Great news, I got my account back! ...not that I ever really "lost" it. I just forgot how to log into it.
Anyway, I wanted to weigh in on the Diamond Pickaxe issue. The idea of having magical ingredients to make diamond tier items was a part of my original idea. That you would need to use bucket method to reach the Nether was something I had taken into account with the original design I showed you. It was meant that you would have to make at least one expedition to the Nether the hard way before you could do it the easy way. So, for what it's worth, that was my intent.
Now, I do acknowledge that the bucket method might not be as intuitive to others as it is to me (I actually never thought of getting diamond first until someone suggested it). There are a few ways to deal with that without making diamond gear easy to tierskip to again.
Reduce the tier of tool needed to break Obsidian, possibly lowering its break speed to compensate. - Probably the worst method.
Add in a Steel tier that can break Obsidian, but isn't as good as Diamond, and takes more work to craft. - Redundant with many mods.
As was previously suggested, offer a difficult way to craft Diamond with overworld materials. - Effective, but not my favourite.
Add generated structures, probably with traps/guardians, that contain pre-built unlit portals. - I think this would be coolest.
I mean, real life obsidian can just be broken with an antler.
if I can supply any other information to help you, tell me
That's kind of what I thought was happening. Thaumcraft Wands don't have a tool tier, so they're treated as if you're breaking the block by hand. The faster speed and the drops are manually overridden by Thaumcraft. I might be able to hard-code something in to check if a wand has a certain NBT tag in it that signifies it has the Excavation Focus, but for that I'd need to see the NBT structure of both a wand with it attached, with another focus attached, and with no focus attached.
Great news, I got my account back! ...not that I ever really "lost" it. I just forgot how to log into it.
Anyway, I wanted to weigh in on the Diamond Pickaxe issue. The idea of having magical ingredients to make diamond tier items was a part of my original idea. That you would need to use bucket method to reach the Nether was something I had taken into account with the original design I showed you. It was meant that you would have to make at least one expedition to the Nether the hard way before you could do it the easy way. So, for what it's worth, that was my intent.
Now, I do acknowledge that the bucket method might not be as intuitive to others as it is to me (I actually never thought of getting diamond first until someone suggested it). There are a few ways to deal with that without making diamond gear easy to tierskip to again.
Reduce the tier of tool needed to break Obsidian, possibly lowering its break speed to compensate. - Probably the worst method.
Add in a Steel tier that can break Obsidian, but isn't as good as Diamond, and takes more work to craft. - Redundant with many mods.
As was previously suggested, offer a difficult way to craft Diamond with overworld materials. - Effective, but not my favourite.
Add generated structures, probably with traps/guardians, that contain pre-built unlit portals. - I think this would be coolest.
As much as I would love to add generated structures, they're extremely difficult to test, so any structures would have to be far off into the future of this mod. I think I'll go with adding a difficult way of obtaining blaze powder (diamonds aren't the problem, it's the blaze powder that's used in the pickaxe recipe), possibly involving redstone and the smelter.
That's not how a furnace obsidian works in real life!
It's not supposed to be. Instead I am aiming for balance and what "makes sense". Cooking meat in the same place you turn ores into ingots does not make sense.
Thank you for new version, it works better, good job
however, the paxel and other tools that can be in axe and pickaxe section still only work as axe and not as pickaxe
also, it doesnt work with thaumcraft wands with excavation focus
If you add
Thaumcraft:WandCasting=4
to the list of picks wands will dig with a focus, only it will also make it so if you break a block with the wand in your hand by punching you do not take damage and the block breaks but nothing is dropped. And it will not work on logs, tho this could be fixed if adding things to both lists works in later visions. Note this is only tested in 1.7.10, the item name might have changed in 1.8. You would also have to add wands from other mods as well.
I have a question about using minetweaker 3 to modify recipes. By the way, thank you so much for this mod, it is amazingly fun.
My question is this:
Is there a way to add recipes to extended crafting benches that require catalysts, or add food recipes to ovens?
I have noticed foods added by other mods don't necessarily get add themselves to cook in ovens, and I am using minetweaker to fix things like that in my modpack I am making.
I have a request : you make tool recipes harder, but tools from other mods are not harder
it is unbalanced if i can craft a flint pickaxe with only 3 flint and 2 sticks (from Steam Engine mod) but need some leather for a stone one.
i wonder if it is possible for you to change tool recipes automatically (only if they are subclasses of minecraft classes of course) to add the need of leather and others things, maybe based on the tool tier ?
if it is not possible, maybe add a list in config ?
I have a question about using minetweaker 3 to modify recipes. By the way, thank you so much for this mod, it is amazingly fun.
My question is this:
Is there a way to add recipes to extended crafting benches that require catalysts, or add food recipes to ovens?
I have noticed foods added by other mods don't necessarily get add themselves to cook in ovens, and I am using minetweaker to fix things like that in my modpack I am making.
This is the big feature that BetterBeginnings 1.0 will focus around. I will add a way to customize advanced crafting, kiln, brick oven, smelter, and even campfire recipes using JSON files in the BetterBeginnings config folder (and move the config to its own folder). This will be within BB itself, not requiring Minetweaker at all. I haven't worked out all the details of how this will all work, and right now I'm focused on fixing a few bugs to help wrap up 1.7.10 to minimize future bugfix releases.
This feature will be for 1.8 only since 1.7.10 is mostly dying now (see the FAQ). I may add Minetweaker support for when it updates to 1.8, but not until the BB customizer is complete. I will not be adding Minetweaker support for 1.7.10. However, if you know how to do so, you can add it yourself and submit a PR. The 1.7.10 repository is here.
As for making the recipes harder, I don't think there's any way to do that yet, since the recipes are hard-coded into the mod (which is true for most mods) and there's no current Minetweaker support. I balance my recipes to fit with when BB is the only content mod installed, so I will not be making the hard-coded recipes any more difficult, except for the Diamond Pickaxe recipe, and that's just for a minor nether-related feature.
I really like this mod but i dont know minetweaker
Minetweaker adds/removes recipes through scripts with a file_name.zs in the minecraft/scripts folder
I am able use minetweaker to alter recipes that work in the extended work bench, but I haven't been able to add catalysts to the recipes.
I am also able to add recipes with minetweaker to standard furnaces, but not ovens, kilns or smelters.
Enviromine, with salt water bottles and dirty water cottles cook to plain water bottles in furnaces but I'd like to work also in ovens. Also some food items, like those added by Improving Mincraft mod don't work in ovens.
None of my attempted scripts have worked for adding things with catalysts or to ovens/kilns/smelters as described above, and I think they are just completely incorrect.
To learn more about minetweaker 3, check out this web page:
This is the big feature that BetterBeginnings 1.0 will focus around. I will add a way to customize advanced crafting, kiln, brick oven, smelter, and even campfire recipes using JSON files in the BetterBeginnings config folder (and move the config to its own folder). This will be within BB itself, not requiring Minetweaker at all.
Thank you for the answer! I look forward to making a 1.8 version of the modpack I am creating. Several mods that are important to my modpack don't have 1.8 vresions yet, but when possible I'll remake the modpack to take advantage of all the new features mod makers are improving in later versions. (Hardcore Questing Mod, Ancient Warfare 2, a few world generation mods, and other core gameplay elements, are still 1.7.10)
I am really glad Better Beginnings is going to have 1.8 version, I consider it core to the gameplay of my modpack, and I am excited about the increased customization you're going to offer.
This mod looks very nice, keep up the good work. I love the features you have added in your mod and would love to see the full release.You can tell a lot of detail went into this.
Hey. Somehow I missed this, but apparently there's an API for food mechanics now, AppleCore. I'm wondering if we should add support for this to make some of the hunger related mechanics work better. In particular, it would be helpful in assuring that Better Beginnings "plays nice" with popular mods like Harvestcraft. From what little I've skimmed over in the documentation, it may even be possible to implement some old ideas of mine that I'd had to set aside. (Though, with all that Better Beginnings does already, and what AppleCore seems capable of, I might go so far as to suggest a revamp of farming mechanics as well, in the distant future.)
Thank you for the answer! I look forward to making a 1.8 version of the modpack I am creating. Several mods that are important to my modpack don't have 1.8 vresions yet, but when possible I'll remake the modpack to take advantage of all the new features mod makers are improving in later versions. (Hardcore Questing Mod, Ancient Warfare 2, a few world generation mods, and other core gameplay elements, are still 1.7.10)
I am really glad Better Beginnings is going to have 1.8 version, I consider it core to the gameplay of my modpack, and I am excited about the increased customization you're going to offer.
Better Beginnings already has a 1.8 version. The increased customization is just not implemented yet.
Hey. Somehow I missed this, but apparently there's an API for food mechanics now, AppleCore. I'm wondering if we should add support for this to make some of the hunger related mechanics work better. In particular, it would be helpful in assuring that Better Beginnings "plays nice" with popular mods like Harvestcraft. From what little I've skimmed over in the documentation, it may even be possible to implement some old ideas of mine that I'd had to set aside. (Though, with all that Better Beginnings does already, and what AppleCore seems capable of, I might go so far as to suggest a revamp of farming mechanics as well, in the distant future.)
I think this would be a great idea, as long as AppleCore is an optional dependency. I want to make sure BetterBeginnings will work on its own, so the food-related features would only work if AppleCore is installed. If it's not installed, those features would have to be unavailable, but the rest of BetterBeginnings still works.
Bug report, 1.7.10, 0.9.5 r4b when crafting a stone axe maybe others, with string, the string is required but not used up.
Which other tools does this happen with? Is it all axes, all tools (with string), or all stone tools? Does this happen with 1.8 (0.9.5 R4a)? I've seen a similar issue involved with OreDictionary variants of iron nuggets (Issue #91), so this probably happens with all tools that require an OreDictionary catalyst.
Having a special crafting table with catalyst is not easy to be compatible with other mods having autocrafting features
have you think about it ?
I mean, why not adding some leather in the pickaxe recipe instead of having leather as catalyst in your special crafting table ?
Because of that, lot of aucrafting mods cannot be used anymore for autocraft basic minecraft recipes
In fact, i would like to have the advanced crafting option but with the classic crafting table
This isn't my mod but I feel like I am qualified to field these questions as a game designer in general and a person who has read Better Beginnings wiki.
I am sure the mod creator has thought about it.
One reason to use catalysts instead of adding components in the regular crafting 3x3 is that having catalysts allows additional resources, and even partial stacks of resources to be added to the item cost, which has two primary benefits. It adds value to things like redstone, leather, diamonds and Lapis, things that could just accumulate in inventory space. Additionally it allows these cost be added to object that require the whole 3 x3 to make already and when it wouldn't be possible to add that level of cost due to limitations of crafting slots.
The reason to have catalyst for things like pickaxes is to show how the catalyst system works earlier in the game at a stage that isn't Skip-able.
Also this mod is about increasing game difficulty, especially by extending the beginning part of the game and make self sufficiency harder. Automation is late game and is about making the game easier. That being said, take a look at Ancient Warfare 2, they have NPC that you can order to craft things and they allow you to interact with all inventory slots of the thing they are crafting in.
just to understand better what i can expect and how to integrate the mod in my pack
You're making a modpack as well? I am using MultiMC for my launcher because it was recommended for making FTB modpacks. It has made updating, configuring and tweaking pretty easy.
What thematic elements are you including in your modpack?
Thematically my modpack is about competitive kingdom building and adventuring.
Have you chosen a deliberate aesthetic style and game play goals?
For example I want my modpack to stay away from technological mod, there are just so many modpacks leaning very heavy on those, and industrialization through machines goes against kingdom building and managing NPCs game play goals I have set for my modpack.
Have you chosen which mods you want to make the star of your modpack, and which are there for supporting roles?
Better Beginnings, Ancient Warfare 2, Archimedes ships, and Hardcore Ender Expansion are the stars of my modpack, the other mods are there to showcase them. Hardcore Questing Mode is being used as guidebook to explain how those mods and the modpack works. World Drop is being used to make Archimedes ships able to fly to the end and explore end islands. Many of the other mods are there to make the various world in my modpack more interesting to explore, and I made sure Archimedes Ships was the only mod that added the ability to fly.
Having a special crafting table with catalyst is not easy to be compatible with other mods having autocrafting features
have you think about it ?
I mean, why not adding some leather in the pickaxe recipe instead of having leather as catalyst in your special crafting table ?
Because of that, lot of aucrafting mods cannot be used anymore for autocraft basic minecraft recipes
In fact, i would like to have the advanced crafting option but with the classic crafting table
Because autocrafting is lazy. Play the game, don't have it play itself. /s
No, in all seriousness, though, that's a fair point. However, as Pale_Crusader says, because of how the catalyst system works, and the recipes that interact with it, just adding items to the 3x3 grid wouldn't work. At least, not without making more drastic changes to the recipes and adding dozens of new specialized crafting recipes for things like hinges, bindings, magically energized diamonds, and the like. A key advantage to the catalyst system is in keeping things simple, and easy to remember.
Automation is a bigtime end goal for a lot of players, though. While just doing away with the catalyst mechanics might not be an option, maybe something does need to be done. For instance, it might be a good goal in future to add some form of compatibility for Better Beginnings crafting methods with Applied Energistics, given the popularity of that mod. More immediately, there is probably some form of late-game machine or upgrade that could stand to be added to the advanced crafting table.
In fact, an interesting system might be to introduce incremental upgrades to the crafting table, like so;
Stage One; Second table, allowing the use of catalysts.
Stage Two; Requiring metallurgy to be established, some sort of upgrade that adds storage, adding an internal storage and keeping items from being ejected when you leave the window.
Stage Three; Using gold, redstone, and maybe quartz (plus whatever other materials are needed) to add a coal-fired machine that automatically crafts the recipe it is given from items in its internal storage.
Stage Four; Some sort of magitech device made with endgame materials that allows BB machines to receive power from other mods' energy systems.
Ok, i understand what you mean about catalyst and it make sense
so the real question si about automation
Maybe Ancient Warfare 2 can do the job, but other mods like Applied Energistic or dozens of other technologic mod doing autocrafting jobs ?
is it possible to send catalyst items in a better beginning crating table with pipes or conveyor belts ?
if not, do you plan to add a automatic advanced version of crafting table able to do it ?
or do you think it is better not to be compatible with other mods ? in fact, maybe it is what you want, as you said in the first message of this thread that this mod is designed to interract with only a few mods ?
It is not a criticism, just to understand better what i can expect and how to integrate the mod in my pack
I have autocrafting for the advanced crafting as a planned feature, but until the other compatibility features (to make the mod merely work with others) are completed, I won't be able to add it. For now, merely working with other mods comes before excelling with other mods.
No, items (catalyst or ingredients) cannot be sent to the advanced crafting table via pipes or any other method besides from your own inventory. The advanced crafting table is designed as a multiblock variant of the vanilla crafting table, which is not a tile entity. If you've ever played on a PvP server, you've seen people cluster around crafting tables scattered around the map, each player crafting their own stuff. The reason is because each player gets their own Container object when the open the crafting table (try this out with advanced crafting with a friend, it works the same way). Compare this with the Tinker's Construct Crafting Station, which is a tile entity, the items are stored within the block itself, which is stored in the NBT data and updated every time there's a change. Open one of these up when somebody else is using it and you'll be able to see exactly what is being crafted, because a tile entity's data is shared by all players. The major reason why the advanced crafting table, and the vanilla crafting table, are not tile entities is because of the multiplayer aspect, and makes my mod viable in servers with more than just a couple of people. Granted, no large mod servers actually use my mod, but they might someday, and this feature allows it to be viable.
I assure you, compatibility is a major focus of this mod. That's what makes BetterBeginnings different from TFC. However, this mod is still (very) WIP, and a lot of compatibility features are still yet to be implemented. It took me months before even NEI compatibility made its way in, no thanks to the huge graphical changes in 1.8.
As for design, the original design of the mod came from AnonTheMouse. He pretty much calls the shots when it comes to what the mod does, and rightly so. However, there is some deliberation before a feature is added, between he, myself, and whoever else involved enough with this mod who happens to see ideas for the new feature.
Yes, it is a private modpack, not really any thematic...a little of all kind : hardcore play, lot of mods that improve generation and structure spawning, with technological mods, and magical mods
By the way, just have had a crash trying to craft fence gate, and it is every time :
EDIT : it crash only in the better beginning crafting table, not in the classic one
-snip-
That's a new one. I'm pretty sure this doesn't happen with 1.8, since RenderItemPartialTransparency never worked in 1.8. In fact, moving that feature to 1.8 was what took so long to update.
Could you please test this with only BetterBeginnings and no other mods (not even NEI, I've seen some issues on NEI's side for some rendering-related things), and post the full log to pastebin?
Because autocrafting is lazy. Play the game, don't have it play itself. /s
No, in all seriousness, though, that's a fair point. However, as Pale_Crusader says, because of how the catalyst system works, and the recipes that interact with it, just adding items to the 3x3 grid wouldn't work. At least, not without making more drastic changes to the recipes and adding dozens of new specialized crafting recipes for things like hinges, bindings, magically energized diamonds, and the like. A key advantage to the catalyst system is in keeping things simple, and easy to remember.
Automation is a bigtime end goal for a lot of players, though. While just doing away with the catalyst mechanics might not be an option, maybe something does need to be done. For instance, it might be a good goal in future to add some form of compatibility for Better Beginnings crafting methods with Applied Energistics, given the popularity of that mod. More immediately, there is probably some form of late-game machine or upgrade that could stand to be added to the advanced crafting table.
In fact, an interesting system might be to introduce incremental upgrades to the crafting table, like so;
Stage One; Second table, allowing the use of catalysts.
Stage Two; Requiring metallurgy to be established, some sort of upgrade that adds storage, adding an internal storage and keeping items from being ejected when you leave the window.
Stage Three; Using gold, redstone, and maybe quartz (plus whatever other materials are needed) to add a coal-fired machine that automatically crafts the recipe it is given from items in its internal storage.
Stage Four; Some sort of magitech device made with endgame materials that allows BB machines to receive power from other mods' energy systems.
I'd actually prefer the automated advanced crafting to take place within its own separate block. This makes it a lot easier to code, and also allows for the regular double workbench to stay multiplayer-friendly. It will absolutely need to be RF compatible, but still work with actual fuels if RF is not installed.
Both the ability to automate, and the ability to configure recipes are currently in the works. However, the features won't be added overnight. If you need something immediately, then yes, you will have to find your own workaround, or talk to other modders about what they can do on their end. Otherwise, please be patient. It would be great to get Better Beginnings fully compatible with all the other great mods out there (or at least the big, common ones), but it takes time.
Hi, always searching for mods to make survival more .... survival, but Idk why, the flint knife recipes are not working, like stick or bone shard ... why?
Those are the mods installed: http://pastebin.com/nscA6A96
I mean, real life obsidian can just be broken with an antler.
That's kind of what I thought was happening. Thaumcraft Wands don't have a tool tier, so they're treated as if you're breaking the block by hand. The faster speed and the drops are manually overridden by Thaumcraft. I might be able to hard-code something in to check if a wand has a certain NBT tag in it that signifies it has the Excavation Focus, but for that I'd need to see the NBT structure of both a wand with it attached, with another focus attached, and with no focus attached.
As much as I would love to add generated structures, they're extremely difficult to test, so any structures would have to be far off into the future of this mod. I think I'll go with adding a difficult way of obtaining blaze powder (diamonds aren't the problem, it's the blaze powder that's used in the pickaxe recipe), possibly involving redstone and the smelter.
See my FAQ:
If you add
Thaumcraft:WandCasting=4
to the list of picks wands will dig with a focus, only it will also make it so if you break a block with the wand in your hand by punching you do not take damage and the block breaks but nothing is dropped. And it will not work on logs, tho this could be fixed if adding things to both lists works in later visions. Note this is only tested in 1.7.10, the item name might have changed in 1.8. You would also have to add wands from other mods as well.
I have a question about using minetweaker 3 to modify recipes. By the way, thank you so much for this mod, it is amazingly fun.
My question is this:
Is there a way to add recipes to extended crafting benches that require catalysts, or add food recipes to ovens?
I have noticed foods added by other mods don't necessarily get add themselves to cook in ovens, and I am using minetweaker to fix things like that in my modpack I am making.
This is the big feature that BetterBeginnings 1.0 will focus around. I will add a way to customize advanced crafting, kiln, brick oven, smelter, and even campfire recipes using JSON files in the BetterBeginnings config folder (and move the config to its own folder). This will be within BB itself, not requiring Minetweaker at all. I haven't worked out all the details of how this will all work, and right now I'm focused on fixing a few bugs to help wrap up 1.7.10 to minimize future bugfix releases.
This feature will be for 1.8 only since 1.7.10 is mostly dying now (see the FAQ). I may add Minetweaker support for when it updates to 1.8, but not until the BB customizer is complete. I will not be adding Minetweaker support for 1.7.10. However, if you know how to do so, you can add it yourself and submit a PR. The 1.7.10 repository is here.
As for making the recipes harder, I don't think there's any way to do that yet, since the recipes are hard-coded into the mod (which is true for most mods) and there's no current Minetweaker support. I balance my recipes to fit with when BB is the only content mod installed, so I will not be making the hard-coded recipes any more difficult, except for the Diamond Pickaxe recipe, and that's just for a minor nether-related feature.
Minetweaker adds/removes recipes through scripts with a file_name.zs in the minecraft/scripts folder
I am able use minetweaker to alter recipes that work in the extended work bench, but I haven't been able to add catalysts to the recipes.
I am also able to add recipes with minetweaker to standard furnaces, but not ovens, kilns or smelters.
Enviromine, with salt water bottles and dirty water cottles cook to plain water bottles in furnaces but I'd like to work also in ovens. Also some food items, like those added by Improving Mincraft mod don't work in ovens.
None of my attempted scripts have worked for adding things with catalysts or to ovens/kilns/smelters as described above, and I think they are just completely incorrect.
To learn more about minetweaker 3, check out this web page:
http://minetweaker3.powerofbytes.com/
Thank you for the answer! I look forward to making a 1.8 version of the modpack I am creating. Several mods that are important to my modpack don't have 1.8 vresions yet, but when possible I'll remake the modpack to take advantage of all the new features mod makers are improving in later versions. (Hardcore Questing Mod, Ancient Warfare 2, a few world generation mods, and other core gameplay elements, are still 1.7.10)
I am really glad Better Beginnings is going to have 1.8 version, I consider it core to the gameplay of my modpack, and I am excited about the increased customization you're going to offer.
This mod looks very nice, keep up the good work. I love the features you have added in your mod and would love to see the full release.You can tell a lot of detail went into this.
1 year after i just saw logdotzips mod review congratz man! the mod is great
Hey. Somehow I missed this, but apparently there's an API for food mechanics now, AppleCore. I'm wondering if we should add support for this to make some of the hunger related mechanics work better. In particular, it would be helpful in assuring that Better Beginnings "plays nice" with popular mods like Harvestcraft. From what little I've skimmed over in the documentation, it may even be possible to implement some old ideas of mine that I'd had to set aside. (Though, with all that Better Beginnings does already, and what AppleCore seems capable of, I might go so far as to suggest a revamp of farming mechanics as well, in the distant future.)
Bug report, 1.7.10, 0.9.5 r4b when crafting a stone axe maybe others, with string, the string is required but not used up.
Better Beginnings already has a 1.8 version. The increased customization is just not implemented yet.
I think this would be a great idea, as long as AppleCore is an optional dependency. I want to make sure BetterBeginnings will work on its own, so the food-related features would only work if AppleCore is installed. If it's not installed, those features would have to be unavailable, but the rest of BetterBeginnings still works.
Which other tools does this happen with? Is it all axes, all tools (with string), or all stone tools? Does this happen with 1.8 (0.9.5 R4a)? I've seen a similar issue involved with OreDictionary variants of iron nuggets (Issue #91), so this probably happens with all tools that require an OreDictionary catalyst.
This isn't my mod but I feel like I am qualified to field these questions as a game designer in general and a person who has read Better Beginnings wiki.
I am sure the mod creator has thought about it.
One reason to use catalysts instead of adding components in the regular crafting 3x3 is that having catalysts allows additional resources, and even partial stacks of resources to be added to the item cost, which has two primary benefits. It adds value to things like redstone, leather, diamonds and Lapis, things that could just accumulate in inventory space. Additionally it allows these cost be added to object that require the whole 3 x3 to make already and when it wouldn't be possible to add that level of cost due to limitations of crafting slots.
The reason to have catalyst for things like pickaxes is to show how the catalyst system works earlier in the game at a stage that isn't Skip-able.
Also this mod is about increasing game difficulty, especially by extending the beginning part of the game and make self sufficiency harder. Automation is late game and is about making the game easier. That being said, take a look at Ancient Warfare 2, they have NPC that you can order to craft things and they allow you to interact with all inventory slots of the thing they are crafting in.
You're making a modpack as well? I am using MultiMC for my launcher because it was recommended for making FTB modpacks. It has made updating, configuring and tweaking pretty easy.
What thematic elements are you including in your modpack?
Thematically my modpack is about competitive kingdom building and adventuring.
Have you chosen a deliberate aesthetic style and game play goals?
For example I want my modpack to stay away from technological mod, there are just so many modpacks leaning very heavy on those, and industrialization through machines goes against kingdom building and managing NPCs game play goals I have set for my modpack.
Have you chosen which mods you want to make the star of your modpack, and which are there for supporting roles?
Better Beginnings, Ancient Warfare 2, Archimedes ships, and Hardcore Ender Expansion are the stars of my modpack, the other mods are there to showcase them. Hardcore Questing Mode is being used as guidebook to explain how those mods and the modpack works. World Drop is being used to make Archimedes ships able to fly to the end and explore end islands. Many of the other mods are there to make the various world in my modpack more interesting to explore, and I made sure Archimedes Ships was the only mod that added the ability to fly.
Because autocrafting is lazy. Play the game, don't have it play itself. /s
No, in all seriousness, though, that's a fair point. However, as Pale_Crusader says, because of how the catalyst system works, and the recipes that interact with it, just adding items to the 3x3 grid wouldn't work. At least, not without making more drastic changes to the recipes and adding dozens of new specialized crafting recipes for things like hinges, bindings, magically energized diamonds, and the like. A key advantage to the catalyst system is in keeping things simple, and easy to remember.
Automation is a bigtime end goal for a lot of players, though. While just doing away with the catalyst mechanics might not be an option, maybe something does need to be done. For instance, it might be a good goal in future to add some form of compatibility for Better Beginnings crafting methods with Applied Energistics, given the popularity of that mod. More immediately, there is probably some form of late-game machine or upgrade that could stand to be added to the advanced crafting table.
In fact, an interesting system might be to introduce incremental upgrades to the crafting table, like so;
Stage One; Second table, allowing the use of catalysts.
Stage Two; Requiring metallurgy to be established, some sort of upgrade that adds storage, adding an internal storage and keeping items from being ejected when you leave the window.
Stage Three; Using gold, redstone, and maybe quartz (plus whatever other materials are needed) to add a coal-fired machine that automatically crafts the recipe it is given from items in its internal storage.
Stage Four; Some sort of magitech device made with endgame materials that allows BB machines to receive power from other mods' energy systems.
I have autocrafting for the advanced crafting as a planned feature, but until the other compatibility features (to make the mod merely work with others) are completed, I won't be able to add it. For now, merely working with other mods comes before excelling with other mods.
No, items (catalyst or ingredients) cannot be sent to the advanced crafting table via pipes or any other method besides from your own inventory. The advanced crafting table is designed as a multiblock variant of the vanilla crafting table, which is not a tile entity. If you've ever played on a PvP server, you've seen people cluster around crafting tables scattered around the map, each player crafting their own stuff. The reason is because each player gets their own Container object when the open the crafting table (try this out with advanced crafting with a friend, it works the same way). Compare this with the Tinker's Construct Crafting Station, which is a tile entity, the items are stored within the block itself, which is stored in the NBT data and updated every time there's a change. Open one of these up when somebody else is using it and you'll be able to see exactly what is being crafted, because a tile entity's data is shared by all players. The major reason why the advanced crafting table, and the vanilla crafting table, are not tile entities is because of the multiplayer aspect, and makes my mod viable in servers with more than just a couple of people. Granted, no large mod servers actually use my mod, but they might someday, and this feature allows it to be viable.
I assure you, compatibility is a major focus of this mod. That's what makes BetterBeginnings different from TFC. However, this mod is still (very) WIP, and a lot of compatibility features are still yet to be implemented. It took me months before even NEI compatibility made its way in, no thanks to the huge graphical changes in 1.8.
As for design, the original design of the mod came from AnonTheMouse. He pretty much calls the shots when it comes to what the mod does, and rightly so. However, there is some deliberation before a feature is added, between he, myself, and whoever else involved enough with this mod who happens to see ideas for the new feature.
That's a new one. I'm pretty sure this doesn't happen with 1.8, since RenderItemPartialTransparency never worked in 1.8. In fact, moving that feature to 1.8 was what took so long to update.
Could you please test this with only BetterBeginnings and no other mods (not even NEI, I've seen some issues on NEI's side for some rendering-related things), and post the full log to pastebin?
I'd actually prefer the automated advanced crafting to take place within its own separate block. This makes it a lot easier to code, and also allows for the regular double workbench to stay multiplayer-friendly. It will absolutely need to be RF compatible, but still work with actual fuels if RF is not installed.
Both the ability to automate, and the ability to configure recipes are currently in the works. However, the features won't be added overnight. If you need something immediately, then yes, you will have to find your own workaround, or talk to other modders about what they can do on their end. Otherwise, please be patient. It would be great to get Better Beginnings fully compatible with all the other great mods out there (or at least the big, common ones), but it takes time.
Hi, always searching for mods to make survival more .... survival, but Idk why, the flint knife recipes are not working, like stick or bone shard ... why?
Those are the mods installed: http://pastebin.com/nscA6A96
EDIT: Added mod list