother first.
 

Mashy14

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Jul 29, 2019
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---snip---

===

Equally, the 2 to 1 bonus of using the smeltery results in no real reason to ever use a vanilla furnace, except to make one. Simply put, that bonus is too high. No, I don't know what to do for balancing that.

===

By page 6, I now understand the point that people are misunderstanding about this. So let me try to be clear here:

1. Vanilla ores are in common supply. TiC adds even more ores. You are horribly over supplied with stuff.

Yet on top of that over supply, TiC adds ore doubling, and reduces the amount of materials needed for the equivalent item. A vanilla pick is 2 sticks and 3 ores; the equivalent TiC item is 2 sticks and 1 ore.

TiC does not need ore doubling.

---snip---

There are many different mods that allow ore doubling: Industrial Craft 2, Thermal Expansion, Applied Energisitics, Tinker's Construct, etc.; take your pick.
Since FTB required an incredible amount of resources (far beyond that of vannilla) it is almost a requirement to have ore doubling.
 

Flipz

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Jul 29, 2019
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All right, it seems a warning is in order: Be Nice. This goes for everyone--turn down the vitriol, please, thank you.
 

Mero

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You should look into AE, really - it's fun! Besides, it's nice to have something that requires a trip to the nether. Slap BoP/Natura in there and the nether starts to get interesting again.

It's actually on my list. But as per my last post, I am lacking the resources currently to make a system that will accommodate everything I already have plus all the new things from turtles running excavate programs. My limiting factor as of now is certus quartz.
I have finally gotten 450 lapis so I finally have a Fortune III pick (all of my attempts at lvl 30 vanilla enchants have yielded nothing but U3E4/5) so as my turtles expose any quartz I am able to get much more than I have been getting. So maybe soon I will actually have enough to actually get into AE.
I am also lacking Ender Pearls at the moment. The endermen have been very stingy with their pearls and as of now I only have 1, so ender chests are also on a waiting cycle.

I don't understand the whole required to go to the nether comment though. Nether quartz cannot be used for the AE machines.
 

draeath

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You do, at least in the Unleashed pack. Fluix crystals and dust requires both, and said fluix is used in critical components.
 

keybounce

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Hmm, that's useful.

One relevant result:
https://twitter.com/Dinnerbone/status/263034706084380672
Fun fact: Naming your items in Minecraft gives you a discount for later use with the Anvil. It's worth the investment!

That's not the same as "Cost to repair never goes up, and you can repair forever". That doesn't support the claim that it's not a bug.

So again: What is the exact mechanic to get this infinitely repairable, never wears out, never hits max-level condition on a tool? I want to ask at mojira if this is intended or a bug.

===

Re: Iguana tweaks: First: I did see that thread. However, I did not really understand the thread or the point of that link at first.

At this point, I think I do understand it -- it is trying to give you the same restrictions that Terra-firma-craft gives vanilla progression in the TiC space.

TFC seemed like horrible overkill on the "slow down your starting game" play. Iguana seems much like the same. Note that iguana might actually fit well into Ultra Hard Survival.

But for normal gameplay, neither seems so much like "an extension to vanilla" as "a new game with the minecraft engine".

NB: It's been a very long time since I've checked into the current state of TFC ... (goes off to take a look) ... oh wow, TFC seems to be even more of a total conversion now than it was before.

So ... yes, iguana does make TiC harder to get started. And it makes TiC mandatory (you can make vanilla wood shovels, and then vanilla iron tools. Technically you could make vanilla gold tools, but the point of doing so would be ... pointless.) But it does nothing to address the power/balance of TiC once you're past the point of iron and alloys.

===

... In less than an hour of gameplay, I can get a IC2 diamond drill and a generator/lappack to power it. In less than an hour, I can get Dartcraft Picks which work faster than iron. In less than an hour, I can get a power tool with a mining upgrade. ...

Yea, I don't play with those mods.

So the things that are very clear to me at this point:

1. As much as UHS is a feed the beast pack, it's not the same type of feed the beast pack that the rest of you want to play.
2. As much as TiC is OP compared to vanilla, or most of UHS except thaumcraft, it's under-powered compared to what's in the big packs.
3. I am the only one in this thread concerned about TiC fitting into the non-biggie packs.

4. I have found that thread: http://www.minecraftforum.net/topic/1824760-tinkers-construct-suggestions and made this post: http://www.minecraftforum.net/topic...truct-suggestions/page__st__280#entry24221669
So I will now leave you to your high-tech, high-power modpacks.
 

tedyhere

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Uhhh my modpack that I play is TiCo Railcraft and Steves Carts with some other smaller mods. Definately NOT super techie. Anyways lets bash Iguana tweaks before using it :p It's a great extension to do just what you want, tone down TiCo and make it actually worth the investment. But whatever...make your own mod to change TiCo to how you want.
 
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Skyqula

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Hmm, that's useful.

One relevant result:
https://twitter.com/Dinnerbone/status/263034706084380672


That's not the same as "Cost to repair never goes up, and you can repair forever". That doesn't support the claim that it's not a bug.

So again: What is the exact mechanic to get this infinitely repairable, never wears out, never hits max-level condition on a tool? I want to ask at mojira if this is intended or a bug.

If you where following along with the snapshots at that time you would realise that that was exactly what he was talking about. The difference between snapshots at that point was that a renamed item no longer went up in repair costs but stayed locked in place at what ever the repair cost was at that point ("creating a discount for further repairs"). Did you repair it once or twice before renaming? Turning a 30 lvl repair into 34? then it was locked at 34.

So yes, thats exactly what he was saying. Cough up another big amount of XP and your item will no longer increase in XP repair cost("Its worth the investment!").

1. As much as UHS is a feed the beast pack, it's not the same type of feed the beast pack that the rest of you want to play.
2. As much as TiC is OP compared to vanilla, or most of UHS except thaumcraft, it's under-powered compared to what's in the big packs.
3. I am the only one in this thread concerned about TiC fitting into the non-biggie packs.

1. On the contrary, I am very interesting in that pack.
2. Is it OP compared to vanilla? Because I greatly disagree with you right there. Additionally, its not underpowered in "the big packs" either.
3. No, but you do seem to be the only one thinking TiC has serious balancing issues. Wich outside of ore doubling (needed becuase certain "big mods" add it) is simply not the case.
 

Hydra

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4. I have found that thread: http://www.minecraftforum.net/topic/1824760-tinkers-construct-suggestions and made this post: http://www.minecraftforum.net/topic...truct-suggestions/page__st__280#entry24221669
So I will now leave you to your high-tech, high-power modpacks.


The question you're asking is STILL the wrong question! You're asking him to modify the default settings to your personal liking. You should be asking him to make these things configurable for use in a niche modpack!

And your suggestion of basically removing the smeltery is, again, a "I don't like how this part works so change it back". Like that's ever going to happen.

You don't seem to get that your personal opinion on a mod is still one of MANY opinions on a mod and has exactly the same weight. And if your opinion goes against the vision the mod makes has for his mod there really is only one option: suck it and don't use the mod at all. I really don't understand how you can get the impression that your opinion is somehow the only one that matters?
 
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PhilHibbs

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If you don't like to wait for metals to melt when making parts, here's a solution. Make and fill an Endertank for each metal. Set up an "output" endertank with a faucet on it above a casting table. Use dye to set it to the metal you want, place the cast in the table, and click the faucet. Instant metal of any type, no waiting, at the cost of 1 dye every time you change metal type. You just need to re-fill the endertank from time to time, which can be reduced by setting them up with buffer tanks that they draw from.

This idea was inspired by Direwolf20's SMP build, but he used a computer to select the metal type, which sent signals that pumped the metal into and out of the endertank, rather than setting the colours on the top.
 

draeath

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Just use portable tanks instead. Use a wrench to make them drain down, or shift-rightclick with the wrench to pop the tank so you can move it. My smelter has one pour-point for tanks, and one fill-point. That's all I need :p
 

Hydra

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Just use portable tanks instead. Use a wrench to make them drain down, or shift-rightclick with the wrench to pop the tank so you can move it. My smelter has one pour-point for tanks, and one fill-point. That's all I need :p


The liquid router from MFR works very well in draining 'excess' molten liquids into their separate tanks too. Also nice: those spigot thingies work on BC tanks. So you can just have different tanks above different casting tables like so:
fKl9K2p.png

And a router to route it to the tanks:
9QFZ1jQ.png

TiC allows you, together with other mods, to set up a fully automatic LIQUID METAL sorting system. How awesome is that?
 
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