So I have been playing this mod awhile and have to say some of the recent changes have caused me to ponder the direction this mod is going.
Hardcore sheep started as an interesting game mechanic. Hours days and even weeks were spent breeding multiple generations to determine recessive gene proportions and ratio chances of sheep color output. And the end of that however I realized I had a rainbow of sheep who had little purpose. We can't eat them and after making a bed they are just aesthetic.
Hardcore grinding is also a bit annoying. We used to be able to make many of these things like bonemeal in our personal inventories. We didn't have to carry everything back to a mill. Now mills are required and we have to bring tons of food with us instead of making stuff as we go.
Then came the bed change. Honestly beds have other uses then just resetting a spawn. However now they are purely decorative and have completely devalued sheep. Now sheep are completely aesthetic just obnoxious lawn ornaments. A way of saying hey look what I have. So now we have another useless mob in the game. Sure decorating with colored wool can be fun but mostly useless.And you don't even need sheep for that. GO out and kill a bunch of spiders and use the strong to make the wool.
Then there's F3. I sort of understand the idea behind not using coords. But what about people who can't figure out rail roads? Or have no interest in building ugly landmarks all over the place? Or can't read a compass or see the sky? Why should they be penalized for lack of directional interpretation ability? Besides which REI's minimap still works with BTW and invalidates the whole thing. So why spend time on this?
And nether chickens now provide even more reason to take eggs to the nether. As they drop more feathers when exploding and even add the chance of ghast tears.
I see all this stuff coming about hardcore spawn and hardcore mobs. And I have to wonder what else will be invalidated. Why not make your own game instead of modding minecraft if you dislike vMC mechanics enough to change them?
Then theres the sound thing. Sounds even when turned off add a lot of drain on a computer. What about hose of us who are deaf? We should be able to turn off the sounds from the config file to reduce drain on the computer.
Finally its just too easy for the most part. After you get the resources to create SFS you can keep reusing it over and over. You never have to mine more iron unless you really feel the need to show off your prowess with a fully automated factory. So you just keep getting resources to automate the collection of more of the same resource to automate more resources. It pretty quickly becomes a redundant cycle. The only thing that limits you is the availability of clay.
So I will sum this up with a few suggestions.
1. Add a use for sheep. A reason beyond decoration for us to bother breeding the stupid things. Make them drop meat for tallow, mutton is high in fat and could easily be rendered to tallow.
2. Add some way of generating more clay. Once the clay runs out in the world you have to move your base which is just silly when clay is a naturally occurring substance in many dirts and terrains.
3. Remove the feathers from chickens in the nether its invalidates the idea of not having chickens in the nether.
4. add some form or camouflaged way point that can only be seen by the user that placed it. Maybe made from wool?
5. The ability to create a gps device from SFS would make a nice addition to the steel tier.
6. Add variants to the cement bucket. Different ingredients produce different buckets.. dirt, grass, sandstone etc.
7. Add in a loss ratio to the crucible so you can't keep using the same iron and sfs over and over and over.
8. Make planters reusable. By letting us dump stuff out.
9. Add back the ability to grow netherwart overworld in planters as having to afk in the nether for it to grow is annoying.
Frankly while I think you have the basis for a good mod here you might have a better basis for a new game.
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EIO conduits currently don't work with item outputs (because... technical reasons). You can use any kind of normal inventory as a buffer... chests, storage drawers, etc.
Is the steam tank full? If so it's a throughput problem on the output side. A full exchanger running at capacity should make a bit short of 4B/t of steam.
Moving steam was one of the main reasons i made it
That was actually before i had anything steam related in AG. Big Reactors was notorious for piping problems with steam, and the common solution before that was tesseracts... which looked stupid.
Bulkyness is intended
As a rule of thumb - all blocks place with the output side to face the player. So build from source to destination. Also, all forge compatible wrenches (e.g. the one from EnderIO) should work... they turn the block to face the side you quit.
What did you use to pipe from the water source? It has no limit, but the pipes you connect it to might.
If you use pressure pipes, use the pump or pressure input in powered mode (give it redstone signal) - then you don't need anything not-pressure-pipes in the loop.
This is the easiest setup, and it should have no throughput issues:
Substitute creative lava source for wherever you get the lava from (you don't really need PP for that), and the drain for wherever you send the steam to.
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Yes, coming soon(tm)
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Alpha builds are up for MC 1.10.2 on CurseForge and Jenkins:
Should be pretty stable. Please report any bugs you encounter.
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Alpha builds are up for MC 1.10.2 on CurseForge and Jenkins:
Should be pretty stable. Please report any bugs you encounter.
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Not really, this error should be easy to reproduce with any config.
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I've added support for custom flower alleles in the latest alpha build.
It's WIP. Defining blocks accepted as flowers works but spreading new ones doest, will be implemented in the future.
See here for example: https://github.com/bdew/gendustry/blob/mc1710/example_configs/example_bees.cfg#L69
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This version is built against rv3 alpha 12 http://minecraft.curseforge.com/projects/ae2-stuff/files/2270295
It should work with 13 as well i think
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Right now you can only use the flower alleles provided by forestry, defining new types can only be done in code.
It does seem like something useful to have in configs, and i think shouldn't be too hard to implement. I'll look into it.
I was (and still somewhat is) extremely busy during the last few months, and was mostly just doing support and bugfixing without doing much development of new stuff. It's something i will look into in the future but it's not at the top of my (pretty long) todo list.
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Included addons
Mod spotlight by thejereman13
Screenshots
Requirements
About SMP
Most of the features of this mod are client side and don't need any support from the server, with a few exceptions:
Downloads on my website
For recent changes - see the changelog
Configuration
Everything can be configured in /config/NEIAddons.cfg
There is a central section where you can disable addons if you don't want them, and separate sections for addon-specific options.
Read the comments, it should be pretty self-explanatory.
Open Source
The mod is licensed under the MMPL-1.0, the source code is available on GitHub.
Yes this means you have permission to add it to any public or private mod pack.
20
Features
Downloads and Documentation on my site
For recent changes - see the changelog.
Spotlights
1.1 update spotlight by SilverContrail
Old Spotlight for 1.0 by SilverContrail
Requirements
Supported Mods
License
The mod is licensed under the MMPL-1.0, the source code is available on GitHub.
Yes this means you have permission to add it to any public or private mod pack without asking.