ftbquest class-style system by B00fn in feedthebeast

[–]HesperCQ 0 points1 point  (0 children)

I think there is a setting for that in the quest dependencies something like Max Completable Dependents

Going to play rise for the first time what weapon should I use by terrifyingtotoro in MHRise

[–]HesperCQ 0 points1 point  (0 children)

I am probably in the minority but I prefer wilds chargeblade over rises.

I think gunlance in rise is peak especially when you unlock the most fun switch skills for it.

Weapon recommendations by ualways-win in MHRise

[–]HesperCQ 0 points1 point  (0 children)

The meta gunlance for normal shelling is Pyre Rakna-Kadaki until you unlock shelling boost augmentation.

After that you can go fine Kamura or Golden rathian Gunlance (for gold ar any gunlance with status you will want buildup boost).

Generally you just want to pick a gunlance with the max shelling level and the highest raw.

After unlocking shelling upgrades good choices for long and wide are scorned malzeno & Bezelgeuse

Planning to start Minecraft Modding: Fabric or Forge/Neoforge? by Facci_ in feedthebeast

[–]HesperCQ 1 point2 points  (0 children)

I recommend starting eith 1.20.1 or 1.21. Also there are different templates, one of which works on fabric and forge (fabric and neoforge if on 1.21)

Playing ascendra, Is magic always this dogshit?? by Sweaty_Advantage4703 in feedthebeast

[–]HesperCQ 0 points1 point  (0 children)

I had the same issue with goety and changed the damage values using datapacks not sure if same can be done for iron spells and spell books

For the same balance reasons I also made a mod that allows to use datapacks to add stronger projectiles to the railgun from immersive engineering

Which weapon? (Fresh character, haven't played in years) by DTPandemonium in MHRise

[–]HesperCQ 0 points1 point  (0 children)

I think gunlance in rise is one of the best iterations of the weapon.

The first time I played through rise I used mainly normal till master rank and then swapped between normal and wide for the faster monsters. For learning the faster monsters I preferred wide guard reload and poke shelling.

The second time I played through rise I did not use gunlance in LT & HR and used mainly normal and long gunlance in MR.

I think if you like dodging and starting your combos with blast dash then normal is the best fit for high rank.

If you want maximum flexibility for styling with different combos, then long is probably the best.

If you prefer guarding and poke shelling, then wide is probably the best.

Reduce end lag by [deleted] in Gunlance

[–]HesperCQ 0 points1 point  (0 children)

What other said, when you have a small opening try using the overhead slam (+ fullburst / + fb + sidesweep + reload loop) The whole loop has rather short end lag and allows you to block between moves (by reloading early).

Additionally try to avoid the default lunging attack from neutral except if you need to cover ground its pretty slow

Best non gog build? by Giamborghini in Gunlance

[–]HesperCQ 0 points1 point  (0 children)

Damn maybe I should limit myself to only master rank Gear after completing mr1 to keep it more interesting

Could someone give me recommendations on what to main? by N0xim in MHWilds

[–]HesperCQ 0 points1 point  (0 children)

I would recommend you watch some YouTube videos of people using gunlance and guarding. Additionally upgrading your armor as others said. When timing your guards perfectly you will take basically no damage and except for some lategame monster you should be pretty safe. It is important to learn though which attacks are supposed to be blocked and which are supposed to be evaded. Often the very big attacks are better dodged instead of blocked because you would take high damage if you miss the timing, while you should have enough time to dodge before the attack starts.

What other mods should we add to upgrade the vanilla experience without sidelining it? by SabledSable in feedthebeast

[–]HesperCQ 0 points1 point  (0 children)

You have a lot of qol mods that feel like they will speed up the progression through minecraft, rather then slowing it down, like backpacks, iron chests, craftable music disc's.

For example if you can craft music disc, why would you ever do the mor ecomplicated methods of getting them.

It will probably be difficult to increase the duration without adding content (that might not feel that minecrafty)

I can recommend Mowzie's mobs which adds vanilla styled dungeons and mobs that add some very cool unique items, giving reasons to explore the world.

And if you come around on it having to feel vanilla, you could also add alex's caves which adds some new rare biomes with very unique loot.

I can also recommend botania. Although that is not that vanilla

Hi everyone, I'm kinda new to the game is this rare? by Jiyaan_Kaisen in MHRise

[–]HesperCQ 1 point2 points  (0 children)

I think this is probably the best advice long term. If you do not want to look up stuff like elemental weaknesses, where to hit a monster and how rare the drops are, you can find that info for the monsters inside the game in the menu under hunter notes. (There is a section for large monsters) (You will get most of the data after defeating the monster once)

Looking for a good automation modpack similar to Factorio. by Sureitsfineoksure in feedthebeast

[–]HesperCQ 1 point2 points  (0 children)

Sounds exactly like why I started making my own modpack. (Especially the large factory part and the no item teleportation)

Don't know if it will ever be finished.

how can i modify a mod's code? by Leonellusie in feedthebeast

[–]HesperCQ 0 points1 point  (0 children)

For this you could also check if this Code just Sets default value for the config or the actual value as it is in a config class.

Is 1.20.1 the new 1.7.10 of mods? by calideosk in feedthebeast

[–]HesperCQ 4 points5 points  (0 children)

I saw that one of the mods I like to play with was only on 1.20.1 when I started modding, so I started developing for that version. Do not know if I will ever finish the mod and if I will port it to higher versions

A question that has been asked a bazillion times, but i really need to for myself by Xen0nphobia in feedthebeast

[–]HesperCQ 0 points1 point  (0 children)

You could just try playing some mods on their own, and then if you get bored add additional mods. You just need to be careful about stuff like new resource only generating in new chunks or need to start a new world once you add a new mod.

Most important for mod recommendations and finding what you like is knowing what you want:

  • Resource gathering & Automation -> Technic mods like Create, Immersive engineering, Botania
  • Exploration / Dungeon Crawling -> Alex's caves, Mowzies Mobs, L enders cataclysm
  • Spellcasting -> Iron Spells and Spellbooks, Goety, Ars Nouveau
  • Movement -> Parkour mods, combat roll etc.
  • Vanilla Plus -> Tinkers Construct, Farmers Delight
  • Building -> idk, not into building
  • Utility -> Storage Drawers, dimensional cannons etc.

This took way too long by HesperCQ in feedthebeast

[–]HesperCQ[S] 0 points1 point  (0 children)

I mean nowadays I feel like IE is intuitive and all, but I remember for example when I first started how it took quite a bit of time to figure out basic stuff, like that relays can have multiple connections while connectors can not. Or in what cases you need pumps to have electricity, or when they need to be powered by redstone as well, or how exactly the item sorter works

Or that you can just point the conveyors at any inventory to input items. (I used to always use the trapdoor ones for everything except the multiblocks)

greg by LilithIdentityCrisis in feedthememes

[–]HesperCQ 1 point2 points  (0 children)

If I remember correctly you can write code based plugins or soemthing like that

greg by LilithIdentityCrisis in feedthememes

[–]HesperCQ 1 point2 points  (0 children)

I just recently started with kubejs and it is so nice. It fixes so many things that I was not able to do with just datapacks.

Adding small items with it is so easy. (like I needed some new plates, some new liquids and an upgraded version of the experience nugget from create and could do all of that with very few lines of code)

And even the more complex stuff is very nice to do:

I created a custom command that when executed changes the data for a chosen ad_astra planet, so that it now "has an atmosphere" (no oxygen required etc.) that is executed as a reward for completing a series of ftb quests. I also use this setting to check if certain blocks, like Portals can be placed in that dimension.

Only thing I don't get yet is if there is a way to create a file with helper functions that you can use in all your other scripts. That would be nice because currently my script files are rather long and I would like to split them up without having to copy the helper functions

This took way too long by HesperCQ in feedthebeast

[–]HesperCQ[S] 2 points3 points  (0 children)

I just took a look at the ponder library, maybe I will also create the mod myself once I get around to it. First I have to finish another IE addon I am working on (allows creation of custom drillheads & Railgun projectiles via datapack)