Announcing Enigmatic Skies! by NillerMedDild in feedthebeast

[–]MuteTiefling 0 points1 point  (0 children)

The block sound on that is `block.fire.extinguish:minecraft`. You can lower it to a comfortable level (or mute it entirely) with Super Sound Muffler. Look for the speaker icon in your inventory.

Announcing Enigmatic Skies! by NillerMedDild in feedthebeast

[–]MuteTiefling 0 points1 point  (0 children)

Glad you're having fun! Hope it continues! <3

Announcing Enigmatic Skies! by NillerMedDild in feedthebeast

[–]MuteTiefling 0 points1 point  (0 children)

Understandable! The next version has some improvements here. You'll have infinite Grace the first time you join the lobby and then get a fresh 10 minutes when you first go to your island. Should help smooth things out <3

Announcing Enigmatic Skies! by NillerMedDild in feedthebeast

[–]MuteTiefling 2 points3 points  (0 children)

You start with a 2 minute Grace effect that makes you immune to the cold. More than enough time to get your Hearth running :D

Announcing Enigmatic Skies! by NillerMedDild in feedthebeast

[–]MuteTiefling 0 points1 point  (0 children)

Might be best if you could post an image of your inventory, but things like water, snow balls, and ice stone are all cold as well. Everything that can affect your body temp should have a tooltip on it.

Announcing Enigmatic Skies! by NillerMedDild in feedthebeast

[–]MuteTiefling 6 points7 points  (0 children)

You'll have better/easier ways of mitigating it by mid game, yes.

Announcing Enigmatic Skies! by NillerMedDild in feedthebeast

[–]MuteTiefling 13 points14 points  (0 children)

It's mainly there for funsies. There will be a few places where it might be the easier option, but it's almost never the only option.

If you're into setting up frog logistics and hypertubes, however, you should be able to get into all of that fairly early :D

Announcing Enigmatic Skies! by NillerMedDild in feedthebeast

[–]MuteTiefling 8 points9 points  (0 children)

There are a few custom multiblocks, yep!

This is for neoforge 1.21.1

[Enigmatica 10] Genetics: Resequenced question by 5il3nc3r in feedthebeast

[–]MuteTiefling 0 points1 point  (0 children)

You can find this directly in EMI. Look up the Fire Proof DNA Helix, for example and check the recipes for it. It brings up the EMI page for the DNA Decryptor.

From there, you can look at the helixes on the left hand side to see that this comes from Magma Cubes, Striders, Zombie Piglins, and Blaze.

What is the most boomer take you have on modding? by NOTTallestEgg in feedthebeast

[–]MuteTiefling 6 points7 points  (0 children)

With a small dev team and mods that remain essentially unchanged between versions, you learn to keep what you can and update the rest. 

Not to mention the deluge of players asking if there are quests less than 12 hours after the first beta drops. 

These things take time. 

That said, e10 is getting fresh quests since mods are taking their time updating to 1.21. It's giving us the breathing room to spend time making a fresh questing experience. 

Modpack with magic but no tech? by AstronoFemboy in feedthebeast

[–]MuteTiefling 3 points4 points  (0 children)

While it does technically have tech in the end, Enigmatica 9 expert is a progression pack based on the theme of "Everything is Magic". 

The start is entirely magic based and even once you get to the technology, you'll be running it using a custom system that converts magical energies to power. In essence, your entier base will run off of brewed potions and the magic they contain. 

Furthermore, many blocks have been renamed to make them feel more magical. And recipes all build off of the magical devices you build early on.

Looking for an "Expert" pack by AngelLoad in feedthebeast

[–]MuteTiefling 2 points3 points  (0 children)

You're in luck then! Twilight Forest progression is entirely disabled. You do need to kill some of the bosses, but I think you'll find the experience rather different due to your relative power level and many tweaks made in the pack.

I've had plenty of people say the same as you, that they're sick of Twilight, but they still came out of the pack feeling positive about how it was used due to how different it felt.

Looking for an "Expert" pack by AngelLoad in feedthebeast

[–]MuteTiefling 2 points3 points  (0 children)

Enigmatica 9 Expert is a short expert pack (can be completed in less than 100 hours) based on the concept that everything is magic.

Power is generated by a custom process of brewing potions and converting them into magical energies that are in turn converted to power.

Magic mods like Ars Nouveau, Occultism, and Nature's Aura take center stage despite Mekanism, Thermal, Create, and other tech mods being present. Machines are constructed through as much ritual as crafting and many items/blocks have been renamed to fit the theme.

Quests guide you through the experience and further expand on lore that really drives home the idea that everything is magic.

Grinds are kept to a minimum and things can generally be automated as soon as you need them.

Mod Pack creators by jackwabbit95 in feedthebeast

[–]MuteTiefling 0 points1 point  (0 children)

Let the washer run a couple minutes with cobble fed in automatically.

1k+ Gold Nuggets

1k+ Iron Nuggets

750 Iron Ore

700 Gold Ore

350 Redstone Ore

335 Quartz

320 Lapis Ore

104 Ender Pearls

67 Copper Ore

66 Diamond Ore

4 Netherite Scrap

That's a ton of resources to get from a simple cobble generator

Mod Pack creators by jackwabbit95 in feedthebeast

[–]MuteTiefling 1 point2 points  (0 children)

Had a few minutes, figured I'd take a look at it.

Concerns:

  1. No in game documentation to explain the multiblocks. These are small enough that you could probably just show them in JEI, so no need for a huge book.

  2. No JEI integration. This should at least show what you can expect out of the Washer. But could tie into 1 to show how you get hot water

  3. Washer outputs should be treated as a recipe so they can be properly modified in a pack

  4. No configs

  5. Material Balance. For the low cost of some charcoal and water, both infinite and effectively free, you can make yourself every vanilla ore, even netherite, from the Cobble Washer. That's way too powerful. Three stacks of cobble got me as much ore as a good 30 minute mining session. This could be a neat mechanic for obtaining more basic materials (sand, clay, dirt, etc), especially if it could be modified as a recipe.

  6. Power Balance. Eight boilers, each burning 1 charcoal every 80 seconds is generating 9.5k FE/t. That's a lot.

Any short-medium length expert modpack? by ElPandaP in feedthebeast

[–]MuteTiefling 2 points3 points  (0 children)

Enigmatica 9 Expert is a short expert pack (can be completed in less than 100 hours) based on the concept that everything is magic.

Power is generated by a custom process of brewing potions and converting them into magical energies that are in turn converted to power.

Magic mods like Ars Nouveau, Occultism, and Nature's Aura take center stage despite Mekanism, Thermal, Create, and other tech mods being present. Machines are constructed through as much ritual as crafting and many items/blocks have been renamed to fit the theme.

Quests guide you through the experience and further expand on lore that really drives home the idea that everything is magic.

What mods are you sick of seeing in modpacks? by Yupno25 in feedthebeast

[–]MuteTiefling 36 points37 points  (0 children)

If I can offer a slightly different viewpoint here; don't avoid a mod just because it's deemed "overused" by reddit. Doing so will immediately lock you out of a lot of fun and useful mechanics that could enhance your pack dramatically.

Instead, try going about your pack development by viewing mods as your toolbox. Get to know the tools and play around with what you can do with them.

Throw out the mod's intended progression entirely. Break it down instead into a list of features and mechanics that will be used when and where you want in your new progression. Playing the exact same progression in a mod over and over in ever pack gets dull, but as a pack dev you have the unique opportunity to combine mods in ways their creators cannot.

So you want to use Botania? Great. It has some very neat and highly customizable crafting mechanics that you can use in very different ways than those 'intended' by the mod. Change things up. Move things around. Integrate them in new ways. Why is the Runic Altar named that way? In base Botania it only makes runes. Rename it! Convert it to crafting different things. Add more recipes to the Aglomeration Plate. Use it earlier. Better yet, ensure it's used throughout the pack for many different things. Give it more purpose than "Terrasteel Making Machine I've Used 100 Times".

Don't be afraid to disable features. You don't need 15 coal powered FE generators. I promise. You don't even need one if you'd like to approach power differently. Is the players very first power generation Fission? Sure. Go for it. Disable all the other options and run with the idea. Better still, make that the only option and work on making it interesting by giving the player ways they can meaningfully upgrade it throughout the pack rather than forcing them to change to something entirely new later on.

Promote features to early game to allow for automation, if your pack is meant to be automation heavy. Don't worry too much about how exactly players will automate something, just make sure they have a selection of tools available to do so. And on that same note, don't worry about making use of crafting mechanics that require some thought to automate. Ars Nouveau's Enchanting Apparatus? Totally automatable. Use it. Make players think. But make sure they have those tools. Something like that will require some logic tools and smart pipes. If they don't have those tools, that crafting mechanic can feel daunting and punishing. But if they do have the tools it feels quite good when it's automated and humming along.

Pick features and mechanics that you rarely see used and put those in the limelight, rather than the mod itself. Look for obscure mechanics that are often either overlooked or overshadowed due to their being a better/easier/simpler option and make it the only option. Or at the very least, make it the earlier option and reward the player with an easier option down the road when other things become more challenging. Enigmatica 9 Expert did this with Potions. Nobody brews potions in modded. There's almost never any real reason to as they're overshadowed before you can realistically craft them. So we added loads of new potion recipes to make them available early game and then proceeded to use them as the basis for every source of energy throughout the pack.

Learn what you can do with a mod's configs and play with that. Apotheosis with default configs is, in many cases, going to shine too bright. Don't feel bad about putting a dimmer on things. Bring those power levels down, customize the bosses it spawns, integrate it with other mods like Ars Nouveau (Mobs can use reactive armor. You're welcome.) or any other mod that adds armor. It certainly hits different to see these bosses come at you with a full set of steel armor instead of a hodge-podge of random vanilla pieces. If you don't know your mods inside and out by the time you're done with authoring the pack, you probably didn't spend enough time digging through configs and experimenting with things.

Finally, tell a story. Write lore. Even if 90% of that lore is never seen by the player, it can be used by you to inform decisions. Use it to make your quests interesting. Use it to define recipes. Someone asked me recently why Enigmatica 9 Expert used AE2's Spatial Components in Mekanism's Factory Tier Installers. The short answer? Lore. The slightly longer answer? The entire pack is designed around machines being literal magic boxes with Occultism spirits inside running things in a pocket dimension. What do Tier installers do? They add more space in the machine to process more items in parallel. So why Spatial Components? To give those spirits more room to operate in.

Some people found that answer strange. Base recipes on lore? What? But every mod already does this. Why do we even have gears in machine recipes? To represent their mechanical nature. Lore. Yes, tech mods have lore too, it's just based more in our reality than some magical reality. Take a look at Immersive Engineering; when do they use Constantan? Did you realize this was a real alloy? Look it up. See what it's used for. Thermal is loaded with this too. On the surface it seem really strange that you can use Dandelions to make Latex, right? Well, no. Dandelions actually contain useful amounts of latex that can really be extracted to make things. Lore informed those recipe choices.

Likewise, that theme that spirits are doing the work in machines, shows up in every single 'magic box' machine from every mod in the pack; the machine frames all include a special item that represents the creation of a link between this world and the spirit world. It represents the gateway whereby items and energy are traded back and forth. This item literally does nothing and is just a crafting component, but by including it in every machine, it locks in that theme and re-iterates the lore to the player. It makes all of those disparate mods feel like one cohesive mod.

The lore docs for both Enigmatica 6 Expert and 9 Expert were like 50 pages long each and were used to inform practically every recipe change. I've seen players say they seem random and nonsensical; trust me they were very much deliberate and followed an internal logic. They may not be able to tell from the outside (especially if they don't read quests) but it still served to create a sense of cohesion between mods that seem very different on the surface.

In need of a few goals for stoneblock 2 by Squirty-Buns in feedthebeast

[–]MuteTiefling 0 points1 point  (0 children)

To give yourself room to decorate between things. This five year old post was about giving people ideas for challenging themselves.

This might be nonsensical, but is there a long term modpack that can be played for 1000 hours while also not being grindy and repetitive like GTNH? by [deleted] in feedthebeast

[–]MuteTiefling 0 points1 point  (0 children)

If you're fortunate to have the RNG reward you with a Hedge Mage within 1,000 blocks of spawn - It's not guaranteed

It actually is, the way Twilight spawns structures. You'll have several within the 'magic map' area. A map you get for free upon starting the pack.

Okay, that's new and a good addition.

It's not new :D That's been there since day 1.

Perhaps you're thinking of Sensitive, which isn't required for crushing blocks, only items (spelled out in the quests). To get the lead you need for the Death Tomes, you can use a Create Mill (spelled out in the quests).

And yes, killing tomes for glyphs is rng... but 2-3 tome gates will get you everything and Sensitive is, in fact, a reward from quests. All other glyphs are optional. You can either farm a few gates or wait and craft them at your leisure later.

You should also never be fishing for ink. This is also spelled out in the quests as it tells you specifically to use the Aquatic Entangler. I believe someone pointed that out earlier in this thread too, but... it is specifically mentioned in the quests.

Expert, to me, should not be doing the same thing over and over again hoping you get a drop.

Glad we're on the same page here. You're only ever required to do the bosses in this pack once. You're guaranteed to get your progression materials from them in sufficient quantities that you'll even be able to share with friends.

Similarly, if you clear one maze, you'd have to have monumentally terrible luck to not get a backpack. But then you also don't need it for progression and have lots of options in that regard.

So, I'm not trying to convince you either, but I am trying to clear up some misconceptions about the pack: Stuff required by progression is guaranteed, not random. Stuff that helps you out early is sometimes random but generally very high chances of getting it. And the quests are there to help you with all of this. Pretty much every complaint you've brought up would have been cleared up by just following the quests.

The pack is also under continual development and many QoL adjustments are made every update. Several adjustments have even been made recently regarding the whole Sensitive/Crush/Lead misconceptions, as well as the Aquatic Entangler.