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    posted a message on Factorization 0.8.108
    I could've sworn you could use Project Tables to automatically craft, but after a tiny bit of testing it doesn't appear to be true. Also, the paper limit was another one of those moments that I kind of was disappointed by. From what I could tell it was an exponential progress bar an as I broke past ~1k, maybe ~10k it went to 1E. Reed farms and paper creators are relatively cheap/easy and infinite source. I feel it would be better if there was a distinct cap on the amount of paper that a Maker can handle. I know it's silly to ask for a limit on things like this, but sometimes to make things interesting it's good to create challenges.

    Also, on the idea of automated paper crafters, could the Packager mimic the Maker's UI so it would 'package' any single item into anything it can be crafted into? (e.g. sugar cane -> paper, paper -> books, cobblestone -> cobblestone slab.) It would help people who are trying to create a paper farm to supplement their Craftpacket machines by enabling them to easily generate paper without having to return some of the paper they crafted for the next batch. Of course, by doing this you suddenly have two machines that perform roughly the same task.

    About the demons, it's mostly about the fact that Notch doesn't want the Nether to be a 'hellish' place, but instead a... well, hellish, just not 'in hell.' This is a purely semantical peeve as it would be interesting to see the mod expand on the Nether instead of clashing slightly with previously concieved notions of what the Nether was. If you look at what currently resides in the Nether: Ghast, Blaze, Zombie Pigmen, and Lava Cubes even calling the 'demons' something else like 'imps' still kind of encroaches on the more mystical basis for the Nether.

    I was writing this earlier and Firefox crashed, now it's late at night and my words are kind of running together. I hope you can understand what I'm trying to say even through all this mess.

    Anyways, I also did a spotlight for the current version of the mod here:
    It covers the new Router-Upgrades and Mecha-Upgrades. Unfortunately I forgot the Wand of Cooling (possibly due to a deep seeded desire to not cover it. Not intentionally though, I swear.)
    Posted in: Minecraft Mods
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    posted a message on Factorization 0.8.108
    Hello! I hope you don't mind if I offer some critism (constructive or creative.)

    Pocket Crafting Table
    I really like the execution, it's great at solving the stacks of benches you might end up with as you play. However, I don't think this 'fits' in with the mod too much. I feel this would be a great standalone mod, and I'm sure it'll get lots of downloads independantly. Also, I'm not sure I like the fact it uses a custom binding.
    Barrel
    This is a great item. From what I've seen in the past, it's original and a great solution to various problems. Again, there is a however, however, I think in its current form it's a little 'overpowered' (a silly concept for a mod, I know.) May I suggest a max stack limit of ~256 stacks? Even that sounds like a bit too much, but when taken into consideration for a normal double chest that's ~4.7x the maximum capacity. A single block saves over 8 independant spots that would've been reserved for double chests. Also, if I may suggest you remove the whole 'explosion' thing, it's unnecessary. While it does prevent 64k items from pouring out I feel the problem would be better addressed without the explosion but simply item loss.

    This could also work well as a stand alone mod.
    Craftpacket Maker + Stamper
    Another great substitute for automated crafting. I feel the paper is an unneeded reagent. But, if this mod is intended to be complimentary to RedPower, wouldn't the user already have access to the superior Project Table? Some suggestions: Emit a redstone on press, or possibly when a redstone signal is applied, it doesn't stamp the items in its buffer onto paper. This would assist with automated crafting chains as it would no longer depend on timing between tubes/pipes.
    Slag Furnace + Lead
    Again, an interesting mechanic. I feel some of its potential is wasted by simply occasionally doubling ore producting. The Silver/Lead interaction is interesting at least, but I feel there can be similar 'discoveries' to be had with Iron or Gold.
    Diamond Shards + Wrath Igniter
    The process in which the Wrath Igniter is acquired is absolutely genius. I love the fact that the user must recall their previous constructions to advance. Wrath Igniters are associated with two of the more interesting aspects of the mod (Dark Iron and Stamping-to-Progress.)

    ... However, I also feel it is unnecessary. Currently only being used for Lanterns and Dark Iron generation. The recipe is good and such, but it just seems like an unnesseary feature. May I suggest that Diamond Shards be used for Mecha-Gear, for balance purposes?
    Dark Iron
    I love this mechanic, it's interesting, fun, and most of all unique. Seriously, any complaints I could have are muted by this fact. Unfortuntely this fun is dwarfed by Wrath Igniters. I can't imagine how Dark Iron creation would work without them, but they seem to only be for that purpose.
    Demons
    Again, a great mechanic. Container-oriented resource processing is also seen in Industrial Craft using Nuclear Reactors and I feel that this mechanic should be expanded multiple times. This mechanic closely follows Dark Iron's in excitement to see expansion upon.

    Also, get a new sprite. (Personal preference warning: the tiny 'demons' should be renamed Nether Sprites and possibly use a wisp sprite.)
    Wand of Cooling
    I never liked 'mythical' 'unique' weaponry. Anything I say about this is biased towards this fact, so I won't say anything.
    Bag of Holding
    Works well with the portable crafting table, however I feel it's a bit disjointed from the feel of the mod. It works great but I don't like the fact it uses a custom binding.
    Wrath Lamp
    Again, something I like. Unfortunately there isn't any progression towards this and it is simply an expensive 'cure all' lighting solution. There is a giant gap in technology between Torch/Pumpkin and Wrath Lamp. Maybe a Dark Iron + Igniter version that lights up less, but operates as a torch using a few of the Wrathfire particles?
    Router
    Right out of the box, simply placing it next to some furnaces and letting it go is a dream. The use of Ender Pearls to account for the teleportation of materials is great, but...

    I feel it's just a bit too good. It's hard to describe but a slower insertion rate and maybe a progress bar might help bring it down to sensible standards.
    Router Upgrades
    They are a great start and useful at specfically providing Routers with their unique specializations. The use of Bound Demons for the A.I. oriented ones is a great use as well. I kind of want to suggest you handle module upgrades in a manner that IC2 does, with ~2-4 slots for upgrades, and you stick them in as desired.
    Mecha
    The upgrades are vaguely interesting, but I'm uninterested in the set as a whole. Similarly to my opinions on the Wand of Cooling.

    Also, some bugs:
    (I had NEI and RedPower installed.)
    • Right-clicking on a Wrath Lamp gave me some text about an invalid entity. I'm away from the Minecraft PC so I cannot provide a screenshot at the moment.
    • It's impossible to craft the first two Router Upgrades because the recipes call for unlit redstone torches.
    I hope you don't take any offense or consider any of this as ill-intent. These are simply things I noticed while playing through the various things in creative mode. While I doubt you'll implement some, if any, of these suggestions I do hope you take some of them to heart as you reconsider the flow and balance of the mod. Routers, Craftpackets and Barrels seem to be a part of their own mod while Demons, Dark Iron and Wrathfire could be their own unique thing. I'm not saying that they can't be intermingled but please consider your audiences as some of us would like to only use the Technology things, and others might enjoy the Nethertech things independently.

    Overall, the mod feels like an elaborate tech demo. Almost every single item introduced has a unique mechanic associated with it. While it provides an entertaining and interesting mod, I hope you'll look back and begin to prune some of the unnecessary features.
    Posted in: Minecraft Mods
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    posted a message on Endermen teleporting into your home, un-provoked.
    Quote from Variel

    I'm sorry, anyone who thinks monsters who teleport into your home is a welcome addition to vanilla, unmodded minecraft don't have a great understanding of what this game is supposed to be.


    I don't think you know what 'survival' means. That is the current direction of development with the inclusion of hunger and the other changes.

    If you want to play creative mode, it is available to you, but the majority of players from Alpha purchased it as soon as Survival was being developed and released. Slowly as the alpha progressed into beta was there an increasing demand for creative mode to be implemented.

    I only wish, as a consumer who purchased Minecraft when it was beginning to show signs of a sandbox-style survival game, that it continues to increase in difficulty.

    I'm in opposition of the OP, as I want more difficulty to be included to Survival Minecraft. I do not find Endermen teleporting into my house to be overly difficult, just more of a surprise which Minecraft is entirely based off of. Creepers exploding, Zombies around corners, sniping Skeletons? And Endermen in your house are the problem?
    Posted in: Suggestions
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    posted a message on The new world of Herobrine
    Where is the 'very long' part?
    Posted in: Suggestions
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    posted a message on Let's Play Vanilla and Modded Minecraft
    Episodes 16-18 of One Water Block Challenge are out!

    Ep. 16


    Ep.17


    Ep. 18

    Posted in: Let's Play (and Live Stream)
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    posted a message on "Special Area" spawning
    Quote from jakus12

    The corners are defined as the lowest point in Quadrants III and IV, and the highest in Quadrants I and II.


    Yes, thank you for elementary quadrangle construction.

    But, what I'm saying is I want you to look at what a mineshaft looks like, now I want you to compute exactly what a 'point' is in regards for a randomly generated structure. What if a chunk hasn't loaded a critical part of a mineshaft at the moment the collision detection occurs?

    Do you project the 3d XYZ path of the mineshaft onto a 2d UV texture and define the points that way? Where does a mineshaft begin, where does it end? Is air defined as 'mineshaft' air? (Although you could just create a 2d UV of all of the wooden planks and do it from there, as at chunk generation there are no other 'natural' planks in the world.)
    Posted in: Suggestions
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    posted a message on "Special Area" spawning
    Quote from jakus12
    Abandoned Mine Shafts: 1. Each separate one must be 750 blocks away from each other from the corners.


    Too lazy to talk about all of them, but think about this:

    How exactly do you check if each is '750 blocks' away from 'each other' from the 'corners'? First you'll have to define exactly the space that a non-biome entity occupies. Then you'll have to define either a square or polygon with 'corners' that create a bounding box. You could always check against each room that is molded out of the world, but that could take some serious processing power. (Note: There are algorithms that actually make this thing relatively easy. And each 'mineshaft' could be defined as a class with a polygon mesh for a boundary box. But, I counter-point my own argument.)

    Now let's say you successfully say "WAIT, there is a Mine Shaft here, how about you kick out of here for ~750 blocks." Then the chunk seeds that say "there should be a mineshaft here" will be up in arms when it's called in a different world or when a chunk goes missing, having to recalculate the distance from each existing mineshaft. (Of course, how often does a chunk go missing, and how often will a player have more then 1000+ mineshaft polygon vertexes.)

    If another world is made, and a player approaches from an opposite direction, they'll have the 2nd mineshaft that doesn't exist in the first world's... world. Seeds are supposed to create identical worlds, that's why they exist. (But, is this actually that much of a problem?)
    Posted in: Suggestions
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    posted a message on Let's Play Vanilla and Modded Minecraft
    Hi. 3 new episodes + bonus episode with fancy music + blog update.

    1WBC

    Ep. 13

    Ep. 14

    Ep. 15

    Secret Bonus Episode

    Venerable Library

    Blog Update:
    Posted in: Let's Play (and Live Stream)
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    posted a message on new liquid
    I don't support the idea, but common convention is to use an icon that exists and write after ":Coal: is petrol".

    :::Iron:::
    :Iron::Coal::Iron:
    :::Iron:::

    :Iron: is piston
    :Coal: is "fuel/petrol"
    Posted in: Suggestions
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    posted a message on An Idea regarding Texture packs and servers
    Don't worry, OP, I'll agree with you. Simply because this is one of those 'generic' good suggestions. You can't go wrong with it implemented. I'd like to see some real arguments from the opposition about why they don't want it implemented as well. "Don't be lazy" and "God damn change your texture pack," arn't good enough reasons for this NOT to be implemented.

    Also it would be nice to force texture packs onto a player's client. Server owners would appreciate it if they could do this to ensure everyone is playing equally. Of course, it isn't mandatory, only an option for the server owners to employ if needed. If a player doesn't like the texture pack that they have to play with, then they can either leave the server or put a complaint to the admins.
    Posted in: Suggestions
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    posted a message on 360 controller compatability
    Quote from subjectORIGINAL

    WOW going to tell you this in the nices way possible= retard
    xbox is not pc just wait untill minecraft comes on xbox so you can use the xbox360 controller :iapprove:


    Are you joking me? You call the OP mentally handicap and you don't even consider that plenty of games already have XBox controller compatibility? See: TF2, or most any Source engine game. There are others but these are the ones that come to mind now.

    Then you have the nerve to spam your dragon thing?

    ???
    Posted in: Suggestions
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    posted a message on [After 1.0.0] Suggestions Post!
    Quote from Zambay

    Less swamp biomes (:sleep.gif:)
    More of old minecraft biomes (The 1.0.0 biomes are sort of boring)


    I hope he adds these:
    More swamp biomes.
    More 1.0.0 biomes.

    Like, seriously, just because swamp biomes are 'ugly' doesn't mean they'll remain that way. And I find plenty of interesting worlds with interesting features using the current generator.
    Posted in: Suggestions
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    posted a message on The Mobs and Items Thread (BOOKMARK)
    Quote from KyoShinda
    18. Armor on Zombies: instead have rare 'juggernaught' mobs that spawn rarely that drop extra exp: armored zombie, spider jockey, black widow, skeletal sniper, aggressive wolf, partially transparent enderman, pigmen with chainmail and diamond sword, charged creeper.


    I think there is a mod that does this. (Wait, wait, before you report me, keep reading.)

    But, I feel this is an interesting thing that should be expanded on. Currently there is VERY little variation between the mobs. Yes, yes, Skeletons shoot arrows, yes Zombies are stronger, yes, yes Spiders climb walls, but what is easier then creating the illusion of having a game deep in design then to create variants of common monsters?

    Cave Spiders, smaller, poisonous, A+ to me.
    Leaping Spiders, bigger, jump OUT and UP when they hit a vertical obstacle.
    Skeletal Assassin, instead of a bow uses dagger(s) and dashes in and out of combat while taking cover behind other mobs.
    Dire Wolf, (what you said.)
    Endermen with a working block shield. Instead of holding a block, they wield three blocks on their arm that need to be destroyed/avoided when attacking.
    Zombie Pigman Commander, similar to Dire Wolf, but also commands Zombie Pigmen to attack.
    Ancient Ghast, blah blah.

    I can literally think of so many variants that are 'relatively' easy to add. But, don't forget that there is also room for brand new enemies occasionally. Spawn rates could increase as a player's level increases. Monsters might want to huddle around these superior mobs, as well, (to ruin mobspawners from enabling players to capitalize on these 'rare' mobs. These mobs also might avoid water streams? No idea. This isn't an anti-mobspawner post, too.)
    Posted in: Suggestions
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    posted a message on Let's Play Vanilla and Modded Minecraft
    Quote from snakeven0m

    o_o how much do you want to bump your own topic? you could've put those videos in the op (original post).


    Hi, sorry about that, I figure I'm entitled to bump the post with every new update. I do updates in batches as well, so I figured clumping them together is efficient. It's my let's play series on my thread, yes?

    And I forgot the update the OP, sorry.
    Posted in: Let's Play (and Live Stream)
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    posted a message on Let's Play Vanilla and Modded Minecraft
    STEP 1:
    Please check out MonkeyFarm's Channel:
    www.youtube.com/user/monkeyfarm

    STEP 2:
    Watch these following videos:

    [Misc] Escape From Alchemy Lab



    1WBC Ep. 10



    1WBC Ep. 11


    1WBC Ep. 12



    [Build] Teamster Tent/Staging Area




    STEP 3: (Optional)
    Please check out these two blog links:
    Bedrock Boss Encounter Brainstorm
    http://divisionsol.tumblr.com/post/14667083286/bedrock-encounter-brainstorm
    Herobrine Ending Brainstorm
    http://divisionsol.tumblr.com/post/14717425401/herobrine-ending-text-brainstorm
    Posted in: Let's Play (and Live Stream)
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