I dunno if this is a good thing. I never used the ore berries, although I plan to in my current world, and since Thermal Expansion adds the same ores to Overworld gen, removing the TCon ores in the Overworld is actually a good thing as it lowers ore density, which can get overwhelming with several mods that generate the same stuff. However, for 1.8-1.9 worlds, since Thermal Expansion isn't updated to it, this will likely make these resources very hard to find. Also, what about Aluminum? It's only really necessary for Aluminum Brass to make casts in my opinion, but I can see it having great potential in 1.9 versions as having a lightweight modifier with a reasonable amount of durability, making it a fast-swinging material ideal for weapons, but not so great for tools as it would have a low mining level. Other than that, are we going to have to use gold for casts? I may do that anyway as my last world I ended up with something like a barrel and a half full of gold.
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May 9, 2016Posted in: Minecraft Mods
Okay I love this mod, but there is one modifier I ABSOLUTELY HATE. It is the mossy modifier. It is a very necessary modifier, but it makes your weapon look like old rusty garbage. Can you please change the look of the moss modifier or make it so someone can disable the texture in the config?
Generally not a good idea to tell a modder a part looks like garbage, but I agree that disabling some of the modifier visuals would be great. The Quartz one in particular looks a little odd on cleavers; I made a beautiful enderium cleaver with steel plates, so it was all dark with a blue edge, but adding the quartz modifier turned it mostly white.
May 25, 2014I understand you modders like to get some compensation for your hard work coding, but PLEASE stop using file hosts or gate-linking through websites that forcibly download software to my computer without my permission. This is the 3rd time I've had to delete an Adware installer from my downloads folder, and it's getting stupid. And no, it wasn't a "clicked on wrong link" type situation; I opened the link, and the page immediately downloaded "flashplayerpro_Setup.exe"Posted in: Minecraft Mods
In fact, I'm reasonably certain that's illegal, but I'm probably wrong.
Regardless, I don't mind viewing some ads so you make some cash, but have some class with your "donation requests;" don't use ad-gates that download other software other than what we're looking for.
Oh, and great work on this mod.
May 5, 2014Posted in: Minecraft ModsQuote from seconds2marz
Your point is very vague, and you're basically telling the mod author to change the direction of the mod on your whim because "it doesn't feel right" to you. If you don't like what a mod adds, don't use the mod (or at least that portion of it). Asking the author to remove something from the mod because you don't like it is just ridiculous.
If you want a solution to your problem, I'll give it to you: Don't make a windmill.
The mod author posted a video of his ideas for feedback. I'm not asking or telling the mod author to DO anything, I'm merely providing feedback as he requested. If you think my point is vague, then let me be more clear: a mundane windmill doesn't feel at home in the slightly magical world of Minecraft. It just feels out of place.
To be clear, I support the mod author in whatever direction he chooses to go. It's his work of art, not mine. However, if asked, I will provide feedback and my thoughts. You might work on making your replies a little less hostile when you don't agree with my opinion.
May 4, 2014Posted in: Minecraft ModsQuote from mDiyo
Dreadp1r4te: Redstone is not power, it is signal. Anything that has redstone in it automatically powers itself when given signal.
We will not be adding complex math calculations just to make something spin. If you want that, go play Rotarycraft.
You're missing my point. I'm saying I DON'T want RotaryCraft, I want something that uses a power source that FEELS Minecraft. Making a wind turbine does not feel Minecraft.
If you don't like my feedback, fine, but please do not presume to tell me what mods to go play.
May 3, 2014Some feedback on your video up there. I like where you're going, but I don't like the windmills. I'm not Don Quixote, and I don't want to run around putting ungainly, lame windmills everywhere to power a block that chops wood for me. That just doesn't feel Minecraft. One of the things that I try to stick with when I try out mods is that they need to still feel Minecraftish. Minecraft's native power system is redstone, and thusly Thermal Expansion fits in nicely with this, as most of its innovations are bred from advancing redstone as a power source. Conversely, I don't play with IC2, AE, EU, or any of the other power mods for a couple of reasons, but ultimately it comes down to "it doesn't feel right in Minecraft." Granted all those mods are brilliantly done, but I just don't prefer them. Buildcraft is one exception, partly because of the sheer number of awesome things it adds, and partly because it's versatile; you can power it with RF from Thermal Expansion. Thaumcraft is the only magical mod that I feel really fits with Minecraft, even though it adds a lot of new ideas, they still fit in with the theme and work with existing Minecraft ideas; the essence system extracts essence from items the same way you brew a splash potion of healing from similar items. I look at TCon like an enhancement; you take an existing mechanic (crafting tools) and expand, grow, and customize it to make it more fun, involved, and most importantly, worthwhile. I felt a great sense of accomplishment when I built my first pickaxe and started adding enhancements to it, and was giddy when I saw how fast it mined. I feel like Tinkers fits right in in the Minecraft universe, as does some of its expansions, like Steelworks.Posted in: Minecraft Mods
I hope you keep to that pattern. Windmills... just don't fit in in my opinion. You don't add an assault rifle to Skyrim, do you? Getting into torque and RPM, shear strength, etc... that's not really for me. I looked at RotaryCraft a while back, and while I was genuinely impressed with it, I never bothered installing it because it just didn't... fit in, I guess. Minecraft is its own fictional universe, and I prefer mods that keep to that universe, with a few exceptions (like LanteaCraft... humanity found their first stargate, they didn't build it, nor do they have any idea how they work) and such. Now, on the other hand, the EnderWarp idea is fantastic, as it expands on an existing game mechanic. If you really want windmills, you could consider doing a windmill-turns-generator-generates-*insertrandomenergyhere*, hopefully RF or something similar. I also like the idea of a pocket universe, although I hope it's not completely black like that, because again it's an existing game mechanic. I do definitely want to see more in-game interaction, less gui for sure, and with multiblock structures I feel like there will be plenty of ways to go about that. Thaumcraft does this very well with it's essence infusion system. Ars Magica 2 also does it very well with ALOT of its stuff, but I have mixed feelings on AM2 (I feel like I'm cheating by using both it and Thaumcraft, and I find AM2 to be frustrating, grindy [This spell requires ALL the items. Oh, and some reagents, too.], and lacking polish. Some of its effects are very good, but the vast majority are lacking pretty severly.) I'd definitely recommend checking those out for some in-world interaction and multiblock structure inspiration, though.
Anyways, rants over. Great work on TCon, can't wait to see what you have in store for us!
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