Tinkerer's construct balance ideas

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Hydra

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And the smeltery, I'll admit, is less than ideal.

You think? I love it. I think it's totally awesome that you actually poor liquid metal into molds and use those parts to construct a weapon / tool tailored to what you need. It might not be as straightforward as just dropping 3 iron ingots and 2 sticks on a crafting table but I completely love it. I am actually 'tinkering' with my tools.
 

Dravarden

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TiC tools have eff and unbreaking at the cost of more materials

guess what? a diamond pick is an iron pick with eff and unbreaking at the cost of more materials.
 

Democretes

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You think? I love it. I think it's totally awesome that you actually poor liquid metal into molds and use those parts to construct a weapon / tool tailored to what you need. It might not be as straightforward as just dropping 3 iron ingots and 2 sticks on a crafting table but I completely love it. I am actually 'tinkering' with my tools.

It's that little tinkering, that I do like, but makes automation a bit tricky. I'd like to be able to just slap some ore in, pull ingots out. It just takes a little longer than I would ideally want. I like it, I just don't love it.
 

MigukNamja

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You think? I love it. I think it's totally awesome that you actually poor liquid metal into molds and use those parts to construct a weapon / tool tailored to what you need. It might not be as straightforward as just dropping 3 iron ingots and 2 sticks on a crafting table but I completely love it. I am actually 'tinkering' with my tools.


I really enjoy it, too. I don't play MC to get to the end game. That, IMHO, is what Creative Mode and NEI Cheat mode are for.

Hence, the journey through the Smeltery is all part of the fun. I think it's balanced in terms of the tools you can create without the RNG of the vanilla enchanting table. Grinding experience for vanilla enchants is not fun the Nth time. However, exploring to gather clay and sand, building the smeltery, smelting the brass and aluminum for the casts, and then smelting the metal to make better tools *is* part of the fun. Each step is clear, forward progress.
 

Hydra

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It's that little tinkering, that I do like, but makes automation a bit tricky. I'd like to be able to just slap some ore in, pull ingots out. It just takes a little longer than I would ideally want. I like it, I just don't love it.

You can automate the smeltery actually. The spigot thingies respond to redstone and the casting basin is an inventory a pipe or bus can pull from.
 

Democretes

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You can automate the smeltery actually. The spigot thingies respond to redstone and the casting basin is an inventory a pipe or bus can pull from.
Interesting... That might do for an interesting way to make liquid metal storage and be able to pull out the metals automatically. I'm going to have fun with that.
 

Hydra

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The spigots can 'pour' into a tank too, and they dont' stop untill either the tank is full or the smeltery is empty. Works rather well. However, nothing beats a DSU for metal-density. The liquid metals are pretty though!
 

draeath

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It's that little tinkering, that I do like, but makes automation a bit tricky. I'd like to be able to just slap some ore in, pull ingots out. It just takes a little longer than I would ideally want. I like it, I just don't love it.

You can do that already. Put a redstone clock circuit against the drain faucet, and a hopper beneath the casting table. It will automatically pour casts, and the ingots will drop into the hopper (which you can interact with directly or use BC pipes or whatnot to route produced ingots around)

Hell, I keep the metal molten in portable tanks. When I want to work with it, I plug the tank into slot A in my work area. When I'm done, I move it to slot B and I can pour the remainder back in.
 

keybounce

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I want to address some of your complaints about the smeltery.

first off, why in the heck are you smelting ore berries in the smeltery???? there is no gain compared to just turning them into nuggets in a vanilla furnace. (except for a slight speed increase since you smelt them in batches of 9), but it's not like fuel is expensive or anything. an entirely vanilla setup can be made with hoppers and furnace that will keep melting berries until it runs out of fuel. ore berries turn into nuggets on a 1 to 1 basis in the furnace. just craft them together into ingots later on in batches of up to 64 ingot at a time if you want.
Why the smeltery, and not the furnace? Because it never occurred to me that the furnace would work.

TiC's smeltery doesn't like ingots, except for vanilla's gold ingots. None of the other ingots are native (I think they come from Thaumcraft's infernal furnace). Sine oreberries are (as I understand it) Natura, and Natura and TiC are two halves of the same mod, if I could furnace an oreberry into an ingot, then I should be able to smelt that ingot.

Since TiC's smeltery knows about oreberries, knows that they are nugget-sized, and knows about Natura, the idea that Natura would let you furnace an oreberry into a nugget, and then have that nugget be useless for TiC ... that's just a "don't even think about something that crazy" idea. Heck, you can't even get a nugget cast to save the last little bits. So yea, that I can smelt a berry into a nugget's worth of stuff, and not be able to do anything with it, why would I think that I could furnace a berry into a nugget, if I would not be able to anything with that nugget?

So it never even occurred to me to test for that. Why should it?

secondly, TiC has storage tanks for liquid metal. check the in-game book for the recipe. (hint: 5 glass + 4 charred bricks). this allows storing excess metals for later. it can then be pumped into other types of tanks as well, and even be transported in buckets if there is enough of it. or if you don't care about saving that half nugget of gold or whatever got left behind just break the tank and it will be gone. there are no excuse for spending hours trying to clean out the smeltery. resources are not really scarce, and oreberries are practically free resources once you have an auto harvesting setup going.

Well, lets see. This is my first time playing with TiC/Natura. We were never able to get anything into a bucket from the smeltery. (Still can't -- how? Please? There's 4 of us on this server and none have managed to make it work). At the time this blockage was happening, it was early on, we didn't have much stuff, and "breaking the tank" never even occurred to me.

Keep in mind: We got this mod from the UHS mod pack. The only docs we had were the in-game books. Do you see anything in those three books about buckets, clearing the smeltery, or the use of pipes?

secondly. i recommend never making tall smelteries. put a chute on top instead, or even a vanilla hopper, to keep feeding the smeltery until it's liquid storage is full. no need to sit around and wait for it. wooden pipes and redstone engines can empty basins and casts, just put a pulsed redstone signal on the smeltery drain to keep the metal flowing, then set up individual smelteries for each metal. that would have been a much better use of all that seared brick.
Chute?

Multiple smelteries, one for each metal; hoppers feeding stuff in (do you toss the hopper at the controller, or what?); hoppers underneath the casting basin/casting tables. Ok, so that only leaves the pouring into either the basin for a block, or the casting table for parts and ingots.

Sounds like a plan for next time.

and lastly, if you are really worried about getting every last scrap of resource out of your setup as cheaply as possible, set it up with multiple drains, and smelt only one type of material at a time. you then just switch witch drain you use for emptying it out depending on metal being worked at the time.
We came up with that idea much later, actually. But we had built this as an outside wall of our house (one face of the smeltery had controller, two casting spots, and a chest of casting molds, all facing into the house), so adding more drains on the outside would have required rebuilding our house.

Vanilla hoppers can be used to empty out basins and casting tables too. Just put a hopper underneath each basin/table, set up in a line that leads to a chest (make sure the hoppers are pointed the right way). All of the resulting tool parts, ingots, and blocks will be picked up by the hoppers barely a moment after they solidify, and sent into the chest.
Thank you! Did not know that. Will be very useful in the future (like, ... dang, not until friday :).

Whoa. Full stop. Right here.

In case you hadn't noticed, this is the FTB Forum, in the FTB sub-forum, in the Mod Discussion forum dedicated to talking about mods as they pertain to FTB mod packs in general. All of which are what you ascribe as "OMG automate it all" packs. If that's not what you are talking about, then you might want to consider a different forum, because that is literally what this forum was created to talk about.

That's a good point. I had not actually thought of that.

I got this mod from the "Ultra Hard Survival" pack (the UHS pack), through feed the beast.

I know that there's many different FTB packs; two or three main ones, plus many others. So there is no "single FTB pack".

UHS is not an automate it all pack. (Well, we're still playing with what golems from Thaumcraft can do. But they are just soo dumb. How could that golem uprising possibly succeed?)

I've seen what Direwolf managed to do. I've seen improvements on that "mine everything to bedrock" "set it up, add in a chunk loader, plop it in a mystcraft age, and turn your nether's lava into resources while you sleep overnight" system that work with lower power supplies and take as long as needed to complete instead of being fixed time cycles.

But when you have something like that, how does it differ from creative? How does it differ from "just grab stacks out of NEI"?

I did notice that this was the mod discussion sub-forum.
I am discussing a mod in the ultra hard survival feed the beast pack.

If not here, then where should I have raised this issue?

Everything else is either repeating what you have already said... and in general manage to miss the whole point.

Most of us are here because that 'sense of accomplishment' is long gone. We've all done it before. We've 'beaten' vanilla minecraft. I've personally dropped the EnderDragon with no enchantments or potions on the fourth day (mostly because it took so damn long to farm enderpearls before Saice showed me a MUCH more effective, vanilla, method). There is already zero sense of accomplishment in vanilla Minecraft. That's not what most of us are looking for.

Ahh.

I don't consider minecraft to be something you "beat".
I consider it "Lego, with blocks you have to earn".

I want a mod that is fun. I don't want to have to grind for hours to get the enchants I want. By the way, half an hour to get level 30? Dude, you need to get some better grinder designs.

I don't grind. I don't use mob farms. (If there was a halfway decent way to get TNT without killing mass creepers, I'd say that there was no need for it. At some point I'll test Mystcraft+symbols to see if the instability balance for TNT blocks is balanced and acceptable.)

I'm going to re-test, but a quick test last night with an auto-smelt hammer in the nether collecting bricks and quartz with the occasional nether ore block seemed to be a crazy 15-20 minutes for 30 levels -- either I'm crazy or that's silly fast. (Watch my retest show it to be an hour and 15 minutes ...)

...I'm talking an entire corridor of double chests full of books. I'm talking about needing an entire base's storage to hold all the potions. Been there. Done that. Got bored.
Not having been there or done that, I suspect that "bored" was because you weren't really playing. You were just waiting to repeat the casting/enchanting/brewing process. Heck, you may as well have had hoppers on timers tossing ingredients in, pulling potions out. That's not playing. And if you have an unlimited supply of potions or enchants, then all you've done is change the "base" level from diamond to max-enchant diamond. And ... what do you do then?

The game for me is more about the process of building and safety-fying in a hostile world, more than it is getting the biggest numbers.

The thing is... none of that is a challenge. Once you get your grinder going, any eight year old (or at least MY eight year old) can whack at skeleton/zombie/spider feets until the number reaches 30, then enchant another book. It is, however, time consuming and tedious. Some of us have this thing called a 'job' and a 'family' which also takes up quite a bit of time. I don't have twenty hours to devote to grinding books or diamond gear enchants anymore.

I agree. It's no challenge to run a grinder.

What's the game to you? What's the point? Is it "whacking away at skeletons and zombies with ever more powerful weapons"? Do you need nastier and nastier enemy mobs to deal with your nastier and nastier weapons and armors so you feel like you have a challenge?

Forgive what I am about to say: You sound like a drug addict looking for the next level, the next high.

You seem to have taken a game based on mostly using iron until you get diamonds, and then mostly diamonds with some enhancements that probably aren't what you wanted, based on going after zombies/skeletons/creepers/etc until you could handle pigmen/blazes/ghasts or lots and lots of endermen, overwhelmed those with magic and bonuses to the point that you're the person wither skeletons and witches were added for, even deciding that the real wither was the next challenge; heck, you probably have powered up to the point you can drop an Ur-Ghast (twilight forests's successor to the lich boss) without it being a challenge.

You short circuit the process of getting more to the point that the mobs you would have been challenged by are not a challenge, and new mobs are your target. You go for the next big tool/equipment, and those mobs are not a challenge, and want the next big thing.

It's like every 6-12 months there's another expansion pack for WOW, and more levels and dungeons because the old stuff is old hat.

Dude: There is no end to that cycle. There is no "finish line". All you seem to be doing is "What's the next max level / best equipment / gotta catch them all until the next expansion comes out and I do it all over again".

THAT is something I've been there / done that / stopped doing.

That's not playing a game, that's chasing spreadsheet numbers. Yes, I used to be a big spreadsheet game analyzer. Won't go back to it, ruins the fun of playing.

You want a challenge? TiCo is not going to be your cuppa, because challenge is not built into the design consideration of the mod. If you want a challenge, I suggest Better Than Wolves or Terra-Firma Craft. They will most certainly give you more of a challenge than you are used to. Or, if you just want to stick with vanilla, you can try Vech's Super Hostile maps. For you, I'd suggest Waking Up. It's not a 'tutorial map' like, say, Kaizo Caverns or Inferno Mines is.

I've looked into TFC. From what I saw, it seems to be about making the early game harder by handicapping you; you have a far more realistic early game tech-tree, giving you a much harder time surviving until you manage to get up to vanilla diamond level.

It's very similar to UHS, really. UHS seems more about "Make the mobs harder, so that early vanilla game play is not up to stuff". You have to learn new / more "20% of the way" stuff (TiC) or "35% stuff" (Thaumcraft), and those give you crazy overpowered end game stuff to deal with the crazy overpowered mobs.

But unlike TFC, where the end is high-end vanilla level quality overpowering vanilla level mobs, UHS has "ambush you from nowhere by surprise nasty mobs" that actually overpower even the worst I've yet found in TiC or ThC just because they catch you off guard. Sure, 95% of what's out there is not a problem, but at least so far it seems that you can never be completely at ease. It's like "Angband", my least favorite of the rouge-likes (at any time, a random spawn can be something like 10 levels harder than what you normally expect, and it's forced hard-core.) It's why I normally don't play hardcore, because it brings out the worst of my "Be safe and don't die" behavior.

tl;dr version: If you aren't talking about mod packs, then why are you talking on a forum dedicated to mod packs?
As I said, I came here from UHS, and these weapons/tools just blow the power level out the window. Thaumcraft ... doesn't belong in UHS. Heck, it makes the twilight forest big weapons look like a wooden sword.

Lol you're using a really old version of TiCo and crying about balance. It's kinda pathetic.
Sorry, I did not know that this is an old version. I thought UHS was a new and up to date mod pack.

What's new in the newer versions?

By the same concepts you consider "balance", and by that I mean having a better system to replace one that didn't work too well, all mods would be unbalanced. They all add ore doubling, invicibility, flight, undestructable weapons, ridiculously powerful weapons, etc., etc.

...

Let me see if I understand you correctly.

I'm taking balance; things aren't super/over powered. There's some sense of scarcity. There isn't enough ore to make everything you want. There aren't enough enchantments to get everything you want. You will have to replace stuff as it wears out and you've gotten more ores/enchantments/powerups. As you play, you convert from iron to diamond. Diamond pick keeps wearing out and being used up, but the rest only has to be replaced when you die, generally speaking.

Yes, vanilla eventually gives you a huge oversupply of ores to the point that you can leave stuff in the ground unless you want a massive rail system. That just means you can build what you want with what you have, plenty of stuff. Sure, it takes time to get there. Don't have the time for that? Grab stacks from NEI. Or, don't restart -- stay in the same world with all your stuff.

You are talking about everything doubling the ore supply to make everything, everything adding flight, crazy weapons, better/more powerful movement tools/abilities, etc.

You are saying that everything wants to make you able to wipe out mobs with a single blow, regard terrain obstacles as minor nuisances, etc.; then you need something harder to fight since you wipe out everything from vanilla, 7 mobs in one wave of your scythe?

a better system to replace one that didn't work too well
Didn't work well?
Better system?

I agree that being able to make tools out of pieces is potentially a better system.
InfiTools has done that for a long time.
Having played on seeds where I had island starts and no trees, and refused to just give up, being able to make a crafting table, and some initial sticks and mining tools from sandstone would have been a big game changer.

Are the pieces/parts of this mod pretty reasonable? Up to the point of new, superior alloys/minerals, yes. Trivial enchantments? Questionable. Superior minerals with built-in efficiency, trivial enchantments, dirt-common nether quartz for sharpness, too-common lapis for fortune? Bad.

Now, the smeltery? Unless you want to say "Access to metal tools is restricted until you accomplish X first", there's no reason for the smeltery mechanics. Steve is established as a demi-god, able to turn normal overworld materials into just about anything almost instantly, with the only time consumptions being smelting ores into usable ingots, or dealing with extra-worldly materials (brewing nether-based materials into potions).

Should the same mechanics that let you take wood blocks, or cactus blocks, and turn them into parts, be able to take iron ingots and make them into parts? If not, why not? Nothing else in the game requires anything more than "put it on a crafting table", and a tool maker is just a specialized crafting table.

Is it "realistic" to require casting and smelting, to require tool making to take time? Should turning wheat, milk, sugar, and eggs into cake take time?

Two sticks, and three ingots to make a tool in vanilla.
Or, two sticks and one ingot in this mod.
And double the ingot production.

Making things from parts? Good.
Cheaper parts? Better materials? Inherently improvable? Fortune 2 or 3 as the norm instead of the exception? Efficiency as the norm because of things like alumite?
Arbitrarily slower work with metal parts? Arbitrarily more tedium with the casting and leftovers?

Should a cactus arrowhead, or blade, do more damage? Fine.
But should making the handle, or guard, or support plate out of cactus improve damage? Heck, the handle or guard should hurt you, not your opponent.

I question the "better system" assertion. Better idea? Yes. Better implementation? No.

What you considering "unbalanced" is taking away the grind and random luck that most people hate, and that's why they're here, to use these mods to eliminate that.

And the smeltery, I'll admit, is less than ideal. It's not the greatest structure to exist, but it's main purpose is to smelt metals into tool parts. It's what most would describe as an infastructure. It's a requirement to proceed further into the TiC tech tree.

No. The main resultant (as opposed to intended) purpose is to make metal tool parts artificially harder to work with.
Other than some sense of "tech level" in the form of gold or aluminum brass to make casts, there's no reason for it.
And it has a painful time sink and tedium aspect to it.

Doubling ore output -- heck, even the need to double ore output -- points to a serious cost problem, or are you really trying to say that all the normal vanilla items should be effectively half cost?

And because it just so happens that this is forum.feed-the-beast.com, and that just so happens to be forums for a modpack, taking into consideration all the other tools in the game that don't break, TiC is pretty balanced. A diamond drill that can be recharged over and over for infinite uses with no major costs after the initial (and can also be enchanted I might add). Dartcraft, which adds tools and armor which basically make the beginning game fly by? You can argue that one, that Dartcraft is unbalanced here, because compared to other mods, it's slightly OP. TiC compared to other mods is just a new way to do things. No more using the same tool, you've got something new to do. That is the big point here. This is a modpack, you can say you're only focusing on the direct balance on vanilla for TiC, but that hardly applies to a modpack forum.

Sure; that's a valid point.
But which modpack?. There's many different FTB packs now.

(Alright, that's page 4.)
 

cynric

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Have you considered, that Tinkers Construct might just not be the right mod for you? In my opinion, it fits perfectly well in some other mod packs (Unleashed for example) and is well balanced there. Ore doubling is a standard in those packs for example (and is somewhat balanced by the huge amount of resources all those mods require), something you seem to not like.
 
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SpitefulFox

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But when you have something like that, how does it differ from creative? How does it differ from "just grab stacks out of NEI"?

Yes. Clearly, anyone who doesn't play the exact way you enjoy playing the game is a big dirty cheater who should just play Creative. I always thought Minecraft was a Sandbox game with no goal and no right or wrong way to play, but you have shown me the light. The only two ways to play are your way or Creative.
 

Mero

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What's the game to you? What's the point? Is it "whacking away at skeletons and zombies with ever more powerful weapons"? Do you need nastier and nastier enemy mobs to deal with your nastier and nastier weapons and armors so you feel like you have a challenge?


I play FTB to automate all the things.
I want to build complex machine processes using as many different mods as possible to automate.
If something can be gathered, processed, stored, retrieved, re-processed, a anything, I want to automate every single step.
If there isn't a way to do it, I want to find a way to do it.
Whenever new mods are added (new updated modpack) I want to do it all again in a new way using different mods.

That's what I find fun. Coming up with new and creative solutions and then implementing those solutions starting with no resources and developing my plan as resources come in.
All of this being done with mobs doing their best to hinder my progress.

I am NOT playing "legos" (creative) nor am I playing ultra hardcore.
Creative holds no interest at all for me. I really don't care how things look and I don't build anything to get validation from others.
I don't show my stuff to others ange have no desire to.

If I wanted to play ultra hardcore, I would do it in vanilla, not modded minecraft.
 
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