Quote from LovelyFlare»
1) Yes the leveling is not in the original mod and it never has. Not everyone wants leveling in the mod by default.
2) All you need to do is explore more and find purple slime or trees with purple slime leaves.
3) Range Expanders already work for Scythes. If you're talking about combat-wise, the book clearly states that it is for blocks only.
4) Luck VII would be extremely unbalanced. If you like stuff like that, use a different mod or commands to get a Luck VII vanilla sword.
5) A Manyullyn Cleaver with maxed out sharpness and some additional modifiers does 29.28 attack damage (31.28 against non-nether). If you need more than that, then use a different mod. Also, this is already better than Vanilla's Sharpness V by miles.
6) Knockback caps at 99
7) Diamonds aren't stackable or otherwise tool material durability wouldn't matter as much. You can also use emeralds to increase durability.
8) See photo below.
9) You can't stack effects but you can add others in addition (such as Netherrack which increases damage against non-nether mobs)
10) Silver doesn't even add much to attack damage, you might as well use paper and add a ton of Smite.
11) Moss was really op and made durability concerns like nothing. Mending moss was a way of making it balanced.
12) Fiery V already gives 16 seconds of fire which is already a lot.
13) It is pretty clear you want an overpowered mod. Tinkers' Construct 2 is not one of those mods.
Bless you and your patience to respond to this with a detailed and level-headed response. Just wow, kudos to you for being an awesome person! I for one would like to mention that the changes in Tinkers 2 brought me back as a fan. In 1.7.10 near the end of its cycle, I found tinkers to be too good to use with other mods in balanced packs without heavily tweaking it. In 1.10, I absolutely LOVE using this mod in almost every pack I work it into. Keep up the good work and thank you for focusing on balance. 10/10 mod, would recommend.
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If you checked the inital post, you would notice that PlasticCraft is reliant on the MineCraft Forge API (along with ForgeModLoader) to be updated to 1.3.1.
This is the same MineCraft Forge that is used to make large and tech mods such as RedPower 2 by Eloraam, IndustrialCraft 2 by Player, BuildCraft (started) by SpaceToad (currently now a community-driven effort in of itself), Forestry by SirSengir, Equivalent Exchange by X3n0ph0b3 and Pahimar, RailCraft by CovertJaguar, Steve's Carts by Vswe & Thaumcraft by Azanor, all work together without throwing ***** fits that other mods are installed alongside them.
This is the same MineCraft Forge that is in the middle of being updated to MC 1.3.1 as we speak and takes so long as it is more complex then Risugami's ModLoader (which is commonly a basic starting point for mods such as Timber to work from) and often goes through multiple versions and iterations during the lifecycle of any particular version of MineCraft as they work out bugs (both old and new) and add in new hooks and capabilites that improves inter-mod compatability.
Forge is the main reason modpacks such as Feed The Beast (modpack named after the map it was built for), EnderVille's Modpack (modpack for the EnderVille Mod Server) and even (illegal) Technic/Tekkit even work with the insane amounts of mods used by them.
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Hell, even just the first post on this page (aka: ME at the top of the page) would tell him why PlasticCraft ain't updated.
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The way I'm reading that is that Forestry is an addition to MC that has common roots shared with BC, IC2 & RP2, but it stands alone from them like Equivalent Exchange and it's not heavily tied into them in a way that it will fail to work without BC/IC2/RP2, and doesn't look at BuildCraft as its base root.
Yes, Forestry will provide more features and gameplay when paired with BC, and adding IC2 & RP2 into the mix will expand it more, but that's because it has additional parts written with the BC API specifically so it would work better with BuildCraft, but those parts aren't fully integral to Forestry's gameplay and are more of neat bonuses for adding additional mods together.
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Mebbe they want to use the things the selection of mods here do whilst using mods that only run in MC 1.0.0, or they don't have a backup of one of the older versions of the game during Alpha/Beta state?
Or even probably they don't like certain changes and want a mod to bring older things back (such as the booster cart "glitch" or the crushing/duping pistons).
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BE PATIENT!
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Beta 1.7 came out LAST Thursday, and you should be grateful if he uploads SPC updated for 1.7.2 within the next 24 hours as he said it'll be done sometime this weekend. Modders have lives outside of Minecraft too y'kno!