[GregTech-6][1.7.10] Moved to Website [Closed]

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    And that leads to my major issue with the addon: You require iridium to get iridium.

    Then increase the amount of Iridium in the Landscape. (Config)

    This is terrible design for a few reasons.
    1. You act under the assumption that the player has Buildcraft. While it's a reasonable assumption, your only prerequisites for using the addon are IndustrialCraft, and by extension, Forge. Anything that can't be found in IndustrialCraft needs to independently exist in your mod.

    This Addon adds also Automation, so you dont need Buildcrash. (except for Railcraft ofcourse)

    while the more powerful devices should require the rare materials. (This is why regular batteries aren't made of diamonds.)

    These Devices are ALL powerfull => Need Iridium.

    3. That leads to my next point. All of your machines exist on the same level. I see no reason to pick the Fusion Reactor over the Lightning Rod, or vice-versa. I guess my decision would really be based on whether I have more Deuterium/Tritium/Helium cells, or if I have a consistent way of creating lightning. The idea of a Lightning Rod is great, but the effort invested into getting one up and running simply isn't worth it to me, who hasn't seen it in action. An LV, MV, and HV version would go far to encourage me to investiage the technology, as would simpler Fusion Reactors that simply fuse hydrogen into molecular hydrogen, or maybe helium.

    Dont worry, Fusionreators are easier to maintain as of a new Feature of V2.06a.

    4. Conversely, your Industrial Centrifuge is incredibly easy to obtain. From a design perspective, it's clearly the entry-block into the mod, just as the iron furnace is the entry block to IndustrialCraft. However, all it does it consume my cells and junk materials, and after a really long time, it pops out some other junk materials, and new, strange materials that I have no idea how to use. The only thing I'm really getting out of it are new sources of fuel, but honestly the time they take to make makes them feel more like a novelty, and the fact that there are future uses for them makes me hesitant to use what I have.

    If the Centrifuge is "cheap", then you can place more than one. 40% of the Centrufugerecipes were moved to another Device as of V2.06a

    5. I've seen somewhat similar complaints to these before, and you wave away the big one, the fact that iridium is so rare, by saying that the rarity is configurable. However, this is a poor argument. Whenever Game Informer, for example, receives a game to review, they play the game on the normal/medium difficulty. The reason for this is that this is the default difficulty, just like the values you set in your config are the default settings. This is the way that you choose to present your mod to the community. Changing it for myself is, to me, cheating. It's no different than me adding items to my inventory via NEI.

    Well, Default is supposed to be hard. Otherwise no one would use Hard Mode.

    So, my suggestions:


    1. Make iridium, not necessarily more common in spawning, but more obtainable. Add different ways to get it. Maybe have a dust that centrifuges into a small amount of iridium dust, a stack of which is compressed to become a single iridium ore. Spending days managing quarries is simply not acceptable, and it becomes all-or-nothing luck.

    Try Plantinum Dust. 8 of it make 1 Iridium in the Centrifuge. From which Mod you get it is another Question as I've currently not added it. :P

    2. Make iridium more visually distinct than the myriad of other light gray ores, and make sure that if it spawns in a chunk, it's visible if possible.

    Color can be changed via Texturepack. Iridium spawns everywherein the Overworld, so you should look everywhere to find it. An OV-Scanner can help you much, as its Value for it is 10.

    3. Allow your Industrial Centrifuge to be a gateway to additional parts of a mod. In the Matter Fabricator's recipe, the only thing the Industrial Centrifuge does for me is get chrome and aluminum ingots. Meanwhile I have a chest filled with two dozen different by-products that have no use until I get highly advanced machines.

    Thats intended or incomplete. Be happy that you have those Resources, when i add more Stuff later.

    5. Generally make your mod less soul-crushing. The 'ooh, I want to make that' moment was ripped out of me when I checked what I needed to make a machine.

    Lol, thats completly intended. XD



    V2.06a:
    Added Industrial Electrolyzer, crafted of Extractor, Magnetizer, IC²-Electrolyzer, Tier-IV-Circuitry and Aluminium or Refined Iron
    Moved tons of Recipes from the Centriuge to the ~10 times faster Electrolyzer.
    Electrolyzer accepts MV btw.

  • V2.06a:
    Added Industrial Electrolyzer, crafted of Extractor, Magnetizer, IC²-Electrolyzer, Tier-IV-Circuitry and Aluminium or Refined Iron
    Moved tons of Recipes from the Centriuge to the ~10 times faster Electrolyzer.
    Electrolyzer accepts MV btw.


    After skimming through the new recipe list, I'm still just seeing a lot of making things that only exist to make new things. I count 54 dusts, and so few of them have any practical applications. I encourage more low-tier items, but, I'm not getting anything useful out of them. The so called platinum dust isn't even included, which was a bit of a let down.


    To respond to your reply, you really can't keep justifying your balance decisions with 'but you can change it in the config'. What you're doing isn't hard, it's arbitrarily tedious and labor-intensive. From what I can tell, there's a consensus that the addon's content is too inaccessible.


    And yes, powerful devices warrant iridium, but the problem is that they're all powerful. Players are split into two tech levels. They either have iridium, and have everything, or they don't, and have your two low-class machines.


    The only thing that really bothered me was this:

    Quote

    Thats intended or incomplete. Be happy that you have those Resources, when i add more Stuff later.

    I don't know how you meant for this to look, but it comes off to me as really condescending.


    On the bright side, this:

    Quote

    An OV-Scanner can help you much, as its Value for it is 10.

    This is actually useful advice. I intend on trying this out and seeing how things go.


    EDIT: My mistake, I thought the scanner outputted the highest block value. Knowing the value of the area is useless when I'm looking for a single type of material.

  • Greg, one thing i don't like about your fusion reactor is, its not configurable. No matter how you place it, its lined up. I can't wrench it so the 3 dots (Input) are facing me.I found one bug on it too, it will eat up my EU without storing any by going from 3,000 to 5,105 and back repeatedly when given EU.

    If you have never heard of the Farlands, you're missing out.


    The farlands supports GregTech



  • Not nice, Greg. :thumbdown:
    You receive a well-thought-out critique of a few aspects of your mod, that Almanorek must have put some effort to think through and write down, and you come off sounding as "GTFO, you don't have to play in my sandbox".
    While I respect the fact that you put a lot of work into this mod, that it isn't even completed yet, and that you (obviously) don't force anyone to play it, acting like a jerk is always frown upon, you know.

  • And yes, powerful devices warrant iridium, but the problem is that they're all powerful. Players are split into two tech levels. They either have iridium, and have everything, or they don't, and have your two low-class machines.

    Tier I --> Circuit + Machine + cable + generator + basic things
    Tier II --> Tier I + Advanced Machines, Advanced circuits, Lapis, Glowdust, energy crystal, carbon plate, advanced alloy.
    Tier III --> Tier II + Lapotron
    Tier IV and more --> Tier III + Iridium. I don't anything here that isn't logic. That's meant to be like that, because it's a way of adding tons of hours playing before reaching any endgame.


    Soon with Molten Salt Reactors, right ? :D
    NERF THA FUSION REACTOR!

  • There's a solid reason for it being so hard.


    GregTech is meant to be played with in a huge modpack with other mods. (who doesn't?). If the stuff in GregTech were easy to get, it would obsolete a lot of content in the other mods.


    Fusion reactors are better than any base IC2 EU generator. UU-matter now makes almost anything.


    If Greg listened to you, and added some way of getting access to the GregTech stuff much earlier, you wouldn't bother building stuff from other mods. You'd jump straight to the good stuff.

  • Tier I --> Circuit + Machine + cable + generator + basic things
    Tier II --> Tier I + Advanced Machines, Advanced circuits, Lapis, Glowdust, energy crystal, carbon plate, advanced alloy.
    Tier III --> Tier II + Lapotron
    Tier IV and more --> Tier III + Iridium. I don't anything here that isn't logic. That's meant to be like that, because it's a way of adding tons of hours playing before reaching any endgame.

    The problem is that you need iridium before you can get iridium. It's like if you couldn't burn sticky resin in a furnace and the only source of rubber before you made an extractor was as a rare drop from Endermen.


    And there's clear wiggle room in the tiers. Making an energy crystal is significantly easier than making an MFE, (Of course. An MFE needs four energy crystals.) but the energy crystal is still a functioning item.


    I tried charting out how to make a lightning rod, and this is how far I got before I gave up:


    The Energyflow Circuit is nothing but a component and it still requires an iridium plate.
    No complaints about the Highly Advanced Machine.
    The Energyorb would be fine if it weren't a component.
    And the Superconductor needs two plates and can't even be placed without crafting it further.


    I can't really make any use of these things on their own. I either make the Lightning Rod in one shot or I sit on a huge pile of materials.


    Compare to the Mass Fabricator, where each ingredient has several other independent uses.

  • But that's only because the addon is set up in such a way that gaining access to iridium gives you access to all of the mod's tech. I really hate to be this blunt about it, but it's poor design. UU-Matter could be broken up into varieties, or tiers. I'm not talking about getting the stuff earlier, I'm talking about balancing the mod so that you receive your 'upgrades' in a staggered fashion, just like most of the major tech mods already do. Finding copper on the surface doesn't obsolete everything in vanilla Minecraft.

  • He has a point.


    Edit:If you get iridium in this mod, you already have a window to getting more, and more means you have everything.

    If you have never heard of the Farlands, you're missing out.


    The farlands supports GregTech



  • I'm sure you already know this, but you can find and mine some iridium if you dig around.
    Not even super rare(20% chance a chunk can hold some, and it is able to spawn close to the surface to boot), but it's out there(I think you need diamond tools to mine it).

    Apprentice Redstoner, Professional Slacker

  • But that's only because the addon is set up in such a way that gaining access to iridium gives you access to all of the mod's tech. I really hate to be this blunt about it, but it's poor design. UU-Matter could be broken up into varieties, or tiers. I'm not talking about getting the stuff earlier, I'm talking about balancing the mod so that you receive your 'upgrades' in a staggered fashion, just like most of the major tech mods already do. Finding copper on the surface doesn't obsolete everything in vanilla Minecraft.

    Actually after you get the said MatterFabricator from quarry/strip mining, you then realize that by default (if you don't want to change the rate) it's 100 times more expensive than the original (or 16.667 millions EU per UUM with the compulsory scraps), so you still need a pretty long time to make a fusion reactor or any other powerful devices..unless of course if you make lots of geothermal generators and pump the lava from nether..

  • I'm sure you already know this, but you can find and mine some iridium if you dig around.
    Not even super rare(20% chance a chunk can hold some, and it is able to spawn close to the surface to boot), but it's out there(I think you need diamond tools to mine it).

    you would find iridium more than you would find slimes (Slime chunks generate at 10% chance

    If you have never heard of the Farlands, you're missing out.


    The farlands supports GregTech



  • you would find iridium more than you would find slimes (Slime chunks generate at 10% chance

    not anymore, slimes all over the swamps now (unless you have a mod on that replaces all vanilla mobs)


    On the iridium subject: a way to have it spawn naturally, that would make it a bit more noticable to obtain (but still take forever to actually use) would be to make a type of iridium ore spawn in a layer at a certain depth, but have it only have some absurdly tiny chance of giving a useable dust (or require a stack of dust to make into a bar). This would make it look more like it is available, but still make it hard to get

  • not anymore, slimes all over the swamps now (unless you have a mod on that replaces all vanilla mobs)

    Slime chunks, not swamps

    If you have never heard of the Farlands, you're missing out.


    The farlands supports GregTech



  • you would find iridium more than you would find slimes (Slime chunks generate at 10% chance

    The difference is that a slime chunk will reliably spawn slimes so long as certain conditions are fulfilled, while an iridium chunk will contain a single iridium ore block. And you can tell you're in a slime chunk much more easily than you can tell you're in an iridium chunk. Just listen for the sploosh sploosh.

  • True, true. But you could raise the prob to 80%, although high, it would still be hard to find.

    If you have never heard of the Farlands, you're missing out.


    The farlands supports GregTech



  • This mod breaks more than it gives. One of good points in IC2 is that you can make diamonds from coal, co you can start teching earlier, instead of boring vanilla-style mining. With Gregtech macerator recipe requires diamonds, so you can't make coal dust for making diamonds, forcing you spend hours pickaxing.
    So far only really interesting thing I can see in this mod is Quantum Chests, but I doubt it worth losing half of IC2.

  • True, true. But you could raise the prob to 80%, although high, it would still be hard to find.

    I agree. That's why my suggestion isn't to increase the density of iridium ore, rather, make it easier to obtain incrementally. You don't mine machineblock ore, you mine iron, and convert the iron ingots individually until you have enough to make a machine block. My suggestion is to do to iridium what IndustrialCraft did to diamonds. Have a chain of processing machines that eventually result in (After a lot of time and expended resources) an iridium ore. Something key, though, is to make each intermediate form (Iridium sliver, iridium shard, whatever you want to call them.) have some use, so you aren't just wasting your time if you don't have every single link in the chain up and running.


    Additionally/alternatively, have a device that makes it possible to track down iridium.