Welp, elo's alive

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KirinDave

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Jul 29, 2019
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I made a relevant response to something in the thread. Does that really cause so much of a problem?

It would help if you had new material to contribute rather than a rehash of the existing conversation.

Inasmuch as I can parse it, I agree with your opinion of cross-mod balance. Its a mod pack maintainer issue, for the most part. Big Field Mods like Rp2 and Gregtech do need to maintain a "balance" of their content with external mods, and that's what I'm referring to. Greg definitely wants a measured progression, and many mods circumvent it. He responds by needing them via reflection, oredict and recipe hacks. Greg is definitely concerned with this, and to a lesser extern Eloraam's actions suggested she was as well. So they made it their problem.

And it's a hard thing to do, so let's applaud them for trying. Personally, I found Gregtech novel but repetitive and the mod suffers from feature bloat and a raft of discarded content. I like the principle, and it's probably the only reason (besides compatibility) to keep IC2 around. But... I think Mekanism is emerging as a successor to IC2. If IC2 is pure maintenance, that's fine. But other industrial-themed mods are emerging that have more features, better cross-mod balance, better cross-mod support, and that are not run by a dev who puts on affectations of megalomania.

As for the idea that the modern Minecraft scene somehow discourages creativity? We've seen this feeble rant before, and it doesn't hold water. You sound like someone who is so focused on what he lost that that you're unable to see what you have. My recent let's plays bind together almost a dozen modern mods into a novel system, and my build is one of nearly two dozen I considered. If you find all your builds coming out the same, you either need to think harder about novel builds, or you need to diversify the mods you play with.

If you actually have anything new to add, please do. The conversation would be interesting to continue in a fair, courteous way. So far, I think all that's said is all that needs to be said.
 
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whizzball1

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Jul 29, 2019
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This thread hasn't been used in weeks, and you just pulled it out of nowhere.
We had no need to discuss this anymore.
Everyone had basically forgotten about the discussion and you had to bring it back up.
I called PeggleFrank because she has a count of all the random necros.
She has 32+ now.
 

Chocorate

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Jul 29, 2019
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This thread hasn't been used in weeks, and you just pulled it out of nowhere.
We had no need to discuss this anymore.
Everyone had basically forgotten about the discussion and you had to bring it back up.
I called PeggleFrank because she has a count of all the random necros.
She has 32+ now.

We get it. It's a necro. The necro had more valuable information than any of your recent posts. Don't complain about a conversation, join it.

I actually agree with a lot of what you're saying, at least from what I can understand. There's a divide in the modding community. There's Forge, which is wrapped up in "balance" and refuses to just say no to Greg, there's the non-forge, who doesn't get any publicity or recognition because they're not on the "team", and then there's the crybabies like Flowerchild who are just taking it too far. And a lot of mod progress is ruined/slowed when balance is brought into the mix. And people are afraid to join the Forge team because their creativity will be put down by "balance" and cross-mod pressure.
 

Jadedcat

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Jul 29, 2019
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Being a Forge mod creator doesn't mean they are "wrapped up in balance". Cross mod compatibility is something a lot of mod devs do which is probably because the end users tend to like mods that go together. Balance is a personal choice. Thats why there are configs on so many mods. Not sure there is that big a divide in the modding community. Last I checked most mods use Forge or FML. Not sure why people are blaming Forge or Forgecraft for any so called "balance disease" that all ties back to GregTech so far as I can tell. He didn't start the "rawwr balance" thing but he gave it its biggest and most popular platform. Of course thats just my opinion. Also my opinion that making snide remarks about people isn't all that hard to do when you have not walked in their shoes.
 

Chocorate

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Jul 29, 2019
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Being a Forge mod creator doesn't mean they are "wrapped up in balance".

I actually worded that poorly, I meant the users, not the creators. I'm actually happy to see all the mod creators on Forgecraft making cool stuff without designing it around Gregtech or other mods.
 

Chocorate

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Jul 29, 2019
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Oh come on, it's only been a week.
I wholeheartedly agree with what Petrus said about the disease of "balance". After all, this is a sandbox game, not an MMORPG.

Wait, what's the difference between 'Forge' and 'FML'?

I believe Forge is the "brand name" while FML is the program. I'm probably wrong though. But I think they're the same thing. Or forge is the api, FML is the modloader.
 

Ember Quill

Well-Known Member
Nov 2, 2012
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FML is a part of Forge that deals specifically with mod loading. (Hence the name, "Forge Mod Loader.")
 

Ember Quill

Well-Known Member
Nov 2, 2012
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Yeah, thats what i was thinking. But forge is what the modders use right? FML is what makes the mods work in game?
Forge does many things. It tweaks the game's performance, adds an ore dictionary and loads of other APIs and cross-mod compatibility stuff, and basically serves as a platform upon which you can build a mod without editing base classes. But if you're not editing Minecraft's own base classes, your mod doesn't load automatically. FML is the part of Forge takes care of that by injecting your mod's classes into Minecraft. It's not really separate as it's an integral part of Forge that makes it possible to load mods in the first place.
 
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EternalDensity

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Jul 29, 2019
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Forge does many things. It tweaks the game's performance, adds an ore dictionary and loads of other APIs and cross-mod compatibility stuff, and basically serves as a platform upon which you can build a mod without editing base classes. But if you're not editing Minecraft's own base classes, your mod doesn't load automatically. FML is the part of Forge takes care of that by injecting your mod's classes into Minecraft. It's not really separate as it's an integral part of Forge that makes it possible to load mods in the first place.

Which is why I though it odd when Jadedcat wrote "Last I checked most mods use Forge or FML."
 

Bigglesworth

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Jul 29, 2019
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The true sandbox part of this game is in creative mode. In normal mode is pretty clear balance is a concern else we would not have monsters trying to kill us, hunger, weapons, food or health. So I dont think thats a valid point. Mods need balance in (good) modpacks. Dont be lazy now..