In post 17474, Maestro wrote:This kind of attitude is what Klaz and I are hoping to convince people here away of - Oceans are becoming a focus starting with 1.8 additions, and they're one of the few places where Mojang really can and should learn from modded Minecraft. with Archimedes' Ships, and with Mariculture (if it's included), Oceans shouldn't be ignored and they certainly shouldn't be reduced to something that can be easily swum across. The "10% landmass default" you mention is a very sensitive number - tweak it even to 25% and you'll be surprised how hard it will be to find even a nicely-sized Ocean for Mariculture loot or a ship thoroughfare.
The first part of this is referencing the fact that Klaz and I are building an Ocean-based modpack that we'll be having fun with soon. I think we have a preliminary modlist but it's not gonna be public or anything so there'll be no download. As we've said before we probably won't be involved with ScumCraft much. I had my fun playing in Aroma and being a troll.
In post 17474, Maestro wrote:AE2 does indeed require these presses to make the processors and other miscellaneous parts, and they are mainly found in meteorites (though they're also in other loot locations). However, I'd definitely disagree with your assertion that these meteorites are even close to "far apart". Yes, they are rare occurrences, possible rarer than the Vanilla dungeon, but this is a necessary balancing act for the mod AND once you find one of each press I believe you're set for life. Not to mention that the meteorites are massive blights on the landscape - they should be minimized however possible. 1000+ blocks from spawn in each direction they become slightly more common, to the point where I've found dozens within a couple-biome radius of ~900ish.
I'm 99999.9999% sure there's a way to copy them once one person has found them, too. I may be wrong about that, but I'm fairly certain I'm not.
we have a lot of new players so going over the pack the way we did with SP1 is a good idea, and I did say anyone was free to do their own testing and let me know what they find they like/dislike, want added, etc. Me and dav are admin, but we're all players who have to play with it, so I don't mind at all having this new pack be more of a community effort, especially since we've got more than a couple new players who weren't around before.
I like the idea of a community modpack. Gives us a chance to experience new things. Playing with the same old mods every time gets kind of boring, to be frank. No matter how much they update.
@ETL: Then they can read the thread? I wasn't trying to be rude, I was just responding in my own way. Not only that, but if it were new information I'd be listening. A lot of this (RE: Mystcraft stuff) we're already well aware of. It just takes you guys informing the new people a little more (or me doing it with a more annoyed tone).
PEDIT @Klaz:
MY
lawn.
PEDIT @dav: Yeah, but that's not what I was responding to. New mods are great, if they're good mods. (A lot of the mods we've never had, we've never had for a reason. They're not good for
us
, for one reason or another. A lot of new mods we should explore and we've had success exploring new mods in the past.) I was responding to old information about old mods, which we don't really need and shouldn't rehash just because there're a couple new people involved in the conversation. That's my only qualm, youngin'.
Wasn't at all calling you out or anything - I believe you're just as involved as you should be if indeed you're not updating for a long time (which you shouldn't). I'm just saying if you want input and you don't want it to be 80% rehash like that post (no offense, davsaz), you need to provide some guidelines for input and some purpose for individual testing.
I dont mind the rehash at all. They are conversations that need to happen and will always need to happen with every new group of players. Just like yall did with me
I can't stop thinking about that Water-Based pack that Maestro and Klaz are making/testing.
Some custom generation, add in HQM and I'm thinking 3rd party FTB there. Make it a true challenge map in the AgSkies, Crash Landing tradition. Although, because of my limited imagination, the best I can come up with so far is basically Crash Landing with the desert replaced with water.
My Uncle always use'ta say, 'You can't get no blood from a turnip.' .... He'd say the same thing about gettin' it from a stone, too.
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I never said nothin' back to him. You don't want mess with no freak that's searchin' around that hard for blood.
There's already a pack like that being tested. I have no idea what it's called, but I talked to the creator when he first submitted it and he said he wanted to call it "Splash Landing."
However, a water based HQM pack would be neat. I'm sure my imagination could work something up for it.
Also, I need someone to be a guinea pig on SP3. This may or may not involve killing me multiple times with a weapon I give you.
The idea of a challenge/hardcore map just sort of popped into my head when you guys first mentioned the theme of the pack. The idea is taking its own sweet time about vacating the premises.
My Uncle always use'ta say, 'You can't get no blood from a turnip.' .... He'd say the same thing about gettin' it from a stone, too.
-
I never said nothin' back to him. You don't want mess with no freak that's searchin' around that hard for blood.
In post 17488, Oso wrote:I can't stop thinking about that Water-Based pack that Maestro and Klaz are making/testing.
Some custom generation, add in HQM and I'm thinking 3rd party FTB there. Make it a true challenge map in the AgSkies, Crash Landing tradition. Although, because of my limited imagination, the best I can come up with so far is basically Crash Landing with the desert replaced with water.
Lol.
We can discuss this over irc when m and i finish the pack. Its not intended to be a challenge map per say, but its purpose is to get you to live on/off the ocean and utilize certain things that has not been used before.
One thing though, a third party ftb pack wouldnt be allowed for the pack we're working on. Mo' Creatures's author is an asshole and refuses to give permission for modpacks, unless he gets paid $500 a month. Also, we went through all of this before, compiling permissions for the modpack is the worst thing ever. If you want to do it that way, feel free to use our pack as a base, but i will not be doing any legwork for it afterwards.
Mo' Creatures's author is an asshole and refuses to give permission for modpacks, unless he gets paid $500 a month.
Also, we went through all of this before, compiling permissions for the modpack is the worst thing ever. If you want to do it that way, feel free to use our pack as a base, but i will not be doing any legwork for it afterwards.
Klaz, he's not being serious about FTB.
UNRELATED: The bolded is a shitty way to mod and I feel like I'd hate him as a person. This is the kindof thing that makes me want to not use his mod at all because he's a cunt about it.
Doesn't all modded change what you normally do in Vanilla anyway?
(Not saying it's a bad idea, just curious as to what you mean by that).
And basically, yeah. It's also nice to get a reward for your efforts. Like, some things in minecraft (both modded and vanilla) are incredibly costly for no reason at all.
Examples: Vanilla ----> Beacon.
Modded: ----> Reinforced Watering Can
Edit: I dislike Mo' Creatures entirely, but it has nothing to do with the mod author. (He is a cunt though).