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Posted: Thu Oct 30, 2014 8:02 am
by Maestro
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.

Posted: Thu Oct 30, 2014 8:03 am
by fuzzybutternut
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.

Posted: Thu Oct 30, 2014 8:07 am
by Maestro
I think you're right, yeah.

Posted: Thu Oct 30, 2014 8:10 am
by Guilty Gunsmith
jeez M ... lol..

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. :]

Posted: Thu Oct 30, 2014 8:12 am
by Klazam
Ignore us crotchety old players then

Geroff me lawn

Posted: Thu Oct 30, 2014 8:12 am
by fuzzybutternut
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.

Posted: Thu Oct 30, 2014 8:17 am
by Maestro
@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'.

Posted: Thu Oct 30, 2014 8:25 am
by EspeciallyTheLies
It's fine. They're here and involved now ya know, it's not like they are gonna go find it among the 600+ pages :lol:

And I'm probably not as involved as I should be. I'll put up some info this weekend if I have time. I've just been slammed with OT for a while.

Posted: Thu Oct 30, 2014 8:28 am
by Maestro
In post 17482, EspeciallyTheLies wrote:I'm probably not as involved as I should be.

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.

Posted: Thu Oct 30, 2014 8:29 am
by Maestro
Also I have a love/hate relationship with your alt posts. <3

Posted: Thu Oct 30, 2014 8:40 am
by EspeciallyTheLies
lol..

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 :P

Posted: Thu Oct 30, 2014 8:52 am
by fuzzybutternut
I remember that modded server Maru made once.
Started playing with thaumcraft and cameracraft, went mining, found 13184939 ores, got confused, left.


good times...

Posted: Thu Oct 30, 2014 8:58 am
by EspeciallyTheLies
Hahaha

Posted: Thu Oct 30, 2014 9:09 am
by Oso
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.

Posted: Thu Oct 30, 2014 9:19 am
by fuzzybutternut
There's already a pack like that being tested. :P 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.

Posted: Thu Oct 30, 2014 9:21 am
by Maestro
Ugh. HQM. Why do you guys hate normal survival so much?

EDIT: AgSkies was not a challenge. AgSkies was obnoxious and annoying.

Posted: Thu Oct 30, 2014 9:24 am
by Oso
I don't hate it. I quite like it actually.

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.

Posted: Thu Oct 30, 2014 9:25 am
by fuzzybutternut
In post 17490, Maestro wrote:EDIT: AgSkies was not a challenge. AgSkies was obnoxious and annoying.



Material Energy^3. 'Nuff said.

Also, HQM adds a purpose and/or guideline to challenge packs. Something to work towards, rather than setting your own goals.

Posted: Thu Oct 30, 2014 9:25 am
by Klazam
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.

Posted: Thu Oct 30, 2014 9:26 am
by Klazam
Its intended to be a true survival pack that changes the paradigim of what you normally do in vanilla minecraft

Posted: Thu Oct 30, 2014 9:27 am
by Maestro
In post 17492, fuzzybutternut wrote:rather than setting your own goals

ah, yes, nvm it's clear now
you people that go "blech I'm bored" obviously need this in a modpack :wink:

Posted: Thu Oct 30, 2014 9:28 am
by Maestro
In post 17493, Klazam wrote:
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.

Posted: Thu Oct 30, 2014 9:29 am
by fuzzybutternut
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).

Posted: Thu Oct 30, 2014 9:31 am
by Klazam
(I know, i'm just saying)

Posted: Thu Oct 30, 2014 9:32 am
by davesaz
My objective is to be helpful.