All true things. Draconic is very heavy and unfortunately, there would be plenty of people who moan about most everything being removed. It adds so very many easy way's out of things. The end user part of me wishes that mods with components like that would release modules to there mods like buildcraft and project red are doing.
I will likely add it to my local instance as the pretty factor, and by that I mean the constantly revolving, spherical pattern, fits so very perfectly in the tower; pic's incoming I promise! I am on a business trip in San Francisco so my time is limited at the moment.
Do you have any suggestions on what to replace the draconic block material with that the sphere requires? I don't want to mess with oregen so draconic's ore is out, and I want this thing to be balanced cost wise. I will certainly write (and post) the configs for this myself. Just curious as the pack author, what material would fit the best in your mind?
You mean to make it balanced in REV|2? I'd lean it towards end-game REV|2, but it's not an unlocking technology, so maybe something like ring it with octdatic capacitors from Ender IO. They're not gated materials, but very expensive into the 'vanity' category.
You mean to make it balanced in REV|2? I'd lean it towards end-game REV|2, but it's not an unlocking technology, so maybe something like ring it with octdatic capacitors from Ender IO. They're not gated materials, but very expensive into the 'vanity' category.
Ya, to balance it.
What do you think of this?
Disable the draconic ingot and ore in addition to basically everything else
Replace draconic ingot with inductive ingot in all recipes that use it that are needed for the sphere (draconic core, energy pylon)
inductive ingot cost for tier 1: 10 ingots
Replace draconic core with graphene energy crystal in all recipes that are needed for the sphere (partical generator, energy pylon)
Modify the recipe for the energy core to require 6 octadic capacitors, 2 vibrant capacitor banks and 1 containment field
Still needs a nether star for the core too
Capacity: 45.5 million RF
14 octadics used (more expensive then 2 capacitor banks)
Modify the recipe for the draconic block to instead require 8 inductive ingots and 1 octadic capacitor
tier 2 additional cost (over tier 1)
48 inductive ingots
6 octadic capacitors
capacity: 273 million RF
20 octadics used (45% as expensive as the equivalent capacitor bank; would need 11 of them)
tier 3 additional cost (over tier 1)
208 inductive ingots
26 octadic capacitors
capacity: 1.64 billion RF
40 octadics used (15% as expensive as the equivalent capacitor bank; would need 66 of them)
tier 4 additional cost (over tier 1)
432 inductive ingots
54 octadic capacitors
capacity: 9.88 billion rf
68 octadics used (4% as expensive as the equivalent capacitor bank; would need 396 of them)
tier 5 additional cost (over tier 1)
784 inductive ingots
98 octadic capacitors
capacity: 59.3 billion RF
112 octadics used (1% as expensive as the equivalent capacitor bank; would need 2372 of them)
tier 6 additional cost (over tier 1)
1200 inductive ingots
150 octadic capacitors
capacity: 356 billion RF
164 octadics used (0.2% as expensive as the equivalent capacitor bank; would need 14240 of them)
tier 7 additional cost (over tier 1)
1744 inductive ingots
218 octadic capacitors
capacity: 2.14 trillion RF
232 octadics used (0.06% as expensive as the equivalent capacitor bank; would need 85600 of them)
Man, no where near balanced I guess; hmm. Even if I change the recipe so that a draconic block requires 9 octadic capacitor banks, that would still only require 1962 of them instead of the 85600... Dear god, think of the server lag that would ensue if that many capacitor banks were deployed !!
Thoughts?
Also, it is important to keep the draconic block... I do not thenk we can modify the "recipe" of a multiblock.
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ignitediris, if I might butt in - for one thing, I wouldn't overthink it too much; for another, you definitely shouldn't base concepts of balance on purely linear scaling (like "this has the capacity of 1000 capacitor banks but it doesn't cost 1000 times as much"). Consider the ElectriCraft RF battery; in v13 it stores 60 trillion RF, worth three million vibrant capacitor banks. It's expensive, but it doesn't cost that much, because that would be insane.
So perhaps you could use the RF battery as a baseline, or something in between.
ignitediris, if I might butt in - for one thing, I wouldn't overthink it too much; for another, you definitely shouldn't base concepts of balance on purely linear scaling (like "this has the capacity of 1000 capacitor banks but it doesn't cost 1000 times as much"). Consider the ElectriCraft RF battery; in v13 it stores 60 trillion RF, worth three million vibrant capacitor banks. It's expensive, but it doesn't cost that much, because that would be insane.
So perhaps you could use the RF battery as a baseline, or something in between.
Insane it is. Very good point and thanks for butting in. I will likely swap out the octadic's for an energy crystal; tier undetermined ATM. Maybe balancing it against electricraft will be slightly easier. I just didn't want to introduce a "go to" solution that is clearly better then all others.
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So, um. I've played through most of RotaryCraft a handful of times before, to the point where I don't have to think terribly hard about most of the earlier stuff.
Might've been a little too sloppy this time, though.
So, um. I've played through most of RotaryCraft a handful of times before, to the point where I don't have to think terribly hard about most of the earlier stuff.
Might've been a little too sloppy this time, though.
Nah, I've had those in the past; unless something changed, those are really mild - just destroys the engine, no block damage. This was me running a pulse jet furnace without providing water to cool it.
Not quite as severe as a gas turbine explosion (which I've only ever seen in a test world, thankfully) but still pretty bad!
Nah, I've had those in the past; unless something changed, those are really mild - just destroys the engine, no block damage. This was me running a pulse jet furnace without providing water to cool it.
Not quite as severe as a gas turbine explosion (which I've only ever seen in a test world, thankfully) but still pretty bad!
I wonder what an overloaded bedrock-upgraded industrial coil does. 280 TJ - should be about three times the Hiroshima bomb.
You've officially achieved a better modpack (IMO) than your first Revolutions. I had to take a few months off from minecraft while I took over work for a few different people and I'm also going to school for programming. So I'm technically in my last quarter this year, but I decided to reward myself by getting back to Rev2. I did make a couple modifications but not many and I must say my enjoyment level so far, has just passed the first Rev. Your mod-list looks very similar to what my personal modpack that I've been building and testing.... Only much much better. I didn't really think that REV2 was capable of surpassing my enjoyment of REV, but this last week I've been finding that you really nailed it. Honestly, I've always had a sweet spot for the first REV, but I did like some aspects of REV2, but I must say, I love it. Hard but... no still a bit too hard for my tastes but I'm still a semi-noob. I've played dozens of modpacks and when I found REV1, I truly thought that this was it. Good Job Haggle. All the time that you dedicate has truly given rise to a fantastic product.
You've officially achieved a better modpack (IMO) than your first Revolutions. I had to take a few months off from minecraft while I took over work for a few different people and I'm also going to school for programming. So I'm technically in my last quarter this year, but I decided to reward myself by getting back to Rev2. I did make a couple modifications but not many and I must say my enjoyment level so far, has just passed the first Rev. Your mod-list looks very similar to what my personal modpack that I've been building and testing.... Only much much better. I didn't really think that REV2 was capable of surpassing my enjoyment of REV, but this last week I've been finding that you really nailed it. Honestly, I've always had a sweet spot for the first REV, but I did like some aspects of REV2, but I must say, I love it. Hard but... no still a bit too hard for my tastes but I'm still a semi-noob. I've played dozens of modpacks and when I found REV1, I truly thought that this was it. Good Job Haggle. All the time that you dedicate has truly given rise to a fantastic product.
Insane it is. Very good point and thanks for butting in. I will likely swap out the octadic's for an energy crystal; tier undetermined ATM. Maybe balancing it against electricraft will be slightly easier. I just didn't want to introduce a "go to" solution that is clearly better then all others.
I added DE in all it's glory, but only changed the recipe for Draconium Ingots.
I was just working on the configs last night too, in the airport... with no internet... so I didn't notice this update.
I do appreciate the work you did to balance recipes...it got me thinking a lot about the feasibility of DE. In the end, I opted for the simpler route of gating draconium.
I do appreciate the work you did to balance recipes...it got me thinking a lot about the feasibility of DE. In the end, I opted for the simpler route of gating draconium.
I do appreciate the simpler approach. Your approach opens up a great deal more content while I was only focused on the singular piece I wanted.
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Ooh, update. I'm really glad to see HEE in here now. (Not as much of a fan of Draconic Evolution - not for balance reasons, I just don't like the mod - but hey, not like I'm forced to use it. Besides, it's always fun to see more ridiculous endgame recipes.)
Question about the changes to Better Sleeping, since I never had a great understanding of that mod in the first place - does "sleeping no longer resets the world clock to morning" mean that you can't fast-forward time at all with sleep? I tried sleeping a few times (with the sleep bar close to full, but not quite) and it didn't advance time at all. Not complaining, just curious - if that's the case, it's an interesting change, and would definitely make "skipping" zombie swarms early on a lot harder. Though I did just get a friend to join my server, and he's super early game while I'm fairly teched up... I feel like I dodged a bullet, heh.
Anyway, keep up the good work! I'm enjoying this pack more and more, and I'm glad to see you're still actively working on it.
edit: okay, I'm laughing pretty hard. I correctly guessed what the "alternate way" to get a lot of draconium was (though I won't say it here) and I was worried that it'd trivialize the whole thing. Checking the "alternate way" in NEI allayed those fears. Good lord, those are big numbers.
Ooh, update. I'm really glad to see HEE in here now. (Not as much of a fan of Draconic Evolution - not for balance reasons, I just don't like the mod - but hey, not like I'm forced to use it. Besides, it's always fun to see more ridiculous endgame recipes.)
Question about the changes to Better Sleeping, since I never had a great understanding of that mod in the first place - does "sleeping no longer resets the world clock to morning" mean that you can't fast-forward time at all with sleep? I tried sleeping a few times (with the sleep bar close to full, but not quite) and it didn't advance time at all. Not complaining, just curious - if that's the case, it's an interesting change, and would definitely make "skipping" zombie swarms early on a lot harder. Though I did just get a friend to join my server, and he's super early game while I'm fairly teched up... I feel like I dodged a bullet, heh.
Anyway, keep up the good work! I'm enjoying this pack more and more, and I'm glad to see you're still actively working on it.
edit: okay, I'm laughing pretty hard. I correctly guessed what the "alternate way" to get a lot of draconium was (though I won't say it here) and I was worried that it'd trivialize the whole thing. Checking the "alternate way" in NEI allayed those fears. Good lord, those are big numbers.
Yar, the better sleeping change prevents fast-forwarding time. You lose energy slower now and recharge faster, so I think it's a big win all around. Sleep is no longer an annoying every-15 minute ritual. Night is still an issue, but not so harsh, except on blood moons. And once you're established, with some base defense, it's relatively trivial.
There's multiple 'easy' ways to get draconium -- by easy I mean 'end-game' easy. If someone spots a way to subvert that, I'd like to know so I can squash it.
I think adding Draconic Evolution and Hardcore Ender Expansion was ill-advised.
The HEE End interferes with ChromatiCraft progression. In the previous version, we had a forest of pillars with Ender Crystals, which meant the fight against the dragon was more tactical since you couldn't destroy all the crystals and had to draw the dragon away from them, but since the number of pillars was effectively infinite, there were always enough Ender Crystals left for ChromatiCrafts dimension portal.
Now there is a swarm of dragons in the End and only a handful of Ender Crystals, and it's impossible to kill the dragons without destroying most of the crystals, which means there won't be enough left for ChromatiCraft.
Also, ChromatiCraft requires you to go to the End rather early. Turning the End into this super-late-late-endgame nightmare makes sure you'll never get anywhere in ChromatiCraft before you're basically done with the pack.
I think adding Draconic Evolution and Hardcore Ender Expansion was ill-advised.
The HEE End interferes with ChromatiCraft progression. In the previous version, we had a forest of pillars with Ender Crystals, which meant the fight against the dragon was more tactical since you couldn't destroy all the crystals and had to draw the dragon away from them, but since the number of pillars was effectively infinite, there were always enough Ender Crystals left for ChromatiCrafts dimension portal.
Now there is a swarm of dragons in the End and only a handful of Ender Crystals, and it's impossible to kill the dragons without destroying most of the crystals, which means there won't be enough left for ChromatiCraft.
Also, ChromatiCraft requires you to go to the End rather early. Turning the End into this super-late-late-endgame nightmare makes sure you'll never get anywhere in ChromatiCraft before you're basically done with the pack.
I appreciate that the end is much more difficult than it was before -- the intent was to make it much more interesting. There are weapons far more powerful than the DE crystal bow in the pack, and they're relatively easy to craft, so you may want to start there.
Yar, the better sleeping change prevents fast-forwarding time. You lose energy slower now and recharge faster, so I think it's a big win all around. Sleep is no longer an annoying every-15 minute ritual. Night is still an issue, but not so harsh, except on blood moons. And once you're established, with some base defense, it's relatively trivial.
There's multiple 'easy' ways to get draconium -- by easy I mean 'end-game' easy. If someone spots a way to subvert that, I'd like to know so I can squash it.
Re: draconium - interesting. I'll have to keep an eye out
Re: the sleeping change - after some thinking on it, I have kinda mixed feelings about it. Don't get me wrong, having to actually stay up through night is a great change for most of the game - makes base defense more relevant, and you have to be more careful traveling. However, for the very early game, it seems like it could be a bit excessive. I'm not saying it's necessarily a bad change, but it at least merits thinking about.
Like you said, once you have some base defense, it's not a huge deal, but even very early turrets take a basic supply of iron, redstone, and RF power. (Or glowstone, in Chromaticraft's case, which is more of a pain to get early on.) You don't need a lot of it, but you do need *some*, which can take awhile given the vein-based ore distribution here. (Okay, I could be biased because I spent a long-ass time at the beginning of the game trying to get bonemealing ore flowers and sluicing working before realizing that they were both just straight-up broken, but still. If I knew what I knew now, I could beeline the appropriate veins and get set up fairly quickly - but that assumes far more familiarity with the Reasonable Realism suite than the average newcomer will have.)
So let's say you're pre-turrets and you're aboveground when night falls. It's not a death sentence - you can retreat underground to go caving, or simply barricade yourself in your hovel. That's about it, though; I don't think there's really a way to fight off an overworld's worth of zombies when your only means of defense is a crappy sword (and, if you haven't lost it in death yet, a gun with extremely finite ammo). Some can outrun you, and they spawn faster than you can kill them. You're basically just barred from doing most things for the night. Ultimately, my point here is that while sleep was definitely an "annoying every-15 minute ritual" like you said, whipping out a sleeping bag periodically is considerably less annoying than twiddling your thumbs for ten minutes behind a cobblestone wall. (Perhaps I'm missing some obvious strategy and I just need to git gud, but if so, I'd like to hear it.)
TLDR: sleep change is definitely cool past the beginning stages, but I'm a tad worried it might make the "opening act" inaccessible to a level that really doesn't match the rest of the pack. Thoughts?
I appreciate that the end is much more difficult than it was before -- the intent was to make it much more interesting. There are weapons far more powerful than the DE crystal bow in the pack, and they're relatively easy to craft, so you may want to start there.
I can only say this:
You said this pack was made to encourage people to play Reika's mods. This DE/HEE End does the opposite. For discouraging people to progress further than a certain point in ChromatiCraft, I couldn't imagine a more effective measure this side of technical issues, even more so for someone with a builder mentality. Gating ChromatiCraft progress behind a swarm of dragons is insane.This isn't "more interesting", it's just way, way more difficult. If I find any subversions, I will most certainly keep them to myself.
BTW, as a general comment, I think you shouldn't consider it your task to make your pack as difficult as possible. ..... ..... You do want people to play it, right?
Edit:
There still don't appear to be any Ender hives in the End.
You mean to make it balanced in REV|2? I'd lean it towards end-game REV|2, but it's not an unlocking technology, so maybe something like ring it with octdatic capacitors from Ender IO. They're not gated materials, but very expensive into the 'vanity' category.
Ya, to balance it.
What do you think of this?
Man, no where near balanced I guess; hmm. Even if I change the recipe so that a draconic block requires 9 octadic capacitor banks, that would still only require 1962 of them instead of the 85600... Dear god, think of the server lag that would ensue if that many capacitor banks were deployed !!
Thoughts?
Also, it is important to keep the draconic block... I do not thenk we can modify the "recipe" of a multiblock.
Ahh, and I almost forgot... PIC's!!
Now with shader goodness!!
ignitediris, if I might butt in - for one thing, I wouldn't overthink it too much; for another, you definitely shouldn't base concepts of balance on purely linear scaling (like "this has the capacity of 1000 capacitor banks but it doesn't cost 1000 times as much"). Consider the ElectriCraft RF battery; in v13 it stores 60 trillion RF, worth three million vibrant capacitor banks. It's expensive, but it doesn't cost that much, because that would be insane.
So perhaps you could use the RF battery as a baseline, or something in between.
Insane it is. Very good point and thanks for butting in. I will likely swap out the octadic's for an energy crystal; tier undetermined ATM. Maybe balancing it against electricraft will be slightly easier. I just didn't want to introduce a "go to" solution that is clearly better then all others.
So, um. I've played through most of RotaryCraft a handful of times before, to the point where I don't have to think terribly hard about most of the earlier stuff.
Might've been a little too sloppy this time, though.
Edit: This was followed by a blood moon.
Steam engine explosion?
Nah, I've had those in the past; unless something changed, those are really mild - just destroys the engine, no block damage. This was me running a pulse jet furnace without providing water to cool it.
Not quite as severe as a gas turbine explosion (which I've only ever seen in a test world, thankfully) but still pretty bad!
I wonder what an overloaded bedrock-upgraded industrial coil does. 280 TJ - should be about three times the Hiroshima bomb.
Well, Haggle... Congratulations!
You've officially achieved a better modpack (IMO) than your first Revolutions. I had to take a few months off from minecraft while I took over work for a few different people and I'm also going to school for programming. So I'm technically in my last quarter this year, but I decided to reward myself by getting back to Rev2. I did make a couple modifications but not many and I must say my enjoyment level so far, has just passed the first Rev. Your mod-list looks very similar to what my personal modpack that I've been building and testing.... Only much much better. I didn't really think that REV2 was capable of surpassing my enjoyment of REV, but this last week I've been finding that you really nailed it. Honestly, I've always had a sweet spot for the first REV, but I did like some aspects of REV2, but I must say, I love it. Hard but... no still a bit too hard for my tastes but I'm still a semi-noob. I've played dozens of modpacks and when I found REV1, I truly thought that this was it. Good Job Haggle. All the time that you dedicate has truly given rise to a fantastic product.
I just wanted to drop a note and tell ya, thanks.
Thank you very much for the kind words!
I added DE in all it's glory, but only changed the recipe for Draconium Ingots.
!!!?!?!???!?!? WHA!!
Holy Crap!!
Some quick math... A tier 7 sphere will require... 491 draconium ingot crafts just for the draconium blocks around the outside
gotta.... find... easier... draconium... ingot... source
Time to go play
I was just working on the configs last night too, in the airport... with no internet... so I didn't notice this update.
I do appreciate the work you did to balance recipes...it got me thinking a lot about the feasibility of DE. In the end, I opted for the simpler route of gating draconium.
I do appreciate the simpler approach. Your approach opens up a great deal more content while I was only focused on the singular piece I wanted.
I am quite happy with this approach
Thanks for taking the time to do this.
Ooh, update. I'm really glad to see HEE in here now. (Not as much of a fan of Draconic Evolution - not for balance reasons, I just don't like the mod - but hey, not like I'm forced to use it. Besides, it's always fun to see more ridiculous endgame recipes.)
Question about the changes to Better Sleeping, since I never had a great understanding of that mod in the first place - does "sleeping no longer resets the world clock to morning" mean that you can't fast-forward time at all with sleep? I tried sleeping a few times (with the sleep bar close to full, but not quite) and it didn't advance time at all. Not complaining, just curious - if that's the case, it's an interesting change, and would definitely make "skipping" zombie swarms early on a lot harder. Though I did just get a friend to join my server, and he's super early game while I'm fairly teched up... I feel like I dodged a bullet, heh.
Anyway, keep up the good work! I'm enjoying this pack more and more, and I'm glad to see you're still actively working on it.
edit: okay, I'm laughing pretty hard. I correctly guessed what the "alternate way" to get a lot of draconium was (though I won't say it here) and I was worried that it'd trivialize the whole thing. Checking the "alternate way" in NEI allayed those fears. Good lord, those are big numbers.
Yar, the better sleeping change prevents fast-forwarding time. You lose energy slower now and recharge faster, so I think it's a big win all around. Sleep is no longer an annoying every-15 minute ritual. Night is still an issue, but not so harsh, except on blood moons. And once you're established, with some base defense, it's relatively trivial.
There's multiple 'easy' ways to get draconium -- by easy I mean 'end-game' easy. If someone spots a way to subvert that, I'd like to know so I can squash it.
I think adding Draconic Evolution and Hardcore Ender Expansion was ill-advised.
The HEE End interferes with ChromatiCraft progression. In the previous version, we had a forest of pillars with Ender Crystals, which meant the fight against the dragon was more tactical since you couldn't destroy all the crystals and had to draw the dragon away from them, but since the number of pillars was effectively infinite, there were always enough Ender Crystals left for ChromatiCrafts dimension portal.
Now there is a swarm of dragons in the End and only a handful of Ender Crystals, and it's impossible to kill the dragons without destroying most of the crystals, which means there won't be enough left for ChromatiCraft.
Also, ChromatiCraft requires you to go to the End rather early. Turning the End into this super-late-late-endgame nightmare makes sure you'll never get anywhere in ChromatiCraft before you're basically done with the pack.
I disagree completely. Both HEE and DE have special handling between them and CrC. https://github.com/ReikaKalseki/Reika_Mods_Issues/issues/613#issuecomment-188982425 specifically has Reika's response, but you're welcome to read the whole thread.
I appreciate that the end is much more difficult than it was before -- the intent was to make it much more interesting. There are weapons far more powerful than the DE crystal bow in the pack, and they're relatively easy to craft, so you may want to start there.
Re: draconium - interesting. I'll have to keep an eye out
Re: the sleeping change - after some thinking on it, I have kinda mixed feelings about it. Don't get me wrong, having to actually stay up through night is a great change for most of the game - makes base defense more relevant, and you have to be more careful traveling. However, for the very early game, it seems like it could be a bit excessive. I'm not saying it's necessarily a bad change, but it at least merits thinking about.
Like you said, once you have some base defense, it's not a huge deal, but even very early turrets take a basic supply of iron, redstone, and RF power. (Or glowstone, in Chromaticraft's case, which is more of a pain to get early on.) You don't need a lot of it, but you do need *some*, which can take awhile given the vein-based ore distribution here. (Okay, I could be biased because I spent a long-ass time at the beginning of the game trying to get bonemealing ore flowers and sluicing working before realizing that they were both just straight-up broken, but still. If I knew what I knew now, I could beeline the appropriate veins and get set up fairly quickly - but that assumes far more familiarity with the Reasonable Realism suite than the average newcomer will have.)
So let's say you're pre-turrets and you're aboveground when night falls. It's not a death sentence - you can retreat underground to go caving, or simply barricade yourself in your hovel. That's about it, though; I don't think there's really a way to fight off an overworld's worth of zombies when your only means of defense is a crappy sword (and, if you haven't lost it in death yet, a gun with extremely finite ammo). Some can outrun you, and they spawn faster than you can kill them. You're basically just barred from doing most things for the night. Ultimately, my point here is that while sleep was definitely an "annoying every-15 minute ritual" like you said, whipping out a sleeping bag periodically is considerably less annoying than twiddling your thumbs for ten minutes behind a cobblestone wall. (Perhaps I'm missing some obvious strategy and I just need to git gud, but if so, I'd like to hear it.)
TLDR: sleep change is definitely cool past the beginning stages, but I'm a tad worried it might make the "opening act" inaccessible to a level that really doesn't match the rest of the pack. Thoughts?
I can only say this:
You said this pack was made to encourage people to play Reika's mods. This DE/HEE End does the opposite. For discouraging people to progress further than a certain point in ChromatiCraft, I couldn't imagine a more effective measure this side of technical issues, even more so for someone with a builder mentality. Gating ChromatiCraft progress behind a swarm of dragons is insane.This isn't "more interesting", it's just way, way more difficult. If I find any subversions, I will most certainly keep them to myself.
BTW, as a general comment, I think you shouldn't consider it your task to make your pack as difficult as possible. ..... ..... You do want people to play it, right?
Edit:
There still don't appear to be any Ender hives in the End.