3: End is fixed next version. (I thought I disabled it by disabling stronghold generation, but I guess I didn't flip that boolean like I thought I did. :/ ) The nether I thought I shut down already by including a "netherless" mod. I'll look into it to make sure its working. Are you playing this on a server or on a single-player LAN world? If it's a server, you might need to manually turn it off in the server config; I think the netherless mod only works in single player.
4: Already fixed. Await next version.
5: Relocate it with what? Portaspawner? Diamond dolly? I want to make sure this is fixed before next version. Could you provide more detail?
8: You are. It is coming out next version. Also you are correct, this was also balanced for 3-4 teams of 2-3 people each. (Small family and friend servers)
Next version is making a major taint cleaning machine that you can put onto an Archimedes ship to easily relocate. It loads the chunks it cleans so you can leave it on while you are elsewhere, and it cleans the land far faster than a totem block does. You'll probably really like it. If you want to go the totem route instead, Thaumic Energistics gives you easy ways to automate dawn totem production.
In the current version, I think the easiest way to clean taint (given that you are so late in the game) is to get a purity focus, and enchant it with enlarge IV. That will make it clean a 7x7 area per click. And, of course, by "Clean" I mean "Destroy all taint blocks, making it unlikely to to be retainted quickly." It'll cost lots of vis, but an alchemically crowned blood wand tied to a user with a self-sustaining mob-spawner + suffering well blood altar setup will probably be able to do it. Might still take a lot of time though.
Thanks your your feedback! I really appreciate it, it even though most of your issues are solved!
We are using 4 enlarge V purity focii attached to Void Aspected Blood Staves (better recharge rate & discount), powered by a nigh-infinite source of LP, alternating with ichorium wrapped silverwood wands powered by over 20 stabilized nodes, soon to be replaced by an energized super-node. We're also using Purification shovels to deal with the flux goo.
We tried relocating the Wisp Spawner using the dislocation focus from Thaumcraft. Using a teleposer seems to work perfectly. along with just using the Dislocation Focus (tried in Creative & Survival), so that may be some weird once-off glitch. I dunno.
We're playing this in single-player LAN mode.
Thaumic Energistics should be quite a bit of fun to play around with once it's added, so I'm quite happy that's being added in.
Next version is making a major taint cleaning machine that you can put onto an Archimedes ship to easily relocate.
a thought
will Archimedes ships helm and Air ballons still be cheap? meaning only requiring iron, glass, wood, wool and string. and then you can fly (1 helm plus 1 air balloon equals flying air ship). because if so then it will be quite easy to just make a air ship and then a player could just fly to ever exploration site & dome and never set foot on tainted ground. a total cowards option, but viable if the ship parts are that cheap to make.
it would make sense to include some more costly material in the ships helm or air ballons, so that it would not be a early game option
Yeah, I got that. The helm is going to be an infusion recipe and it'll be pretty expensive, putting it on track with Angel Rings and stuff. It's more expensive than a thaumostatic harness because it has "infinite fuel" and you can put chests or even multiple players on it.
Great thought, though. If I hasn't have done something, you're right that there would have been a balance issue. Vanilla AS is the cheapest flight ever.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/7/2012
Posts:
71
Member Details
So I started playing this pack after being invited to a server my brother hosts. It's fun an all, but there are some... rather disturbing "balancing" issues I have with some of the alloys in the pack. Particularly, with "Fairy" and "Pokefennium".
Now for the life of me, I cannot understand the reasoning behind the extreme nerf to pokefennium. (Fairy remains unchanged from Iguana's default values, basically) Here's why:
Take for instance iron by itself, while the durability and mining levels are clearly lower than the alloy, pokefennium is all but useless due to the MASSIVE hit on XP requirement that it takes. If we use, quite literally, almost every other allow in the pack as a reference point, all of the alloys in some way get better than the materials used to make them. But, pokefennium actually gets worse. Now I also realize, Glassmaker himself hasn't really done much with either of these two alloys and that they were kind of either joke alloys, or just tests, but at the same time the sheer fact that they are implemented and they are pricy alloys as far as materials go, makes me believe that they need to have an increase in performance.
Now, don't get me wrong, I am not saying that they need to be the best of the best, but it would be fairly easy to buff them without making them too extreme in some form or another. There should be some benefit to using these alloys over a same-tier non-alloy. Now, "modder's vision" and all that, but wouldn't you agree that they are completely and utterly useless at this point? I would even argue that, in return for a nice boost to stats, that they take on the highest tier of mining level (cobalt/ardite), so they aren't used to skip progression. Currently, both of these alloys are a quick and easy +1 to mining level, fairy being 6 and pokefennium being 7, and neither of them should (ideally) have those mining levels since the only expensive mat in the recipe is the ardite/cobalt/blood.
Just my 2 cents, but otherwise so far I am enjoying the pack.
Now for the life of me, I cannot understand the reasoning behind the extreme nerf to pokefennium. (Fairy remains unchanged from Iguana's default values, basically) Here's why:
They seem to be alloys which are fun to have but aren't relevant to any quest or the tech tree.
I'm a personal fan of blood wood, but if i'm honest with myself it think its kinda Over Powered, all of the nether woods kinda are and allow a bit of tech tree leap frogging early game, but you do have to gamble by spending rep on sapling bags early on in the game. (i do it every time I start a new play through thou because I feel the rewards far out weigh the cost, a sign that it might be over powered)
alot of changes have been made to materials mining levels to establish a effective mining tech tree.
They seem to be alloys which are fun to have but aren't relevant to any quest or the tech tree.
I'm a personal fan of blood wood, but if i'm honest with myself it think its kinda Over Powered, all of the nether woods kinda are and allow a bit of tech tree leap frogging early game, but you do have to gamble by spending rep on sapling bags early on in the game. (i do it every time I start a new play through thou because I feel the rewards far out weigh the cost, a sign that it might be over powered)
alot of changes have been made to materials mining levels to establish a effective mining tech tree.
Natura woods are indeed quite overpowered in a sense, that is something we can agree upon.
But Fairy/Pokefennium alloys use high lvl materials, cobalt and ardite, and as such should be upgrades in the same sense that other alloys are. Take for example, Black Steel, it's an early on alloy that is still in a sense quite powerful as it is easily leveled up. But Pokefennium, Iron + Cobalt + Blood, using Iron's XP Requirement (1.0) takes a tremendous leap in XP Requirements to 5.5x, and for what? +1 Mining level.
Now look at Cobalt, and compare Pokefennium once again:
The "gains" are, 53% less durability,31.4% less handle modifier, +1 mining level, 22.7% less mining speed, 50% less attack damage, and a 730% increase in required xp. In addition, it also loses the reinforcement 2 buff.
Now for Fairy, comparing to Ardite:
The "gains" are, 58.7% less durability, 76% less handle modifier, +1 mining level, 31% more mining speed, 20% more attack damage, and a 69% decrease in required xp. In addition, it also loses the reinforcement 3 buff from obsidian, but this part is negligible since ardite has shoddy 2.
Now for Amordrine, which is also an alloy, compared to Kalendrite/Platinum:
The "gains" are, 10% less durability, 9% less handle modifier, +0 mining level, 7% more mining speed over platinum, 25% less attack damage, and 7% decrease in XP required compared to platinum.
Amordrine is quite literally one of, if not the, best metal in the pack to use due to the life steal bonus modifier, so even if not as a main material, you'll want it in there as filler material because of life steal. Is it starting to make sense yet? Amordrine gets 3 nerfs, 2 buffs, 1 equal. Fairy gets 2 nerfs, 4 buffs. Pokefennium gets 1 buff, and 5 nerfs. It's literally a straight nerf across the board for everything but mining level.
Here's a bit of a thing to think about also:
Iguana's Default: pokefennium { I:attack=2 (Possibly too low, perhaps 3, or 4 to match Cobalt) S:color=gray I:durability=800 D:handleModifier=3.0 (Possibly too high, perhaps a 2.2x) I:harvestLevel=8 (Too High, needs to be 6 or 7.) I:miningSpeed=850 I:reinforced=0 D:shoddy=0.0 D:xpAmount=1.0 (Also too high, perhaps a .9 or .85) }
Given that in the next update cobalt gravel ore has been removed (no more getting cobalt with hands and a torch)
there will be one place I can think of which you can find Cobalt then
then the first place you will probably be getting Ardite or cobalt is the volcano along with the other nether ores, since thats the only place netherack is suppose to be available.
at that point you can easily jump several mining levels very quickly progress right past the mining levels for Fairy, Pokefennium, Manyullyn and anything below the extreme level.
infact in a recent play through I found a netherrack deposit with Ardite in it, Mined it, made a fairy pick axe head, went back to the same deposit, mined the other nether ores right next to it in that same small vein, went back to base and made another pick axe head with a Alien mining level and replaced the fairy one I just made, I used the fairy pickaxe for probably less than 1 min before it became irrelevant
to be fair Pokefennium stats are not good at all considering the cost involved, but even if it were to be put on par with Fairy, you may just leap zoom through their mining levels regardless.
in short don't get attached to your pick axe heads. they are replaceable
Given that in the next update cobalt gravel ore has been removed (no more getting cobalt with hands and a torch)
there will be one place I can think of which you can find Cobalt then
then the first place you will probably be getting Ardite or cobalt is the volcano along with the other nether ores, since thats the only place netherack is suppose to be available.
at that point you can easily jump several mining levels very quickly progress right past the mining levels for Fairy, Pokefennium, Manyullyn and anything below the extreme level.
infact in a recent play through I found a netherrack deposit with Ardite in it, Mined it, made a fairy pick axe head, went back to the same deposit, mined the other nether ores right next to it in that same small vein, went back to base and made another pick axe head with a Alien mining level and replaced the fairy one I just made, I used the fairy pickaxe for probably less than 1 min before it became irrelevant
to be fair Pokefennium stats are not good at all considering the cost involved, but even if it were to be put on par with Fairy, you may just leap zoom through their mining levels regardless.
in short don't get attached to your pick axe heads. they are replaceable
I understand your point that you are trying to make, but this is not an issue of whether or not you are jumping through mining levels.
This is a matter of an imbalance in stats which doesn't follow any of the direction of the other alloys in how their stats progress.
Since these two alloys are out of the normal spectrum of metals, it would make much more sense for them to be tailored to a specific task. Currently, they don't employ this, they are just simply quick mining level increases and throwaways.
My suggestion:
Pokefennium --
I:attack=7 (Tartar control is 6)
S:color=dark_aqua I:durability=100 D:handleModifier=.4
I:harvestLevel=7 I:miningSpeed=250
I:reinforced=0
D:shoddy=0 D:xpAmount=6.0
So essentially what you end up with here is a very "brittle" but prime weapon material, that levels slowly, and a material that levels up fast, but breaks very quickly and is not good for weapon tips.
Aside from the above suggestion, could just make them actually on par with their materials used to create them and not focus them toward any one goal. While Tartar control is harder to actually obtain and use on a normal basis, I don't feel as if there should be one end-all own-all material good at everything, which is essentially what Tartar is. If I was a server owner, this would be a change I'd implement myself in the overrides, but I am not an owner of a server.
this would be a change I'd implement myself in the overrides, but I am not an owner of a server.
Now if I could only find a blightfall server to join.
the Exp factor makes tinkers tools better than just about every other tool by the simple fact that they improve with use in almost every way. so having a low exp modifier is kinda of a all important modifier even if it is very brittle.
being brittle is really not a significant Nerf because you can easily get around this by adding a diamond, (+500 durability) plus it could get the emerald, reinforced, free modifier slot, & regenerate modifiers with level ups which will be frequent given the exp modifier.
I kinda wish there was a way to get pig iron. I can't tell how many times I've been on mining expeditions and have almost died from starvation because I've run out of food, Maybe if we took Pokefennium and added the letter r and made it Porkfennium and gave it the tasty modifier. because mmmm Bacon
The Meaning of Life, the Universe, and Everything.
Join Date:
8/29/2014
Posts:
71
Minecraft:
Aaronstar
Member Details
[15:37:55 INFO]: This world was saved with mod FML version 7.10.85.1291 and it i
s now at version 7.10.99.99, things may not work well
[15:37:55 INFO]: This world was saved with mod Forge version 10.13.2.1291 and it
is now at version 10.13.4.1481, things may not work well
[15:37:55 INFO]: This world was saved with mod MobiusCore version 1.2.3 and it i
s now at version 1.2.5, things may not work well
[15:37:55 INFO]: This world was saved with mod ThermalFoundation version 1.7.10R
1.0.0RC7 and it is now at version 1.7.10R1.0.0, things may not work well
[15:37:55 INFO]: This world was saved with mod ThermalExpansion version 1.7.10R4
.0.0RC7 and it is now at version 1.7.10R4.0.1, things may not work well
[15:37:55 ERROR]: This world was saved with mod PerfectSpawn which appears to be
missing, things may not work well
[15:37:55 INFO]: Injecting existing block and item data into this server instanc
e
[15:37:55 INFO]: Found a missing id from the world UndergroundBiomes:metamorphic
_netherquartz
[15:37:55 INFO]: Found a missing id from the world UndergroundBiomes:igneous_net
herquartz
[15:37:55 INFO]: Found a missing id from the world UndergroundBiomes:sedimentary
_netherquartz
[15:37:55 INFO]: Found a missing id from the world UndergroundBiomes:sedimentary
_netherquartz
[15:37:55 INFO]: Found a missing id from the world UndergroundBiomes:metamorphic
_netherquartz
[15:37:55 INFO]: Found a missing id from the world UndergroundBiomes:igneous_net
herquartz
[15:37:55 INFO]: missing mappings
[15:37:55 INFO]: UndergroundBiomes:metamorphic_netherquartz BLOCK
[15:37:55 INFO]: UndergroundBiomes:igneous_netherquartz BLOCK
[15:37:55 INFO]: UndergroundBiomes:sedimentary_netherquartz BLOCK
[15:37:55 INFO]: UndergroundBiomes:sedimentary_netherquartz ITEM
[15:37:55 INFO]: UndergroundBiomes:metamorphic_netherquartz ITEM
[15:37:55 INFO]: UndergroundBiomes:igneous_netherquartz ITEM
[15:37:55 ERROR]: There are unidentified mappings in this world - we are going t
o attempt to process anyway
[15:37:55 ERROR]: Unidentified block: UndergroundBiomes:metamorphic_netherquartz
, id 1155
[15:37:55 ERROR]: Unidentified block: UndergroundBiomes:igneous_netherquartz, id
1154
[15:37:55 ERROR]: Unidentified block: UndergroundBiomes:sedimentary_netherquartz
, id 1156
[15:37:55 ERROR]: Unidentified item: UndergroundBiomes:sedimentary_netherquartz,
id 1156
[15:37:55 ERROR]: Unidentified item: UndergroundBiomes:metamorphic_netherquartz,
id 1155
[15:37:55 ERROR]: Unidentified item: UndergroundBiomes:igneous_netherquartz, id
1154
[15:37:55 WARN]: Forge Mod Loader detected missing blocks/items.
There are 6 missing blocks and items in this save.
If you continue the missing blocks/items will get removed.
A world backup will be automatically created in your saves directory.
Run the command /fml confirm or or /fml cancel to proceed.
Alternatively start the server with -Dfml.queryResult=confirm or -Dfml.queryResu
lt=cancel to preselect the answer.
[15:38:07 INFO]: [MobiusCore] Found net.minecraft.util.MessageDeserializer [ ez
] with checksum B572EAD65FC76FFC1ED80F44BC0F9931
[15:38:07 INFO]: Successful injection in decode (Lio/netty/channel/ChannelHandle
rContext;Lio/netty/buffer/ByteBuf;Ljava/util/List;)V
[15:38:07 INFO]: [MobiusCore] Found net.minecraft.util.MessageSerializer [ fa ]
with checksum 6CFABFD319BD3317743170B737CA472D
[15:38:07 INFO]: Successful injection in a (Lio/netty/channel/ChannelHandlerCont
ext;Lft;Lio/netty/buffer/ByteBuf;)V
i get this error whenever starting my server
Rollback Post to RevisionRollBack
may the force be with you, don't blink, beam me up Scotty, and 7th chevron locked
Thinking about the Driskel GuaranteeTM (That's what it's called now), since the resources from the undead and from things that explode can be quite useful, would it be possible to create a supplier quest that gets you undead and/or exploding things? Specifically? Just a thought.
Rollback Post to RevisionRollBack
If I leave an awkward silence in a conversation, I'm probably introducing myself.
not so much normal TNT but Green and Blue SDX will effectively mine ores at any mining level, thou TNT will tend to destroy alot of drops, SDX doesn't destroy item drops and has over twice the blast radius.
Fuse wood I think only has the capacity to Damage a player and destroy drops, and I have not seen it break blocks, so it isn't effective for mining
I have no idea how to obtain 4-5 gun powder early on to exploit this fact, i guarantee Driskel won't give you explosive stuff. you could clear alot of land to let mobs spawn or make a old fashion Giant Floating Cobble mob spawner trap but that would be very time consuming and you would be better served to just mine and hope you come across the next highest metal.
It's always hard working with metals that have no real world basis, because you have no idea what they should be like or what properties they should have. I found the given stats for fairy and pokefennium to be ridiculous, so I nerfed them, but I did so (in retrospect) blindly.
I've asked myself the question "What role do I want these alloys to play, and what is the decision the player will have to make when using them?" This is what I determined:
Both fairy and Pokefennium should allow clever players to skip part of the mining tech tree, but they should do so at a cost. In order to get the "Free" mining level, they must take their decent metals (ardite and cobalt) and lower their stats in favor of a higher mining level. This, ardite and pokefennium become "rush" metals that act as great stepping stones to adamantine, etc, but are not so good themselves.
With this in mind, I'm buffing pokefenium and fairy to be somewhat worse than their parent nether metals instead of just being randomly bad. Fairy has some tradeoffs (higher speed, better leveling) when compared to ardite, cobalt is a straight downgrade in everything but mining level. Both are one mining higher than the metals they come from, allowing you to "skip" a mining level at the cost of raw tool stats. Pokefennium given reinforced 2 because cobalt had it.
Your suggestions for the roles Pokefennium and Fairy should have, I'm afraid, are already taken up by Enderium and Lumium, respectively, in the new TiC version. But they were good suggestions!
Penguin man: When you get to that screen, type /fml confirm. It looks like you're updating a world to a higher version?
Swat Raptor: You can get gunpowder from some of the metallurgy utility stuff, then duplicate it with Thaumcraft alchemy once you have it.
Silent Interim: Already got it. Sid "Slick" Satterly can give you ghast, creeper, and enderman spawn eggs coming next version for your MFR auto-spawning pleasure. EDIT: But doing so is part of the black market questline, so they're harder to get than just dumping rep points into it.
Thanks for all the bug reports!
1: Already fixed. Await next version.
2: Already fixed. Await next version.
3: End is fixed next version. (I thought I disabled it by disabling stronghold generation, but I guess I didn't flip that boolean like I thought I did. :/ ) The nether I thought I shut down already by including a "netherless" mod. I'll look into it to make sure its working. Are you playing this on a server or on a single-player LAN world? If it's a server, you might need to manually turn it off in the server config; I think the netherless mod only works in single player.
4: Already fixed. Await next version.
5: Relocate it with what? Portaspawner? Diamond dolly? I want to make sure this is fixed before next version. Could you provide more detail?
6: Already fixed. Await next version. (Details here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2359536-blightfall-hqm-adventure-map-v2-0-3a?comment=507)
7: Already fixed, await next version.
8: You are. It is coming out next version. Also you are correct, this was also balanced for 3-4 teams of 2-3 people each. (Small family and friend servers)
Next version is making a major taint cleaning machine that you can put onto an Archimedes ship to easily relocate. It loads the chunks it cleans so you can leave it on while you are elsewhere, and it cleans the land far faster than a totem block does. You'll probably really like it. If you want to go the totem route instead, Thaumic Energistics gives you easy ways to automate dawn totem production.
In the current version, I think the easiest way to clean taint (given that you are so late in the game) is to get a purity focus, and enchant it with enlarge IV. That will make it clean a 7x7 area per click. And, of course, by "Clean" I mean "Destroy all taint blocks, making it unlikely to to be retainted quickly." It'll cost lots of vis, but an alchemically crowned blood wand tied to a user with a self-sustaining mob-spawner + suffering well blood altar setup will probably be able to do it. Might still take a lot of time though.
Thanks your your feedback! I really appreciate it, it even though most of your issues are solved!
We are using 4 enlarge V purity focii attached to Void Aspected Blood Staves (better recharge rate & discount), powered by a nigh-infinite source of LP, alternating with ichorium wrapped silverwood wands powered by over 20 stabilized nodes, soon to be replaced by an energized super-node. We're also using Purification shovels to deal with the flux goo.
We tried relocating the Wisp Spawner using the dislocation focus from Thaumcraft. Using a teleposer seems to work perfectly. along with just using the Dislocation Focus (tried in Creative & Survival), so that may be some weird once-off glitch. I dunno.
We're playing this in single-player LAN mode.
Thaumic Energistics should be quite a bit of fun to play around with once it's added, so I'm quite happy that's being added in.
a thought
will Archimedes ships helm and Air ballons still be cheap? meaning only requiring iron, glass, wood, wool and string. and then you can fly (1 helm plus 1 air balloon equals flying air ship). because if so then it will be quite easy to just make a air ship and then a player could just fly to ever exploration site & dome and never set foot on tainted ground. a total cowards option, but viable if the ship parts are that cheap to make.
it would make sense to include some more costly material in the ships helm or air ballons, so that it would not be a early game option
Yeah, I got that. The helm is going to be an infusion recipe and it'll be pretty expensive, putting it on track with Angel Rings and stuff. It's more expensive than a thaumostatic harness because it has "infinite fuel" and you can put chests or even multiple players on it.
Great thought, though. If I hasn't have done something, you're right that there would have been a balance issue. Vanilla AS is the cheapest flight ever.
Yes, I noticed. I tried putting it up to 3GB but it wouldnt, since the java options were capped at 415MB
could it be that you have a 32 bit java? that could be why the launcher cant rais the ram any higher then 415mb
may the force be with you, don't blink, beam me up Scotty, and 7th chevron locked
keyblades of choice: omega weapon+ and zero/one+
lightsabers of choice: one silver one blue
The pack crashes if I try to see the materials that I can use in TiC.
Log:
https://gist.github.com/Leviathan143/704e97810c2fb48041b9
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is not the signature you are looking for.
Banners and such things
So I started playing this pack after being invited to a server my brother hosts. It's fun an all, but there are some... rather disturbing "balancing" issues I have with some of the alloys in the pack. Particularly, with "Fairy" and "Pokefennium".
Below is the references:
iron {
I:attack=3
S:color=white
I:durability=200
D:handleModifier=1.2
I:harvestLevel=3
I:miningSpeed=600
I:reinforced=1
D:shoddy=0
D:xpAmount=1
}
cobalt {
I:attack=4
S:color=dark_aqua
I:durability=640
D:handleModifier=1.75
I:harvestLevel=6
I:miningSpeed=1100
I:reinforced=2
D:shoddy=0
D:xpAmount=0.75
}
pokefennium {
I:attack=2
S:color=dark_aqua
I:durability=300
D:handleModifier=1.2
I:harvestLevel=7
I:miningSpeed=850
I:reinforced=0
D:shoddy=0
D:xpAmount=5.5
}
obsidian {
I:attack=4
S:color=light_purple
I:durability=65
D:handleModifier=0.8
I:harvestLevel=4
I:miningSpeed=650
I:reinforced=3
D:shoddy=0
D:xpAmount=1.8
}
ardite {
I:attack=4
S:color=dark_red
I:durability=485
D:handleModifier=2.1
I:harvestLevel=5
I:miningSpeed=800
I:reinforced=0
D:shoddy=2
D:xpAmount=1.3
}
fairy {
I:attack=5
S:color=light_purple
I:durability=200
D:handleModifier=0.5
I:harvestLevel=6
I:miningSpeed=1050
I:reinforced=0
D:shoddy=0
D:xpAmount=0.4
}
manyullyn {
I:attack=5
S:color=dark_purple
I:durability=960
D:handleModifier=2.5
I:harvestLevel=7
I:miningSpeed=900
I:reinforced=0
D:shoddy=0
D:xpAmount=1
}
adamantine {
I:attack=5
S:color=dark_red
I:durability=1240
D:handleModifier=2.3
I:harvestLevel=8
I:miningSpeed=1000
I:reinforced=2
D:shoddy=0
D:xpAmount=0.64
}
atlarus {
I:attack=5
S:color=yellow
I:durability=1400
D:handleModifier=2.5
I:harvestLevel=8
I:miningSpeed=1200
I:reinforced=0
D:shoddy=0
D:xpAmount=0.64
}
tartarite {
I:attack=6
S:color=gold
I:durability=1600
D:handleModifier=3.33
I:harvestLevel=9
I:miningSpeed=1500
I:reinforced=0
D:shoddy=0
D:xpAmount=0.56
}
Now for the life of me, I cannot understand the reasoning behind the extreme nerf to pokefennium. (Fairy remains unchanged from Iguana's default values, basically) Here's why:
Take for instance iron by itself, while the durability and mining levels are clearly lower than the alloy, pokefennium is all but useless due to the MASSIVE hit on XP requirement that it takes. If we use, quite literally, almost every other allow in the pack as a reference point, all of the alloys in some way get better than the materials used to make them. But, pokefennium actually gets worse. Now I also realize, Glassmaker himself hasn't really done much with either of these two alloys and that they were kind of either joke alloys, or just tests, but at the same time the sheer fact that they are implemented and they are pricy alloys as far as materials go, makes me believe that they need to have an increase in performance.
Now, don't get me wrong, I am not saying that they need to be the best of the best, but it would be fairly easy to buff them without making them too extreme in some form or another. There should be some benefit to using these alloys over a same-tier non-alloy. Now, "modder's vision" and all that, but wouldn't you agree that they are completely and utterly useless at this point? I would even argue that, in return for a nice boost to stats, that they take on the highest tier of mining level (cobalt/ardite), so they aren't used to skip progression. Currently, both of these alloys are a quick and easy +1 to mining level, fairy being 6 and pokefennium being 7, and neither of them should (ideally) have those mining levels since the only expensive mat in the recipe is the ardite/cobalt/blood.
Just my 2 cents, but otherwise so far I am enjoying the pack.
They seem to be alloys which are fun to have but aren't relevant to any quest or the tech tree.
I'm a personal fan of blood wood, but if i'm honest with myself it think its kinda Over Powered, all of the nether woods kinda are and allow a bit of tech tree leap frogging early game, but you do have to gamble by spending rep on sapling bags early on in the game. (i do it every time I start a new play through thou because I feel the rewards far out weigh the cost, a sign that it might be over powered)
alot of changes have been made to materials mining levels to establish a effective mining tech tree.
Natura woods are indeed quite overpowered in a sense, that is something we can agree upon.
But Fairy/Pokefennium alloys use high lvl materials, cobalt and ardite, and as such should be upgrades in the same sense that other alloys are. Take for example, Black Steel, it's an early on alloy that is still in a sense quite powerful as it is easily leveled up. But Pokefennium, Iron + Cobalt + Blood, using Iron's XP Requirement (1.0) takes a tremendous leap in XP Requirements to 5.5x, and for what? +1 Mining level.
Now look at Cobalt, and compare Pokefennium once again:
The "gains" are, 53% less durability, 31.4% less handle modifier, +1 mining level, 22.7% less mining speed, 50% less attack damage, and a 730% increase in required xp. In addition, it also loses the reinforcement 2 buff.
Now for Fairy, comparing to Ardite:
The "gains" are, 58.7% less durability, 76% less handle modifier, +1 mining level, 31% more mining speed, 20% more attack damage, and a 69% decrease in required xp. In addition, it also loses the reinforcement 3 buff from obsidian, but this part is negligible since ardite has shoddy 2.
Now for Amordrine, which is also an alloy, compared to Kalendrite/Platinum:
The "gains" are, 10% less durability, 9% less handle modifier, +0 mining level, 7% more mining speed over platinum, 25% less attack damage, and 7% decrease in XP required compared to platinum.
Amordrine is quite literally one of, if not the, best metal in the pack to use due to the life steal bonus modifier, so even if not as a main material, you'll want it in there as filler material because of life steal. Is it starting to make sense yet? Amordrine gets 3 nerfs, 2 buffs, 1 equal. Fairy gets 2 nerfs, 4 buffs. Pokefennium gets 1 buff, and 5 nerfs. It's literally a straight nerf across the board for everything but mining level.
Here's a bit of a thing to think about also:
Iguana's Default:
pokefennium {
I:attack=2 (Possibly too low, perhaps 3, or 4 to match Cobalt)
S:color=gray
I:durability=800
D:handleModifier=3.0 (Possibly too high, perhaps a 2.2x)
I:harvestLevel=8 (Too High, needs to be 6 or 7.)
I:miningSpeed=850
I:reinforced=0
D:shoddy=0.0
D:xpAmount=1.0 (Also too high, perhaps a .9 or .85)
}
Blightfall's Overrides:
pokefennium {
I:attack=2
S:color=dark_aqua
I:durability=300
D:handleModifier=1.2
I:harvestLevel=7
I:miningSpeed=850
I:reinforced=0
D:shoddy=0
D:xpAmount=5.5
}
Given that in the next update cobalt gravel ore has been removed (no more getting cobalt with hands and a torch)
there will be one place I can think of which you can find Cobalt then
then the first place you will probably be getting Ardite or cobalt is the volcano along with the other nether ores, since thats the only place netherack is suppose to be available.
at that point you can easily jump several mining levels very quickly progress right past the mining levels for Fairy, Pokefennium, Manyullyn and anything below the extreme level.
infact in a recent play through I found a netherrack deposit with Ardite in it, Mined it, made a fairy pick axe head, went back to the same deposit, mined the other nether ores right next to it in that same small vein, went back to base and made another pick axe head with a Alien mining level and replaced the fairy one I just made, I used the fairy pickaxe for probably less than 1 min before it became irrelevant
to be fair Pokefennium stats are not good at all considering the cost involved, but even if it were to be put on par with Fairy, you may just leap zoom through their mining levels regardless.
in short don't get attached to your pick axe heads. they are replaceable
I understand your point that you are trying to make, but this is not an issue of whether or not you are jumping through mining levels.
This is a matter of an imbalance in stats which doesn't follow any of the direction of the other alloys in how their stats progress.
Since these two alloys are out of the normal spectrum of metals, it would make much more sense for them to be tailored to a specific task. Currently, they don't employ this, they are just simply quick mining level increases and throwaways.
My suggestion:
Pokefennium --
I:attack=7 (Tartar control is 6)
S:color=dark_aqua
I:durability=100
D:handleModifier=.4
I:harvestLevel=7
I:miningSpeed=250
I:reinforced=0
D:shoddy=0
D:xpAmount=6.0
fairy {
I:attack=1
S:color=light_purple
I:durability=16
D:handleModifier=0.5
I:harvestLevel=6
I:miningSpeed=300
I:reinforced=0
D:shoddy=0
D:xpAmount=0.21 (Astral silver & Amordrine are .26)
}
So essentially what you end up with here is a very "brittle" but prime weapon material, that levels slowly, and a material that levels up fast, but breaks very quickly and is not good for weapon tips.
Aside from the above suggestion, could just make them actually on par with their materials used to create them and not focus them toward any one goal. While Tartar control is harder to actually obtain and use on a normal basis, I don't feel as if there should be one end-all own-all material good at everything, which is essentially what Tartar is. If I was a server owner, this would be a change I'd implement myself in the overrides, but I am not an owner of a server.
Now if I could only find a blightfall server to join.
the Exp factor makes tinkers tools better than just about every other tool by the simple fact that they improve with use in almost every way. so having a low exp modifier is kinda of a all important modifier even if it is very brittle.
being brittle is really not a significant Nerf because you can easily get around this by adding a diamond, (+500 durability) plus it could get the emerald, reinforced, free modifier slot, & regenerate modifiers with level ups which will be frequent given the exp modifier.
im wanting to make a public server with multiple maps going at once but im having trouble...
may the force be with you, don't blink, beam me up Scotty, and 7th chevron locked
keyblades of choice: omega weapon+ and zero/one+
lightsabers of choice: one silver one blue
I kinda wish there was a way to get pig iron. I can't tell how many times I've been on mining expeditions and have almost died from starvation because I've run out of food, Maybe if we took Pokefennium and added the letter r and made it Porkfennium and gave it the tasty modifier. because mmmm Bacon
[15:37:55 INFO]: This world was saved with mod FML version 7.10.85.1291 and it i
s now at version 7.10.99.99, things may not work well
[15:37:55 INFO]: This world was saved with mod Forge version 10.13.2.1291 and it
is now at version 10.13.4.1481, things may not work well
[15:37:55 INFO]: This world was saved with mod MobiusCore version 1.2.3 and it i
s now at version 1.2.5, things may not work well
[15:37:55 INFO]: This world was saved with mod ThermalFoundation version 1.7.10R
1.0.0RC7 and it is now at version 1.7.10R1.0.0, things may not work well
[15:37:55 INFO]: This world was saved with mod ThermalExpansion version 1.7.10R4
.0.0RC7 and it is now at version 1.7.10R4.0.1, things may not work well
[15:37:55 ERROR]: This world was saved with mod PerfectSpawn which appears to be
missing, things may not work well
[15:37:55 INFO]: Injecting existing block and item data into this server instanc
e
[15:37:55 INFO]: Found a missing id from the world UndergroundBiomes:metamorphic
_netherquartz
[15:37:55 INFO]: Found a missing id from the world UndergroundBiomes:igneous_net
herquartz
[15:37:55 INFO]: Found a missing id from the world UndergroundBiomes:sedimentary
_netherquartz
[15:37:55 INFO]: Found a missing id from the world UndergroundBiomes:sedimentary
_netherquartz
[15:37:55 INFO]: Found a missing id from the world UndergroundBiomes:metamorphic
_netherquartz
[15:37:55 INFO]: Found a missing id from the world UndergroundBiomes:igneous_net
herquartz
[15:37:55 INFO]: missing mappings
[15:37:55 INFO]: UndergroundBiomes:metamorphic_netherquartz BLOCK
[15:37:55 INFO]: UndergroundBiomes:igneous_netherquartz BLOCK
[15:37:55 INFO]: UndergroundBiomes:sedimentary_netherquartz BLOCK
[15:37:55 INFO]: UndergroundBiomes:sedimentary_netherquartz ITEM
[15:37:55 INFO]: UndergroundBiomes:metamorphic_netherquartz ITEM
[15:37:55 INFO]: UndergroundBiomes:igneous_netherquartz ITEM
[15:37:55 ERROR]: There are unidentified mappings in this world - we are going t
o attempt to process anyway
[15:37:55 ERROR]: Unidentified block: UndergroundBiomes:metamorphic_netherquartz
, id 1155
[15:37:55 ERROR]: Unidentified block: UndergroundBiomes:igneous_netherquartz, id
1154
[15:37:55 ERROR]: Unidentified block: UndergroundBiomes:sedimentary_netherquartz
, id 1156
[15:37:55 ERROR]: Unidentified item: UndergroundBiomes:sedimentary_netherquartz,
id 1156
[15:37:55 ERROR]: Unidentified item: UndergroundBiomes:metamorphic_netherquartz,
id 1155
[15:37:55 ERROR]: Unidentified item: UndergroundBiomes:igneous_netherquartz, id
1154
[15:37:55 WARN]: Forge Mod Loader detected missing blocks/items.
There are 6 missing blocks and items in this save.
If you continue the missing blocks/items will get removed.
A world backup will be automatically created in your saves directory.
Missing Blocks/Items:
UndergroundBiomes:metamorphic_netherquartz
UndergroundBiomes:igneous_netherquartz
UndergroundBiomes:sedimentary_netherquartz
UndergroundBiomes:sedimentary_netherquartz
UndergroundBiomes:metamorphic_netherquartz
UndergroundBiomes:igneous_netherquartz
Run the command /fml confirm or or /fml cancel to proceed.
Alternatively start the server with -Dfml.queryResult=confirm or -Dfml.queryResu
lt=cancel to preselect the answer.
[15:38:07 INFO]: [MobiusCore] Found net.minecraft.util.MessageDeserializer [ ez
] with checksum B572EAD65FC76FFC1ED80F44BC0F9931
[15:38:07 INFO]: Successful injection in decode (Lio/netty/channel/ChannelHandle
rContext;Lio/netty/buffer/ByteBuf;Ljava/util/List;)V
[15:38:07 INFO]: [MobiusCore] Found net.minecraft.util.MessageSerializer [ fa ]
with checksum 6CFABFD319BD3317743170B737CA472D
[15:38:07 INFO]: Successful injection in a (Lio/netty/channel/ChannelHandlerCont
ext;Lft;Lio/netty/buffer/ByteBuf;)V
i get this error whenever starting my server
may the force be with you, don't blink, beam me up Scotty, and 7th chevron locked
keyblades of choice: omega weapon+ and zero/one+
lightsabers of choice: one silver one blue
Thinking about the Driskel GuaranteeTM (That's what it's called now), since the resources from the undead and from things that explode can be quite useful, would it be possible to create a supplier quest that gets you undead and/or exploding things? Specifically? Just a thought.
If I leave an awkward silence in a conversation, I'm probably introducing myself.
ok I tried some blast mining and it works.
not so much normal TNT but Green and Blue SDX will effectively mine ores at any mining level, thou TNT will tend to destroy alot of drops, SDX doesn't destroy item drops and has over twice the blast radius.
Fuse wood I think only has the capacity to Damage a player and destroy drops, and I have not seen it break blocks, so it isn't effective for mining
I have no idea how to obtain 4-5 gun powder early on to exploit this fact, i guarantee Driskel won't give you explosive stuff. you could clear alot of land to let mobs spawn or make a old fashion Giant Floating Cobble mob spawner trap but that would be very time consuming and you would be better served to just mine and hope you come across the next highest metal.
I'm not sure it would be wise to add Gun powder to the supplier list.
@MagisterXero
Thanks for the catch!
It's always hard working with metals that have no real world basis, because you have no idea what they should be like or what properties they should have. I found the given stats for fairy and pokefennium to be ridiculous, so I nerfed them, but I did so (in retrospect) blindly.
I've asked myself the question "What role do I want these alloys to play, and what is the decision the player will have to make when using them?" This is what I determined:
Both fairy and Pokefennium should allow clever players to skip part of the mining tech tree, but they should do so at a cost. In order to get the "Free" mining level, they must take their decent metals (ardite and cobalt) and lower their stats in favor of a higher mining level. This, ardite and pokefennium become "rush" metals that act as great stepping stones to adamantine, etc, but are not so good themselves.
With this in mind, I'm buffing pokefenium and fairy to be somewhat worse than their parent nether metals instead of just being randomly bad. Fairy has some tradeoffs (higher speed, better leveling) when compared to ardite, cobalt is a straight downgrade in everything but mining level. Both are one mining higher than the metals they come from, allowing you to "skip" a mining level at the cost of raw tool stats. Pokefennium given reinforced 2 because cobalt had it.
ardite {
I:attack=4
S:color=dark_red
I:durability=485
D:handleModifier=2.1
I:harvestLevel=5
I:miningSpeed=800
I:reinforced=0
D:shoddy=2
D:xpAmount=1.3
}
cobalt {
I:attack=4
S:color=dark_aqua
I:durability=640
D:handleModifier=1.75
I:harvestLevel=6
I:miningSpeed=1100
I:reinforced=2
D:shoddy=0
D:xpAmount=0.75
}
fairy {
I:attack=5
S:color=light_purple
I:durability=350
D:handleModifier=0.9
I:harvestLevel=6
I:miningSpeed=1000
I:reinforced=0
D:shoddy=0
D:xpAmount=0.35
}
pokefennium {
I:attack=5
S:color=dark_aqua
I:durability=550
D:handleModifier=1.5
I:harvestLevel=7
I:miningSpeed=1050
I:reinforced=2
D:shoddy=0
D:xpAmount=2.5
}
Your suggestions for the roles Pokefennium and Fairy should have, I'm afraid, are already taken up by Enderium and Lumium, respectively, in the new TiC version. But they were good suggestions!
Thanks again for the catch!
Penguin man: When you get to that screen, type /fml confirm. It looks like you're updating a world to a higher version?
Swat Raptor: You can get gunpowder from some of the metallurgy utility stuff, then duplicate it with Thaumcraft alchemy once you have it.
Silent Interim: Already got it. Sid "Slick" Satterly can give you ghast, creeper, and enderman spawn eggs coming next version for your MFR auto-spawning pleasure. EDIT: But doing so is part of the black market questline, so they're harder to get than just dumping rep points into it.