I'm still interested in collaborative projects.
I could think about laying out the city. Maybe something interesting will come up.I've always liked the look of those modern city builds, with skyscrapers and such. Something like that would probably need to be a creative endeavor, but I think it would be a cool group project. Just have one person lay out some street grids and people can start building skyscrapers wherever they way. Get a big seaport, maybe and airport, subways. All that neat stuff.
Only maniacs finish.
I could think about laying out the city. Maybe something interesting will come up.
It would be nice to get some fancy builds for ideas.
I have another project with such approach.
The main idea is to define some part of world as playing map and build there some sort of village or several ones from resources found in defined area. And if you use stone for some buildings there have to be quarry and mason workshop to make stone blocks. And maybe some transporting system.
It is some sort of incremental building. You just start from scratch and improve it by little changes. And if one come to see this village he may never see the same picture there. Some buildings appear, some become abandoned or even ruined.
The main requirement is to keep harmony between world and creation.
But my request for collaborative building is quite different. I want to share responsibility for single project with someone. And I think it would be fair just to assist with someone's project. If someone wants to help me I can think about a project, but atm I have no such idea.
And it would be nice having not big project for that. Big projects are made with already formed teams or just maniacs. Many people start huge projects and leave it on beginning. Only maniacs finish.
Exhibit A: Charlie and his dome.
Not even maniacs finish.
Where is this dome? I don't recall seeing anything a million blocks big in my travels...
Same.Well technically speaking I did finish the dome all god knows how many million blocks of it. It's just there aint much in it other than a huge arse underground tree farm and a jungle island.
I am afraid I just ran out of steam with Minecraft. I have tried to get back into it but I just can't. I am starting to think I finally have the game out of my system and all it took was 3 cities and a huge dome to do it
Same.
To be honest I'm a lot happier without the game.
Same.
To be honest I'm a lot happier without the game.
I am afraid I just ran out of steam with Minecraft. I have tried to get back into it but I just can't.
I actually really enjoy gathering resources, get yourself some BGM so you don't get bored.I'm not sure how Rikui cuts down forests so quickly though, collecting resources so I don't have to pause when building is kind of wearing on me.
I haven't been playing much lately but that's only because Elite Dangerous and Cities Skylines came out.
The great thing about being a person who always jumped in and out of Minecraft is that the game always feels fresh for me. To be honest I've never even really taking a chance to mess with any of the mods.
I disagree. Reading the changelogs for a number of popular mods indicates to me that they're very interested in performance, and tools like CoFH Core etc exist precisely to help mod integration and remove duplication of functionality.Mod packs are too heavy. Even particular mods are becoming more and more sophisticated. I can't imagine someone optimize such mods except the developers. And it seems developers work on new fancy features and fixing critical bugs, but not optimizing to work in mod packs.
Any simple way to increase the speed of minecarts? Just trying to make my subway system more worthwhile.
There are the booster tracks you can build out of gold and redstone, but those only get you so fast. It only takes a couple to get to full speed, and then you only need place one like every dozen or so to stay at that speed. I can't remember the math, but I'm sure you can find it only. That's about it, though. No turbo speed.
It's pretty trivial to google "cofh core" and find their website / github repos and, well, I'm not sure what your point is otherwise. RF and MJ are different things - one represents power (electricity) and the other represents mechanical force. There's no standardisation to be done there. And yeah, if you want to use BC then you need to produce MJ somehow. Haven't used BC in ages though - I prefer Thermal Expansion, Mekanism, IndustrialCraft, Ender IO, Big Reactors, Applied Energistics, etc (unless I'm playing a different style of game in which case I avoid packs with all the industrialisation modsIn fact, in 1.5 minecraft I can use TE mod. Now in 1.7.10 you need to make decisions.
Tell me where I can read about CoFH Core. I have read something about they doing some standardization e.a. redstone flux instead of MJ and so on. And many major mods already accepted RF standard. But if you see in game, not every engine work with every consumer. You still need to do some tricks to pass RF from BC to TE for example.
It's pretty trivial to google "cofh core" and find their website / github repos and, well, I'm not sure what your point is otherwise. RF and MJ are different things - one represents power (electricity) and the other represents mechanical force. There's no standardisation to be done there. And yeah, if you want to use BC then you need to produce MJ somehow. Haven't used BC in ages though - I prefer Thermal Expansion, Mekanism, IndustrialCraft, Ender IO, Big Reactors, Applied Energistics, etc (unless I'm playing a different style of game in which case I avoid packs with all the industrialisation mods
If you don't think that's fun, that's fine! I find it fun
Every time I hear or read about modpacks, they just sound so amazing. But every time I try one, I just can't get into it. I don't know why. There's just something about them that doesn't click with me the way Minecraft Vanilla does. I can't put my finger on it.
I've never really explored the bee/forestry parts of the mega modpacks I've played. I do intend to some day - do you think they're worth it?It may depend on playing style. I like just to learn what is available and how I can use it. You just dig new block, jump on wiki and find something cool to make. Automation, bees breading, nuclear plants...
Now I'm playing Binnie's with TE+BC+RC. Challenge is to have all 100+ tree species without wiki. I have discovered about 20 already (and it seems to me, jungle trees don't give new species like in 1.6). You just have your favorite vanilla with some new building blocks, resource multiplier and mining automation.
I've never really explored the bee/forestry parts of the mega modpacks I've played. I do intend to some day - do you think they're worth it?
I've just "finished" playing Sky Factory 2. "finished" because I've pretty much reached the point where it's not a Sky Factory challenge any more, it's just a regular, albeit limited modpack. It was an interesting - and fun - challenge, but once you have full zivicio armor, a Big Reactor and several ender quarries in the Deep Dark, you know, it's kinda done
I've never really explored the bee/forestry parts of the mega modpacks I've played. I do intend to some day - do you think they're worth it?
Well, I think thats an issue with some people who play Minecraft in generalat some point, youre done, and they feel like theres nothing left to do. People who keep playing MineCraft are the people who keep on setting their own goals.
That's definitely a big part of it. A reason it's so hard for me to get bored of Minecraft is because when I'm bored, I can just build something else. That's why I think my favorite additions are simply new blocks. I don't care as much about combat or engine stuff. Exploring is really only fun the first time. But new blocks just me all new kinds of building.
Well I think improvements to combat and such will increasing the longevity if there's a bit more depth there. (It also probably has an outsize effect on things like UHC.) I have thought about ways they could presumably A) ramp up difficulty and B) add a longer progression to satisfy people who really like that element. It's definitely true in normal survival games that at some point, you snowball and short of doing something stupid like dropping into lava you're invulnerable and non-threatened.
UHC solves the first issue, although no one plays it long enough to experience B).
I've thought about how the game would change if the world got increasingly harsh over timethe longer your SP world goes on, the tougher enemies would get, they'd gain new abilities and force you to maintain defenses, that sort of thing. But again, that would be catering to a subset of playershence why probably an official, decent mod API is the best thing they can do to please *lots* of people. Fans are always going to be able to iterate and add more stuff faster and without the same regard.
Yeah, I used to dream of the same thing. And they implemented it slightly, with mob difficulty increasing a bit if you don't move. But I always pictured lots of bosses, dungeons to clear, stuff like that. As far as that goes, I actually like they way they implemented boss fights when it came to the Ender Dragon (The Wither to a lesser extent). I think it's a great idea to make a boss fight occur in a different dimension that players can choose to travel to. It makes it easy for people not interested in fighting the dragon to simply play the game as if it were never added, while giving the adventurous types more options. I would love it if the world were filled with different kinds of structures, and each one contained a portal that led to a small dimension where some sort of boss fight/puzzle happened. I like that the dragon drops a trophy that doesn't do anything. It's a cool way to make bragging rights. I would go one step further and have bosses drop trophies, and a powerful, end game item. For example, it would be awesome to have an item that enabled flying in survival. Or maybe something like a beacon, but it changes the biome in a circumference around it. Things like that, I would love.
But, I know my tastes for what would make a good adventure mode my sound like shit to another person who wants something totally different. Which is why I'm always sure to be satisfied with more blocks!
Yeah, giving creative powers in survival might be one way of extending the player progressionpotions of flying and whatnot. Your idea of dungeons and minibosses are probably a good onesomething more elaborate than the strongholds we currently have, maybe with more puzzles would definitely scratch an itch.
Biomes are one element I kind of wish were more flexible, yet it seems like such an integral part of the base game I'm not sure you could adjust without serious ramifications. Being able to do things like change your mountain base to be completely snowy or stop it from constantly raining would be something I'm sure plenty of builders would appreciate.
Honestly modpacks are fun but they are what kinda kills goals.
Vanilla goals seems to have more weight to them.
Ah, cool. The starting-from-a-small-set is what attracted me to Sky Factory 2. Starting in a world that consists only of a single oak tree and a single dirt block and minecrafting everything from that. It was a fun challenge, especially when I also discovered the nether had no ground eitherIt depends.
You just spend big amount of time on routine tasks and sometimes get reward of new useless bee specie. It is like a gambling.
As for me I'm fanatic of idea to get variety of things from small fixed set. You start with 10 species and maybe 10 queens and later you will have hundreds of drones of different hybrids with different qualities.
There is a little hint: BC's quarry can dig Binnie's rocky hives. A full sized quarry gives you about 10-20 new queens, mainly of pristine stock.
Whereas for me, the vanilla goals kinda run out too early for me, and the additional goals introduced by mods (industrialisation, or developing magic powers, or constructing a world that starts out with just a single tree and one dirt block) add something for me to aim for in my play. I'm not a huge builder - I've been playing Minecraft so long that I've built all the castles, and statues, and whatever else that I'm likely to build. I still enjoy building up a nice base, but it ends up being parallel to the other goals that the mods are enabling me to achieve.Honestly modpacks are fun but they are what kinda kills goals.
Vanilla goals seems to have more weight to them.
Neocraft #147 is up, and man, I feel like I'm running out of things to do right away.
On the plus side, I've started working out how the whole pathway along the edge of the mountain might work but I could use some feedback on it.
Behh.. logging in so now and then.. nobody online .. build a thing or start building a thing and logging off.
Its really starting to become incredibly boring. The Neocraft server is slowly dying (has been dying for a while now) and vanilla minecraft hasn't had any good updates for months to keep the server interesting, and I don't think the 1.9 update will make a huge difference.
Anyone hosting any cool modpack minecraft servers?