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i saw on Direwolf20s videos of Forgecraft3, where Player (he is a dev here, correct?) said "instant item transportation ruins the game". it was a comment he posted while playing, i read it on direwolf's screen. it was not him talking to direwolf or anything. I like this idea, i think teleportation should come with a cost, like the IC2 teleporters.
Most of us here share this sentiment; we don't have tesseracts or ender chests here, to encourage long pipelines and rail transport.
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Also this being where gregtech is, and from things Ive read here< im thinking this forum is my only hope to try and make modded minecraft have more 'struggle'. honestly, i dont know if I could do real hardmode gregtech, as I have kids and a wife and really... Im not sure that I could get a world to be stable for a long enough time to even get to end game if things were set to what I hear the new gregtech is about.
Normal mode GregTech should suffice for non-hardcore players. (I.e. leave config as it is)
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So I thought I might toss out what im trying to do, and see if others have any suggestions. I use FTB at the moment becaue it is easy, and id rather not spend my few free hours messing aroudn with ID conflicts. Is there a better way than FTB that isn't too hard to set up?
That's not really a worry. With the 20-odd mods I have now I haven't got a single ID conflict. 1.6 is also much better.
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These are the ideas I have on how to adjust 'common' modpacks, ftb, technic, etc. Im playing DW20 1.5 right now on ftb and ... it's ridiculous.
Removing MFR
I keep MFR, but set it to use GT recipes and up the power costs to 5x. To fit GregTech, maybe change the power costs to 2-3x.
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Setting Forestry to 'normal', although not sure how to do that, I just looked at forestry configs today. Amazed to find out forestry defaults to 'easy' in FTB packs.
Forestry... less OP than it was when there were still the single-block farms, but then there are still the bees. Bees' and general Forestry's difficulty should be turned up at least 1 - 2 levels. To be honest, I don't see any real need for Forestry, considering how unpopular the passive MJ draw is now. Farms - you can replace with MFR; biomass/ethanol - you can replace with MFR too; bees/trees - you can replace with IC² crops.
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There's a new replacement for CC out now; it's called OpenComputers. It has GregTech recipes and requires power (which I think is configurable). That's about it; but not many people want to code for a game.
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Install gregtech for harder quarry. Id like to make quarries require more power, but I dont see anything in the buildcraft config. Id like to find a way to make other automining options more viable, and not have people just jump to quarries as the default way of automining.
There is a config (in 1.6+ at the very least), D:mining.costsmultiplier. I personally turn it up to 5x, which makes max speed 200 MJ/t. Pipes are forgettable with GregTech. The filler is useful, but MFFS can replace it. The floodgate is... meh. Oil and fuel are pretty much the only reasons I keep Buildcraft since I can't be bothered to crossbreed plants until Oilberries or install Galacticraft.
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Either remove EE3, or what I am trying now is to set the minium stone durability to 15, instead of 1521. nice in a pinch, but you aren't going to be making stacks and stacks of ender pearls with them anymore.
EE3 just doesn't fit GregTech. They conflict themewise. You may as well turn it off.
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Use gregtech MPS recipes, or just increase the power consumption of the MPS jetpack by a LOT and use IC2 recipes. maybe reduce the armor effectiveness, making it better than a nano suit, but not Godmode. Cant say I enjoy even a Quantum suit. no risk = no fun.
Same here, but I think you should turn up the power consumption of all of MPS and enable GregTech recipes.
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Thermal Expansion? Not as bad as MFR, but still very powerful and easy mod. Lemming told me once that he had Steel recipes but they were 'for masochists'. I liked the idea. Im thinking that using TE steel recipes might be ok, but I dislike 4 mj/t getting you ore doubling, so I think using TE at all kind of kills balance. Even the macerator with gregtech installed seems too easy. Althought... the pack im playing also has very high ore gen, so maybe it wouldnt be as bad if ore gen were more 'normal'. Thought about disabling macerator and only allowing Railcraft Rock Crusher, and then the Gregtech Industrial grinder? Ore doubling should be, to me, a big milestone. Also makes the cost of the Industrial grinder worthwhile.
Yes, you can make Induction Smelter and Pulverizer require diamonds; gears instead of ingots; and require steel in machine frame. You can also disable the tesseracts and the Magma Crucible (or set the costs to 2x, like I did).
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Thaumcraft... seems more balanced than most mods. But golems are pretty strong once you get them with farming. No power, etc. Does anyone use it, but just adjust the research configs so taht it requires more resources to get through the research. I have one player on my server who loves TC, but Im thinking that if I adjust forestry and install gregtech, etc. that thaumcraft will be too OP.
I used to use it during 1.5, but it's too much of a resource burn now. Thaumcraft is reward worth the expenditure, but it may get a bit OP and anti-server sometimes.
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Also.. i have no experience with forestry, ive read that Binnies addons make forestry too strong? Anyone have thoughts on this?
Yes. Definitely.
A few other pointers: up AE costs to at least 3x, and it may be good to use a recipe-altering mod to keep recipes the way you want it.