Would this Mod Pack interest you?

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Would you download and use this mod pack if it were created?


  • Total voters
    60

Iskandar

Popular Member
Feb 17, 2013
1,285
685
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I'm using CraftGuide instead of NEI. Inventory Tweaks is included. Rei's Minimap you can add yourself, it seems to have quite a bad memory leak these days. Besides, it's not that hard since it doesn't have any Block ID's.

Tinker's Construct is obviated by MPS. Natura has no interest for me since it's nothing more than still more plants that currently don't have a viable use yet.

Ah. At the time of my posting,the first three I mentioned were not listed.

I'd rethink Tinker's Construct, if I were you. MPS is nice and all, but you will spend a lot of time getting it set up to use, and you'll need regular tools in the meantime. TC has very low costs to get started, all of it explained in game for a change. Plus, TC tools can be modified, one of which adds Fortune, without playing enchantment roulette. Since you cannot enchant a Power Tool, the mod will remain relevant even once you get your suit up and running.

Also, no Iron Chest or BetterStorage?
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
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Lost as always
Ah. At the time of my posting,the first three I mentioned were not listed.

I'd rethink Tinker's Construct, if I were you. MPS is nice and all, but you will spend a lot of time getting it set up to use, and you'll need regular tools in the meantime. TC has very low costs to get started, all of it explained in game for a change. Plus, TC tools can be modified, one of which adds Fortune, without playing enchantment roulette. Since you cannot enchant a Power Tool, the mod will remain relevant even once you get your suit up and running.
All the extra mobs it adds, however, I could do without. Particularly the Nitro Creepers. Besides, there's always enchantment books and a diamond pickaxe.

Also, no Iron Chest or BetterStorage?
Applied Energistics obviates them both. Well, maybe Iron Chests might not be too bad, but there isn't much to recommend Better Storage, and there's an exploit concerning Better Storage and Applied Energistics, so I'm deliberately not including it (HINT: hook up a Storage Bus to an extra-large Locker. It's like having a 16k disk for the price of some wood).
 

Mash

New Member
Jul 29, 2019
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I'd recommend adding Iron Chests.

AE is nice, but people don't start a world with a functioning system of power.
 
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Greyed

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Jul 29, 2019
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First off, a caveat, I am not Shneeky, so am not speaking for him or his mod pack. On the other hand, as someone who rips out mods from mod packs with glee when they don't serve my purpose I'm offering input as to the possible reasons why things weren't included.

Computercraft turtles do one thing that is challenging to do w/out redpower 2: block placement.

Honestly, absent frames and growing moss (both coming from RP2) I am at a loss as to why one would need to place blocks in an automated fashion. Granted, I am probably missing a dozen cases but I think we could safely call them edge cases in the larger modded Minecraft experience. :)

MFR's rednet PRC stuff is amazing, but won't give you monitors.

If that was all there was to Computercraft, maybe. But I agree with Shneeky in that turtles are just a deal breaker. They're fun and amazing and, honestly, I see them as an excellent, practical, introduction into programming. But it does too many things, too well. A great example is watching DW20's LPs from seasons prior to Computercraft and after. Seasons prior, lots of multi-mod trickery that really showed some creativity and highlighted how mods work in-and-of themselves as well as together. After Computercraft, it feels like at least half of his builds involve the phrase, "I thought of a neat way to use turles..." -.-

The biggest thing [Infinitubes] does is let you set up endpoints with text labels then...

While that is true, it is a duplication. I'll grant that it does some things that AE doesn't, but its only some things. It does quite a few things that AE already fills.

My observation having built a few modpacks now is that the selection and curation of mods is a balancing act between "too much stuff" and "there is only one way to do this and now everyone does it that way." You want to open up variety but you don't want to provide a babel of features users get lost in. So be very careful about making "one true path" in this.

Actually, that is the point. The basic idea is that any mod which gets included provides lots of non-duplicated functionality. This is a higher litmus than just providing a way to address a small use case. Also, I don't think it is fair to say that he is including the mods based on "now everyone does it that way". MFR was included over Forestry even though Forestry seems to be a core of most people's mods, not MFR.

Tying that all together, AE, Infinitubes and MFR provide a perfect example of the choices on what to include and what not to include. AE was chosen because it fills a couple of roles. It provides a great storage solution, a logistics network, autocrafting and addresses in an oblique fashion item sorting. Infinitubes is primarily logistics and item movement. It is clearly duplication of a mod already chosen so it is ruled out. MFR also provides a method of sorting and item movement (conveyors) but the bulk of what it provides centers around farming, animal breeding, item enhancement. It merits inclusion based on those criteria with the conveyors basically being vestigial.

Finally, if you don't have ANY significant worldgen, is there any reason not to go crazy with Biomes O Plenty, Highlands and/or EBXL?

Each of those, while introducing some wonderful worldgen, also make finding biome specific resources a pain.

I'd rethink Tinker's Construct, if I were you. MPS is nice and all, but you will spend a lot of time getting it set up to use, and you'll need regular tools in the meantime.

Which I think is fine. In fact in my current world I am running pretty much what Shneeky has proposed here, though mine has Ars Magica. ^.^ Anyway, I'm about to make my tinker table and I've used nothing but iron picks so far.

Plus, TC tools can be modified, one of which adds Fortune, without playing enchantment roulette. Since you cannot enchant a Power Tool, the mod will remain relevant even once you get your suit up and running.

MFR provides a great enchantment mechanic. Also, by the time you're able to do any reasonable modification of the tools via TC you've got enough mats to create a Tool.

I'd recommend adding Iron Chests.

AE is nice, but people don't start a world with a functioning system of power.
No, they don't. But it isn't like double chests are hard to come by, either. Right now in my current world I have my TE machines laid out, an MFR farm started up, enough REConduit to connect the two (about 40 REConduit so far), enough engines to where I'm not hurting for power and just created my AE controller. IE, I'm 1-2 steps from AE storage and I am still working out of the 3 double chests I build in my initial 49 blocks of floor space. Reducing those to 3 iron chests would save me 3 blocks of space.

Now, if he didn't have AE and went with LP I'd be right there with you. LP + IC is comparable to AE.
 

KirinDave

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Jul 29, 2019
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Honestly, absent frames and growing moss (both coming from RP2) I am at a loss as to why one would need to place blocks in an automated fashion. Granted, I am probably missing a dozen cases but I think we could safely call them edge cases in the larger modded Minecraft experience. :)

There are all sorts of reasons.

If that was all there was to Computercraft, maybe. But I agree with Shneeky in that turtles are just a deal breaker.

Turtles are losing/have lost infinite durability tools. So: turtles nerfed. They're already not that powerful in the modpack proposed; the only reason anyone would go for a turtle over a quarry is because Greg made the quarry a late-game device.

A great example is watching DW20's LPs from seasons prior to Computercraft and after. Seasons prior, lots of multi-mod trickery that really showed some creativity and highlighted how mods work in-and-of themselves as well as together. After Computercraft, it feels like at least half of his builds involve the phrase, "I thought of a neat way to use turles..." -.-

Let me use a counter-example to your following point. The reason this happens is because DW20 does not have many mods that can do specific player-related things. For example, if he had MFR or LiquidXP then his mob grinders could (and would) be totally different. But you could still envision the same grinder he uses; it works just as well, but there would be a secondary option.

DW20 has painted himself into a corner with his pack on that front. It's a weakness of the pack.

While that is true, it is a duplication. I'll grant that it does some things that AE doesn't, but its only some things. It does quite a few things that AE already fills.

You cannot do what I described with any other mod listed. But yeah, you can do without it. It's just that losing RP2 tubes is hard to swallow and of all the mods listed Immibis's stuff is closest. Doing complex processing pipelines in AE is agonizing, and in Buildcraft it can kill servers even with insertion pipes unless you commit huge resources.

Actually, that is the point. The basic idea is that any mod which gets included provides lots of non-duplicated functionality. This is a higher litmus than just providing a way to address a small use case.

Again, I think it's a huge mistake for server packs to have One Way To Do Any Given Thing. Look at what happens when Only ComputerCraft can fill a role? All the builds become about computercraft. Look what happens when only Soul Shards can do mob generation: everyone has exactly the same blaze farm.

You might say this is good. And for single player it might be. For servers, nothing is more depressing than having numerous nearly identical bases because everyone's mechanization dictates so much about what they do. One of my favorite parts of AdvancingCraft was that everyone's base was radically different. Every one of us had different ore processing chains, different automation strategies, different power generation tricks, and different resource generation. And really all that determined who was further ahead was who put in more time.

This meant we all had something to share & contribute with each other, and everyone had pet projects we'd root for. Poppycocks, for example, had a truly epic base going and it's a real shame we've had to abandon that map.

Also, I don't think it is fair to say that he is including the mods based on "now everyone does it that way". MFR was included over Forestry even though Forestry seems to be a core of most people's mods, not MFR.

No, I mean that when selecting a modpack design you need to be cautious that people don't end up all converging on a single optimal build. I am not implying that anyone is going with the herd, only that if there is only 1 way to achieve a result it'll be the way people use.

Which I think is fine. In fact in my current world I am running pretty much what Shneeky has proposed here, though mine has Ars Magica. ^.^ Anyway, I'm about to make my tinker table and I've used nothing but iron picks so far.

Another fine example of modpack diversity. You have 2 ways to fly and achieve high armor and player super-abilities. Both have pros and cons and different resources required. To even imagine that one should cancel out the other seems odd, but it's definitely the case that Ars's personal enhancements and gear directly overlaps with MPS's enhancements. Besides that, all Ars really has left is its Equivalent Exchange infinite vanilla materials stuff. Yet the still work well together.
 

Greyed

New Member
Jul 29, 2019
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Turtles are losing/have lost infinite durability tools. So: turtles nerfed. They're already not that powerful in the modpack proposed; the only reason anyone would go for a turtle over a quarry is because Greg made the quarry a late-game device.

You do realize this is a great example of a strawman. At no point did I ever mention what use the turtles were put. And of the example I did provide, none of those uses were comparing a turtle to a quarry.

The reason this happens is because DW20 does not have many mods that can do specific player-related things.

Sorting bees is a player related thing? No, there are several bee sorting items, but he went with computercraft. Moving items from one chest to another chest is a player related thing? No, there are several other methods of moving things from A to B. You picked the one example where you hypothesis applies.

DW20 has painted himself into a corner with his pack on that front. It's a weakness of the pack.

You do realize I didn't mention a specific LP, he regularly does 2, and one of them is not limited by his pack yet he still resorts to Computercraft for an ungodly amount of things these days?

It's just that losing RP2 tubes is hard to swallow

It really isn't. I got into modded Minecraft prior to RP2 being available for 1.3.x or 1.4.x. The amount of functional things it can do that other mods cannot approximate, at that time, boiled down to 2 things. Frames and Red Alloy/Logic Gates. Its tubes I have found to be sub-par outside one specific use case, that being highly localized and specialized automation.

...Immibis's stuff is closest.

If we're talking microblocks, sure. Even though that is cosmetic it's actually better than RP2s implementation.

Doing complex processing pipelines in AE is agonizing, and in Buildcraft it can kill servers even with insertion pipes unless you commit huge resources.

Doing anything with RP2 tubes is agonizing. AE is trivial by comparison.

For servers, nothing is more depressing than having numerous nearly identical bases because everyone's mechanization dictates so much about what they do.

In your opinion. Also I note that you're gung-ho about providing multiple options. How many packs do we have which give that? Pretty much every public FTB pack currently available? The major differences boil down to this, Gregtech Y/N, circle one. Look at what he said the intent was for, a pared down, focused pack which provides a friendly, non-overwhelming, experience for players, particularly those who are new to modded Minecraft play. What other pack out there does that? Why not have that option if your goal is to provide options?

Another fine example of modpack diversity.

Actually, it isn't.

You have 2 ways to fly and achieve high armor and player super-abilities.

If that were what I was using it for, which I'm not.

To even imagine that one should cancel out the other seems odd, but it's definitely the case that Ars's personal enhancements and gear directly overlaps with MPS's enhancements.

Actually, looking at the spell list from Ars Magica I think you do a disservice to Ars Magica by limiting it to only what MPS can do. Also, you're completely dismissing the world gen and mobs Ars introduces which MPS cannot, and should not. Which I find mildly amusing given your prior lament that Shneeky isn't including alternative biomes in his pack (my dirty secret, I use EBXL.)

Besides that, all Ars really has left is its Equivalent Exchange infinite vanilla materials stuff. Yet the still work well together.

Which I will admit, I was hoping would let me drop EE3 since the only reason I have EE3 is Iron->Ender Pearls. I was hoping that Ars would provide that with the fabricator. Unfortunately, it does not. The fabricator can only create any item which has a recipe. It is not, as you said, infinite vanilla materials. But the other, main reason, why Ars is included is this, and this. No Mystcraft, no book travel. In my previous world I had Thaumcraft 3 and TF2 Teleporters. I found that TC3 was way too grindy, excessively random and resulting in items which were lackluster by comparison to what I got via other mods on a far better incremental scale. On the flip side I found TF2 Teleporters way too cheap a method of fast travel.

Ars was meant to replace the magic feel of TC3, provide a better mechanic for getting Ender pearls so I could drop EE3, and a better balanced and more interesting method of fast travel around my world so I could replace TF2 Teleporters. The player enhancements are secondary to those goals though, and here's the fun part, if I end up using Ars player enhancements more than MPS I have no compunction with dropping MPS. Because at that point one mod will have replaced 4. A blessing when you update all your mods by hand every few weeks. :)

But this portion of the discussion is academic at best since it doesn't fit Shneeky's theme so my using Ars is irrelevant.
 

Greyed

New Member
Jul 29, 2019
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No, they don't. But it isn't like double chests are hard to come by, either. Right now in my current world I have my TE machines laid out, an MFR farm started up, enough REConduit to connect the two (about 40 REConduit so far), enough engines to where I'm not hurting for power and just created my AE controller. IE, I'm 1-2 steps from AE storage and I am still working out of the 3 double chests I build in my initial 49 blocks of floor space. Reducing those to 3 iron chests would save me 3 blocks of space.

Holy schneikies, I just now, literally right now, saw that ME chests need only power, not a controller plus the network. *facepalm* I could have had several ME Chests a few hours of playtime ago in my world! Well, I know what my project in the morning will be. \o/
 

Katrinya

New Member
Jul 29, 2019
187
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I like the idea of this modpack and would use it myself, if it weren't for the following omissions:

-EE3. I'm aware that this is a controversial mod and have no desire to rekindle the endless debates regarding its OP-ness or lack thereof, but I personally find the ability to swap cobble for sand far too useful to do without. Yes, I know you can convert cobble to sand using a machine. My point is that I don't want to have to. I also really enjoy the ability to condense my ugly cobble into lovely basalt. If only there was a way to transmute marble...

Oh wait, without RP2, there won't be basalt or marble, will there? That's a crying shame. You might perhaps recommend the John Smith TP to be used with your pack; it makes stone bricks and wood look ever so nice, and it has a rather steampunk-y aesthetic.

-Forestry. Yes, there's a significant degree of functional overlap between MFR and Forestry machines, but only Forestry has bees. Oh, how I adore bees. I'm afraid I wouldn't enjoy a modpack that separated me from my honey-producing friends.

That said, I have a friend who is new to Minecraft modding, and this is probably the pack I would recommend for him. Even FTBLite has enough mods to be dreadfully confusing for newbies. (Needless to say, I told him to stay the hell away from Ultimate until he's mastered a few basics.)

Edit: I realized that without EE or IC2, there won't be any way to craft diamonds. Is this by design? TE's handy energy cubes and tesseracts both require diamonds, so the omission of a way to craft them is potentially a huge pain in the butt. In some world I've spent hours and hours looking for them; in others, I find them on my first mining trip. I'm not wild about balance points that rely so heavily upon luck.
 
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GPuzzle

New Member
Jul 29, 2019
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My opinion in this discussion:
I have to agree with KirinDave.
"Is there more than one way to separate bees?"
Yes.
But do we have more than one way to massively categorize bees? And sort them at the same time?
Yes.
So why Dire went with a turtle?
They don't occupy as much space.
There are tons of stuff I could create to get an Steampunk-ish look.
I have to say, despite CC and Forestry not looking too much "Steampunk-ish", go on a beta phase.
If players like it, then leave as it is.
 

Bigglesworth

New Member
Jul 29, 2019
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I'd go for a turtle over a Quarry even if a quarry was cheap as a turtle to make.

  • Turtles are far easier to setup
  • With the right script a single turtle can mine a quarry at about 50-70% the speed of a fully powered Quarry
  • Much easier to fuel early on
  • Lava simply makes it stronger
  • Way cooler
  • More friendly
Just want to also note, if something seems really hard to do or 'agonizing' you may be doing it wrong way. My first playthough tought me that just becuse something is easier, doesnt mean it will be FUN or rewarding to make. You can bet I wont be using things like soulshards, and making real mod systems for instance. AE may be a great system for certain things, but oversimplifying some things is basically thinking for me.
 

KirinDave

New Member
Jul 29, 2019
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You do realize this is a great example of a strawman. At no point did I ever mention what use the turtles were put. And of the example I did provide, none of those uses were comparing a turtle to a quarry.

You, ahem, do realize that that is not the definition of a Straw Man. At best, you could argue it's a non-sequitur. And certainly if you didn't mean turtles were too strong I have no idea what you mean. So sorry, I didn't mean to put words in your mouth.

Sorting bees is a player related thing? No, there are several bee sorting items, but he went with computercraft.

Actually it's very challenging to do right with the resource he had on hand.

Moving items from one chest to another chest is a player related thing?

How exactly would you pull things with specific damage values out of diverse inventory types in the DW20 modpack when he did that? Emerald pipes don't work right for it on that version.

Doing anything with RP2 tubes is agonizing. AE is trivial by comparison.

I think a lot of people in the forum would disagree. For example, keeping an inventory stocked with a precise amount of items is easy in RP2. Doing things that require crafting specific amounts of a repeated object with AE is also hard (for example, Factorization's packager is awesome and very valuable to AE storage, but you cannot easily integrate it with an ME interface directly).

There is a lot of stuff AE just refuses to do. From the mod author's FAQ:

Is this supposed to replace BC Pipes/RP2 Tubes/Logistics Pipes?

No. It is designed to work with them via interfaces and provide alternate storage / crafting and is not intended to replace any other mod, or its functionality.

In your opinion.

Of course. Did you get the impression I was telling you some sort of divine truth? We're having a conversation here–perhaps even a bit of debate–so why say this? We're all free to build the packs we want.

Also I note that you're gung-ho about providing multiple options. How many packs do we have which give that? Pretty much every public FTB pack currently available?

Actually, I think that Ultimate is a pretty poorly curated pack and I don't understand it. Magic World was good, DW20 is pretty close to perfect, and Minecrack is way too linear.

If that were what I was using it for, which I'm not.

But this is the key about packs destined for server play: everyone gets a shot at their own combinations. You might not use it that way, but someone else could.

Actually, looking at the spell list from Ars Magica I think you do a disservice to Ars Magica by limiting it to only what MPS can do.

I am not. Ars is a huge and cool mod. I'm just saying there is clearly overlap here and it's the Good Kind of overlap, by my estimation.

Which I find mildly amusing given your prior lament that Shneeky isn't including alternative biomes in his pack (my dirty secret, I use EBXL.)

I don't think I like talking to someone who cannot take spirited discussion as anything but a chance to inject maximum snark. Obviously we disagree on modpack design. I thought it'd be interesting to discuss the differences and why we feel the way we do. Even if we can't come to an agreement, our informed discussion may end up helping other people come to their own opnions without having to take all the missteps I (and perhaps you) have made.

Instead you've got these "dry humor with a pinch of derision, eyes slowly appealing to the camera" moments sprinkled throughout your post, which are pretty demoralizing. I sort of regret this conversation now. Still, I wish you and Shneeky luck and I hope the mods I did mention that were more closely on theme might help with the project.
 

Mash

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Jul 29, 2019
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No, they don't. But it isn't like double chests are hard to come by, either. Right now in my current world I have my TE machines laid out, an MFR farm started up, enough REConduit to connect the two (about 40 REConduit so far), enough engines to where I'm not hurting for power and just created my AE controller. IE, I'm 1-2 steps from AE storage and I am still working out of the 3 double chests I build in my initial 49 blocks of floor space. Reducing those to 3 iron chests would save me 3 blocks of space.

Now, if he didn't have AE and went with LP I'd be right there with you. LP + IC is comparable to AE.

Fair enough. It's not my modpack.

I'm just speaking for the people who use more than three double chests before they get a reliable system of power started up.
 
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Greyed

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Jul 29, 2019
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Your image link tells a sad story of a service that had a government sieze its boxen.

Well, yeah! That's Steve's backstory! Why do you think he woke up in a deserted land with nothing to his name? The government took his last boxen!
 

Greyed

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Jul 29, 2019
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I'm just speaking for the people who use more than three double chests before they get a reliable system of power started up.

Er... I really hate to break out the nerd hat but.

"Reliable power system" is what to you?

My reliable power system, until this morning, consisted of 2 TE Steam Engines. A while 4MJ/t. I've since bumped that up to 5 TE Steam Engines for a whopping total of 10MJ/t and that was only because my Magma Crucible was taking too long to smelt netherrack to get the hardened glass I needed for my first RECell.

Now that I know you can hook an ME chest directly into power let me show you what is needed.

Thats a lever, a stirling engine (cobble gears, glass, piston and cobble on top), and an ME chest. The Stirling provides 1Mj/t of power. The most expensive part of that setup is the nether quartz and the gold needed for the chip.

You, ahem, do realize that that is not the definition of a Straw Man. At best, you could argue it's a non-sequitur. And certainly if you didn't mean turtles were too strong I have no idea what you mean. So sorry, I didn't mean to put words in your mouth.

A straw man is when you claim that I made an argument I did not make, then refute that argument. I made no such argument about turtles being compared to quarries, but that is what you refuted. That is the classic definition of a straw man. Also, I specifically cited DW20's LPs. When was the last time he used a turtle quarry. I think that is literally the only thing he hasn't used a turtle for. :)

How exactly would you pull things with specific damage values out of diverse inventory types in the DW20 modpack when he did that? Emerald pipes don't work right for it on that version.

You don't pull specific things. You pull all and filter. I think you were in a topic that I was also in where someone groused that people didn't believe RP2 could sort on just those things even though it could.

I think a lot of people in the forum would disagree.

They can if they so choose. I don't mind them being wrong, their prerogative.

For example, keeping an inventory stocked with a precise amount of items is easy in RP2.

Provided that you're dealing with a localized system and do not need to dip into a generalized storage at any time. Once you get into generalized storage you also have to get into FORTH.

There is a lot of stuff AE just refuses to do. From the mod author's FAQ:

And yet it nails about 80% of what those other mods do. Of course it isn't meant as a replacement. It does things differently. But that's what we're discussing here.

But this is the key about packs destined for server play: everyone gets a shot at their own combinations. You might not use it that way, but someone else could.

Of which there are plenty. While you may not agree with them, the fact they exist means we've got the "throw everything at the wall and see what sticks" angle covered.

I'm just saying there is clearly overlap here...

Which isn't the litmus test. The litmus test is does the mod bring unique things that no other mod in the pack does. Overlap is find provided that the bulk of the functionality isn't overlapped. Hence my example of MFR's conveyors.

I don't think I like talking to someone who cannot take spirited discussion as anything but a chance to inject maximum snark.

That wasn't snark. That was pointing out an inconsistency in your stated goals. In one place you say there isn't enough world gen, in another you state the mod back offers nothing new but x/y/z and completely ignore the world gen it brings to the table. That is disingenuous. How, exactly, is it "maximum snark" to point it out to you, but not maximum snark for you to point out what you perceive inconsistencies in the concepts I am putting forth? For example, me including Ars Magica. Trust me, that isn't even me trying to be snarky. That is exactly how I engage in discussions with my wife, my coworkers, my friends. I reserve the snark for when customers decide to complain to my boss that I'm not answering them because they can't figure out how to read my work schedule in the signature that is attached to every email I've sent them over the past month.
 

Mash

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Jul 29, 2019
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A reliable system of power to me is a system of power that is reliable.

I.E., a system that isn't going to crash and burn when I run out of coal.

But, again, that's just me.
 

KirinDave

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Jul 29, 2019
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A straw man is when you claim that I made an argument I did not make, then refute that argument. I made no such argument about turtles being compared to quarries, but that is what you refuted.

A Straw Man is where one actor creates a caricature argument, defeats it, and claims victory. But this process has to be done deliberately. When it is done in error, it's called "a miscommunication." If someone is being willfully ignorant and fishtailing the argument away from difficult topics, this might be a "non-sequitur."

But yes, let's all asume the maximum level of disingenuous behavior here. You've made it clear you don't want to be friendly.

You don't pull specific things. You pull all and filter.
Enjoy filtering MMPS components by charge value.

Provided that you're dealing with a localized system and do not need to dip into a generalized storage at any time. Once you get into generalized storage you also have to get into FORTH.

Indeed.

Of which there are plenty. While you may not agree with them, the fact they exist means we've got the "throw everything at the wall and see what sticks" angle covered.

Which is not my approach. I dislike having my approach characterized as such because it is clearly against my stated goal.


That wasn't snark. That was pointing out an inconsistency in your stated goals. In one place you say there isn't enough world gen, in another you state the mod back offers nothing new but x/y/z and completely ignore the world gen it brings to the table.

You misunderstood my argument. My argument was there is overlap there, and that it is a good kind of overlap. To say there isn't at least some overlap there is ludicrous. No reasonable person could say that there isn't overlap in Ars and MMPS, and that's my only point. It was a demonstration of how overlap between mods can be a good thing and both mods can continue (as I suggest Infinitubes can exist and be useful in a world with Buildcraft and AE).

That is disingenuous.

I am sorry if you felt this way. It was not my intention. Still, we're done talking about this together. Feel free to talk at me, but I'm tired of dealing with someone who does not want to have a friendly, amicable discussion. It's a waste of both our time.
 

Greyed

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Jul 29, 2019
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But yes, let's all asume the maximum level of disingenuous behavior here. You've made it clear you don't want to be friendly.

Amazing that you see hostile intent where there is none. As I said before, this isn't me being unfriendly.

Enjoy filtering MMPS components by charge value.

Why would I have to?


So it is your contention that learning a language designed and left in the 70s is easier than constructing an item out of 9 other items using the standard Minecraft interface?

You misunderstood my argument.

No, I didn't misunderstand it. I simply considered it irrelevant in the context given. That being you considered it good in my world with presumptions on why it was included as well as what I would, and would not use. Again, I thought my example of the MFR conveyors was a great example of this. I intend to never make one. In fact, if I could flip a configuration option and remove all of MFR's item filtering and movement, I would. In that sort of environment, your argument of overlap falls flat.