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Minecraft / Re: [October '12 Discussion and Vote] Tekkit + McMMO - Discussion
« on: November 02, 2012, 01:01:18 pm »Paintings: I actually made real use of the original set (one of my castle's hallways is a gallery), and adding more would be nice. I also remember there being a mod that adds a giant pile of blocks, none of which have any actual function beyond being blocks, but it gives you a toolkit to make all sorts of cool-looking stuff. This kind of stuff is great, and it has zero direct impact on gameplay, so should fall in the "if at least a few people want it and it doesn't conflict with anything, add it" category. Please link the mod in question, so we can answer the "will it work with this stuff" question.
Link to the mod: More Painting!
The anchor can be a time bomb. If we have an anchor attached to an automatically crashing machine, we better hope someone has a way to reach it and shut it down before the crash... because if we don't, that's it. The world is stuck in an unbreakable crash loop, and we lose days or weeks of progress - to whenever someone last got around to making a backup. While this could theoretically happen with a player and a badly timed /save-all, it's far, far, more likely to occur with anchors serving as invisible players.
To solve that problem it is still possible to edit the world with MCEdit and delete the "offending" chunk (i.e. the chunk containing the anchor and/or the crashing machine). It would mean losing everything that is in that chunk though.
My main issue with our seed is the arctic start, and lack of easy access to normally common things like sand that results. Moving the spawn just ejects newbies from the developed part of the world... it's not like any player keeping his buildings is going to move his bed. That said, this isn't a huge issue... we can always build a Nether rail line to said resources or something. I'd rather a new seed, but if we can't make stuff fit without keeping the current, so be it.
I pruned most built area (at chunk level) in a copy of the current world as it was on 24 Oct. 2012, regenerating all other chunks around those areas. That mean all mods resources (copper, tin, etc...) now populate every chunk which was not preserved. The preserved chunks are outlined with black lines and usually got a label with the (assumed) owner/builder of structures in that area. So, basically, this map show the world as it would be regenerated if with keep the same seed and preserve some chunks (between 200 and 300 of them).
Partial_Map_Regenerated_20121024
Please note that as I did not knew exactly how far the underground built parts go, it may be necessary to add a few chunks to preserve underground structures. Also, I assumed the ice castle to be built by Dak and the wood buildings in the north east by Sonya; if this is not correct, my apologies, but there was no clues there to identify the builder. There was also that big amount of structure a bit south-east of the (0,0) coords, I did not included it in the preserved zone but it can be added as well: the regenerated chunks terrain matched perfectly what is currently on the server. Finally, the only preserved part which do not match the seed regeneration is Carole mountain, reason why the preserved area is so large there.
Another thing I think we need to discuss is indirect automining. IC can spawn items directly through UU, EE can turn anything into diamonds, IC can grow iron on plants (...which EE can then turn into diamonds at I believe 32:1)... etc. This won't physically rip up the world like miners do, but it creates 2 of the other major problems - it encourages tabbing out and letting the game play itself instead of any active form of play, and it makes adventuring a negative resource gain (since you'd leave your farm).
IC2 can also turn coal into diamond (at 64:1) but with that ratio, I doubt it would be interesting and you still need to create the coal. Beside that, I agree the most "balance breaking" mod seems to be EE so it may be the mod to nerf first; but I never tried it so I will not elaborate. For the IC2 crops, I still have to see an iron or gold generating plant; and even if it is possible and "profitable" I assume it would quickly become boring to (literally) wait for plant to grow to get resources.
Anyway, on a general point of view, even if a player is generating resources like there is no tomorrow, I still fail to see how it will "break the game" for other players; Minecraft is not a competition-oriented game: you decide what your goal is and as long other players do not grief or kill you, they do not prevent you from digging underground and mine resources "by hand" or going out by night to hunt creepers with your bare fists.
I also recommend banning the nano suit, not just quantum armor. While not as obviously broken, I'm pretty sure that's either unbreakable diamond armor, or unbreakable diamond++ armor. It has to be recharged, yes, but this has no cost other than a trip to town.
A full (unenchanted) Diamond suit give 80% damage reduction, a full nano suit give 90% damage reduction BUT I suspect diamond suit durability is superior to nano suit electric charge (i.e. When fighting, a nano suit will be discharged long before a diamond suit break) and the diamond suit can be enchanted, while the nano suit cannot. So basically, as far as I can see, it is a choice between possible enchantment and superior durability with one way use vs. multiple uses with less "autonomy".
Added note: I did not tested it but some sources indicate a diamond suit can be improved up to 98% damage reduction through enchantments.
-Sam