I love mods like Buildcraft, Thermal Expansion/Dynamics, and Tinkers Construct. I'm also a fan of playing SSP or SMP on small, private servers, NO PVP. That feeling of achievement you get when you finally craft the ultimate weapon, or get some sweet automation going.
The problem I have (and I believe others, too) is once you get to a certain point, why do you need automation at all? There is no more reason to use the resources you gather other than to repair gear or build magnificent structures or complex systems.
Why do you need the super powerful god-gear? Regular mobs, even vanilla bosses, don't stand a chance. You can farm drops of any kind all day long. Just adding more bosses, doesn't really fix the problem. There needs to be something that you can only hope to defeat using the best gear you can possibly craft.
The What:
Now, I've been coding for quite a while, but I'm fairly new to Minecraft modding. I've had enough experience 3D modelling and texturing that I'm fairly confident I could create decent models that fit in Minecraft. That being said, I want to start small. Perhaps an add-on or something that is stand alone but compliments the mods I've mentioned above (Buildcraft, Thermal Expansion/Dynamics, Tinkers Construct, IC2). For this reason, the target version of Minecraft is 1.7.10, to the dismay of some.
Though I want to start small, I'm open to big ideas, too. I just may not choose to tackle a bigger project until I have a couple smaller mods under my belt (and probably some people to work with too).
The How:
And here is my question to you. How do we make reaching the pinnacle in tech worthwhile, other than for the sake of "just because we can?" What sorts of things are missing that would make energy necessary beyond automation? Have any ideas that would make automated farms, mining, etc. necessary in SSP? What could use giant power plants and energy resources? Why do I need these ridiculously powerful weapons that can kill endermen in 1 or 2 hits? What would make a player in diamond armor with protection V enchantments shake in their boots?
Here are some ideas to point in the right direction:
A game mechanic that requires a constant power source.
Class of mobs that are unbeatable without proper gear.
A game mechanic that requires heavy amounts of resources, thus making automation of mining worth it past getting a suit of diamond armor.
Extra dimension(s) that add new, more difficult mobs and/or whole new dynamic to even survive for more than a few seconds (e.g. energy suits to counteract a toxic environment?)
Some sort of simple device that would need RF power that you would find useful, but is missing from existing mods.
Expand on these if you like, or maybe you have a completely different angle? Either way, I'd like to here it.
Some sort of simple device that would need RF power that you would find useful, but is missing from existing mods.
Wow, never seen such a generic idea..
That being said, I want to start small. Perhaps an add-on or something that is stand alone but compliments the mods I've mentioned above (Buildcraft, Thermal Expansion/Dynamics, Tinkers Construct, IC2). For this reason, the target version of Minecraft is 1.7.10, to the dismay of some.
All of these are available in 1.10.2 at least (except thermal dynamics, which is being updated atm, and will probably get released in the next few weeks), so why don'T you update to 1.10 at least?
Well these ideas are generic on purpose. They are just meant to get the ball rolling. This is an issue I've wanted to tackle for a while, but every time I sit down to brainstorm, the ideas are either too massive or... well.. generic. It makes sense to pick other people's brains on the matter. The more different perspectives the better. I'm much better at making a vision into reality than I am at coming up with the idea. Or maybe I'm just impatient and ready to start mapping out the project.
All of these are available in 1.10.2 at least (except thermal dynamics, which is being updated atm, and will probably get released in the next few weeks), so why don'T you update to 1.10 at least?
One reason is to one day update my own mod, learn how this is done, and possibly help with other projects. I'm sure I could learn this other ways, like eventually updating from 1.10.2 to 1.12 or 1.11. But! 1.7.10 still has the largest collection of mods, many of them I would hate to see left to the wayside.
I won't take 1.10.2 off the table completely, but I can't compare/contrast versions without an idea.
One reason is to one day update my own mod, learn how this is done, and possibly help with other projects. I'm sure I could learn this other ways, like eventually updating from 1.10.2 to 1.12 or 1.11. But! 1.7.10 still has the largest collection of mods, many of them I would hate to see left to the wayside.
I won't take 1.10.2 off the table completely, but I can't compare/contrast versions without an idea.
Well, updating from 1.7.10 to 1.10 means re-writing 90% of the code from scratch, so I'd suggest you just skip 1.7
updating from 1.7.10 to 1.10 means re-writing 90% of the code from scratch
Believe it or not, this is one of the reasons why I wanted to start with 1.7. I've been following the modding community for a while now, and know that the leap from 1.7 to 1.8 has been one of the hardest for big mods to make. As per my software engineering major, I enjoy the challenge of refactoring code, and finding methods to do it effectively and quickly.
Thanks for your input though. I'll be sure to take a closer look and weigh the pros and cons before I dive in
The Why:
I love mods like Buildcraft, Thermal Expansion/Dynamics, and Tinkers Construct. I'm also a fan of playing SSP or SMP on small, private servers, NO PVP. That feeling of achievement you get when you finally craft the ultimate weapon, or get some sweet automation going.
The problem I have (and I believe others, too) is once you get to a certain point, why do you need automation at all? There is no more reason to use the resources you gather other than to repair gear or build magnificent structures or complex systems.
Why do you need the super powerful god-gear? Regular mobs, even vanilla bosses, don't stand a chance. You can farm drops of any kind all day long. Just adding more bosses, doesn't really fix the problem. There needs to be something that you can only hope to defeat using the best gear you can possibly craft.
The What:
Now, I've been coding for quite a while, but I'm fairly new to Minecraft modding. I've had enough experience 3D modelling and texturing that I'm fairly confident I could create decent models that fit in Minecraft. That being said, I want to start small. Perhaps an add-on or something that is stand alone but compliments the mods I've mentioned above (Buildcraft, Thermal Expansion/Dynamics, Tinkers Construct, IC2). For this reason, the target version of Minecraft is 1.7.10, to the dismay of some.
Though I want to start small, I'm open to big ideas, too. I just may not choose to tackle a bigger project until I have a couple smaller mods under my belt (and probably some people to work with too).
The How:
And here is my question to you. How do we make reaching the pinnacle in tech worthwhile, other than for the sake of "just because we can?" What sorts of things are missing that would make energy necessary beyond automation? Have any ideas that would make automated farms, mining, etc. necessary in SSP? What could use giant power plants and energy resources? Why do I need these ridiculously powerful weapons that can kill endermen in 1 or 2 hits? What would make a player in diamond armor with protection V enchantments shake in their boots?
Here are some ideas to point in the right direction:
Expand on these if you like, or maybe you have a completely different angle? Either way, I'd like to here it.
Thanks!
Wow, never seen such a generic idea..
All of these are available in 1.10.2 at least (except thermal dynamics, which is being updated atm, and will probably get released in the next few weeks), so why don'T you update to 1.10 at least?
Well these ideas are generic on purpose. They are just meant to get the ball rolling. This is an issue I've wanted to tackle for a while, but every time I sit down to brainstorm, the ideas are either too massive or... well.. generic. It makes sense to pick other people's brains on the matter. The more different perspectives the better. I'm much better at making a vision into reality than I am at coming up with the idea. Or maybe I'm just impatient and ready to start mapping out the project.
One reason is to one day update my own mod, learn how this is done, and possibly help with other projects. I'm sure I could learn this other ways, like eventually updating from 1.10.2 to 1.12 or 1.11. But! 1.7.10 still has the largest collection of mods, many of them I would hate to see left to the wayside.
I won't take 1.10.2 off the table completely, but I can't compare/contrast versions without an idea.
Well, updating from 1.7.10 to 1.10 means re-writing 90% of the code from scratch, so I'd suggest you just skip 1.7
Believe it or not, this is one of the reasons why I wanted to start with 1.7. I've been following the modding community for a while now, and know that the leap from 1.7 to 1.8 has been one of the hardest for big mods to make. As per my software engineering major, I enjoy the challenge of refactoring code, and finding methods to do it effectively and quickly.
Thanks for your input though. I'll be sure to take a closer look and weigh the pros and cons before I dive in
Oh and just to let you know, tehre's another huge gap between 1.8 and 1.8.9 and there were some more changes between 1.8.9 and 1.9.4/1.10.2.