So it's both not fun AND useless now?
Man, how far can a man go to make other people breed trees.
Man, how far can a man go to make other people breed trees.
I'd venture to say that the older mods are becoming very insulated and niche. The changes are catering to a play style that I absolutely do not possess.
So it's both not fun AND useless now?
Man, how far can a man go to make other people breed trees.
IMHO, ethanol should (and used to, at least in 1.5.2 Unleashed) have a slightly higher gross yield than charcoal in terms of Forestry multifarm per boiler when using vanilla Apple Oaks.
Id argue with the changes to forge craft 3, possibly those older mods aren't niche at all. No computercraft, no TE, no ender storage. The web page I saw even called it "hard". Kinda funny that the idea of the game being hard is laughed at here but apparently the people on forge craft think it can be...
The IMPRESSION (which could likely be wrong) is the Sengir doesn't like complete automation. Every aspect of the base mod has something that requires mainenance, like the multifarm's fertilizer. And every time people start automating things, even if it requires several different mods to do so, it gets removed or nerfed.It seems the mod devs and community are split, some want things more manual and nerfed, others like things more automatic and buffed.
Id argue with the changes to forge craft 3, possibly those older mods aren't niche at all. No computercraft, no TE, no ender storage. The web page I saw even called it "hard". Kinda funny that the idea of the game being hard is laughed at here but apparently the people on forge craft think it can be...
This is what I agree with 100%.Because the opinion and taste of the people on forge makes up the opinion and taste of every modded minecraft player.
I would even wager that those mod devs that make those "older" mods are increasing the difficulty because of the time they've spent with it. It is no longer new to them either; they understand and have felt the sense of achievement that the learning of their own mod gives. Because of this they're likely no longer in tune with people new to modded minecraft or of little understanding of mod inter-workings; rather they're in tune with players who have played with the mods and are looking for something "new". I am wholly glad they wish to do so but their method for doing so is fairly poor and will eventually reflect such, if not initially.
I have no clue what you statement had to do with mine other than a classic straw man followed by ad hominem.
This is what I agree with 100%.
Because the opinion and taste of the people on forge makes up the opinion and taste of every modded minecraft player.
I would even wager that those mod devs that make those "older" mods are increasing the difficulty because of the time they've spent with it. It is no longer new to them either; they understand and have felt the sense of achievement that the learning of their own mod gives. Because of this they're likely no longer in tune with people new to modded minecraft or of little understanding of mod inter-workings; rather they're in tune with players who have played with the mods and are looking for something "new". I am wholly glad they wish to do so but their method for doing so is fairly poor and will eventually reflect such, if not initially.
Now THERE is a straw man. I never said their opinion reflected all players. My argument is that harder play is not a niche - a statement red boss can't back up at all either by the way. If forge craft is not a change in reaction to what they hear in the community it's something that will influence the community in some way. I know on reddit people who bash competing, gregtech, harder mods get voted DOWN. It's the opposite from this forum from what I've seen. Here someone like enigmius gets lots of Likes but there he is usually voted way down.
My point is to say harder mods being a niche us a statement redboss can't back up.
Like Hoff said it's all a niche. Like I said, these "older mods" are backing into a play style niche that I don't care to play.My point is to say harder mods being a niche us a statement redboss can't back up.
You're fine to rant, Omicron. I've done tree breeding in the past and it's quite rewarding. However, it's also damn frustrating and has a steep learning curve. To get up to Mahoe *with* good traits, you have to first breed up to Mahoe. Not terribly difficult, no, but it takes some time.
Then, once you have a good tree species, you have to cross-breed traits, and this is the part that has always frustrated me. Decoding the red vs. blue (dominant vs. recessive) with active vs. passive traits is a hair-pulling exercise. With bees, I get it. But, with trees....I don't know why I don't get it. I've tried again, again, and again, and have always failed. It's a crap-shoot.
I can write just about any CC turtle program in Lua. I can write a mod from scratch and get it to compile and run with other deobf mods, but for some reason, I can't figure out which grafted leaves from an Oak and a Mahoe sitting side-by-side are better. Maybe I'm semi-competent in some areas and stupid in others ?
I'd *love* to get a tree with the highest sappiness, highest sapling yield rate, lots of fruit, fastest maturing, yadda, yada, but it's a mystery to me. Do you have a video, write-up, or other resource which explains (covers) breeding trees for traits ?
In 1.4.7 i think i have 37 full size HP boilers running off of one 20 x 10 sugar cane farm. With xycraft soil though. Maybe this is what they wanted to stop? It only takes about 25 mj/t to harvest it all, tree farms require more power, from what ive seen, so maybe that is why charcoal was not reduced as well?
Im pretty sure that (unless im mistaken) 5 bio reactors, for an obscenely low cost to build and zero cost to run, will make enough biofuel to run all those boilers. Although not with sugar cane, admittedly.