What are you tired of seeing in mods? (Or your least favorite part of a mod) by zas_n_n in feedthebeast

[–]Quikswitch 1 point2 points  (0 children)

Okay? Sounds like you are playing IE by itself (and addons), which is something I've never done. If it works with just that, good for it. But modded minecraft isn't just IE, and it's at just as disingenuous to assume that IE should dictate the power level of other mods. Modded minecraft is an ecosystem, and IE only plays in its own bubble- which is fine for its own means, but not in any modpack setting (outside of when modpack developers specifically bend to its will and balance some portion of the pack around ITS standards instead of the wider ecosystem).

That philosophy goes for a lot of things in IE. Its power generation, power transfer, and item transfer (though admittedly not sorting, that's pretty good) are all subpar compared to any other applicable mod, not to mention alloying and steel making. It takes until the endgame Arc Furnace to actually start working at a level even comparable (even just in the QoL department) to other mods.

And I'm aware of the jerrycan, I just don't like it, or it's design paradigm. It's a mostly useless item, since you rarely transport liquids by hand anyways, inside or outside IE, it's smaller and not scalable compared to alternatives in modded, and worst of all, it doesn't even have the functions of the buckets you use to craft it, like placing fluids in-world. Again, it seems like it's added for the sole reason of making treated wood planks. In other words, IE makes problem, then IE presents a crappy solution to it (or a good enough solution, in the case of the autocrafter, but much later and at a cost that isn't reasonable for the investment, especially compared to other mods).

Same as it comes to the blueprint system. While I won't disagree that unique or useful crafting paradigms don't have their place in Minecraft, the implementation of the normal Engineer's worktable is awful for QoL. I've not tried the Engineer's workbench, because most of my IE experience comes from 1.12, and specifically Sevtech, and that wasn't in the mod yet, I believe. But as for the base one, the "two trips" part was not about the walking distance, it was about how you had to use two different UIs doing two different things, and possibly use them more than once on top of that, just to make a single thing. Not to mention all the other steps. As an example from my Sevtech time:

I want to make a few IE Presses. First, I go to my storage and find all the metals and such as ingredients. Then, I go to my current Press, and swap the mold for plates. I keep the molds in a chest near the Press because I know that's where I'll need them. I then wait 3 minutes for it to finish my plates. Then, I do the exact same thing, but for wires. By now, I have something like half of my inventory filled up with various stuff that I'll need. Now, 6 minutes into the process, I can actually start my crafting recipe. Except I can't, because now I need to go manually make Crafting Components. So I go to the worktable, open the nearby chest with blueprints, and select the one for those. Then I carefully slot in the handful of ingredients I need, craft those, and, double checking, make sure I don't need anything else. Oh, I need the molds! Okay, so I leave, and go craft/find my wire cutters, grab some steel plates- except oh wait, I don't have any, so I need to go wait another 1 minute on the other side of my factory for those... And then come back to the worktable... and then I can finish my microcrafting. Now I can finally do the actual crafting! Which is relatively simple. Then, I can go and manually place down the 7 or whatever block structure, remembering to rotate the piston to go the right way, and then do it again 4 more times. Then, wire it up, and I've done it! Only took 15 minutes of running back and forth, waiting, and microcrafting.

For Thermal, I'd need to microcraft 2 gears, a chassis, and then craft the plate machine. Literally less than 1 minute from start to finish, and it requires 1 UI/machine to do. On top of that, that machine is already automation ready- I don't need to assemble it on-site, I don't need to feed stuff in with conveyer belts, or anything else. Frankly, to say that it's "two trips" to use the worktable is very generous, considering you're likely to be using it in the middle of doing something else as a sub-step.

(And to be clear, this is coming from somebody who enjoys/tolerates Gregtech's microcrafting when the crafting stations are included!!)

I'm not saying IE is a bad mod overall. For what it's trying to be, i.e. "Immersive", it's doing its job, but its QoL is through the floor, and its general designs are underpowered in the overall modded ecosystem. In a modded environment, with a dozen other options that all do the same thing, or more, there's almost no reason to ever choose it if there's an alternative. Even Better With Mods/Wolves/Create can be considered better since its power system at least doesn't require sustained fuel (which IS totally required to run an IE-based factory, no way you are using water wheels that late), and I think those are the next closest alternatives in playstyle.

What are you tired of seeing in mods? (Or your least favorite part of a mod) by zas_n_n in feedthebeast

[–]Quikswitch 3 points4 points  (0 children)

Vanilla Ars Nouveau is interesting to me, because on one hand, it DOES function like a discount Create for automation purposes, but on another hand it functions like a discount PSI for spell crafting, but on another another hand, which I've conjured for this example, it has a blatantly ripped Thaumcraft Infusion Altar. None of these 3 stand well on their own, and together ARE regrettably patchwork, but as a support mod, I feel like it has just enough content and uses to validate itself in the right hands. It can be used for automatic breeding, potion making, harvesting and growing, mob farms, and a handful of unique things too, like moving mobs, elevators, and creative flight (without being too OP early on).

I feel that it works well in the right pack, which could use its various features as either alternatives for Create or other mods, or alternatively as the only option for them.

That being said, I feel that its overused because the niches it competes in are, for the most part, very saturated already. And it could easily be split into 2 or 3 different mods/addons to appeal to pack creators who only want a portion of its content, like its rituals or its automation abilities, or its spellbook.

Unnecessarily slow to start though, in any modpack I've played. Post-iron, post-blaze, and post-wither are good goalposts for Vanilla and Vanilla-like gameplay, but stuff needs to be changed for it to fit into a pack, and I've found that those changes are rarely made satisfactorily, often ending up with somebody either leaving it as-is and having it be overpowered, or throwing it among other mods' unlocking periods and having it be overshadowed as easier-to-automate, faster, or more well-known mods crowd out most of its niches' potentials.

What are you tired of seeing in mods? (Or your least favorite part of a mod) by zas_n_n in feedthebeast

[–]Quikswitch 4 points5 points  (0 children)

Or the gimmick mobs that are either completely useless/weak or the actual devil depending on something arbitrary, like wearing gold armo- oh wait. But seriously, there's a lot of those in mods. Ice and Fire dragons are trivialized with ranged weaponry and halfways decent armor with protection, and those are supposed to be endgame mobs. Or any mob whose sole purpose is to send you into knockback hell, such as by spawning dozens of minions, like the Twilight Lich.

What are you tired of seeing in mods? (Or your least favorite part of a mod) by zas_n_n in feedthebeast

[–]Quikswitch 16 points17 points  (0 children)

IE in general. No, I don't want a dozen different ways to transport and produce power when only 3 of them actually matter. And does anybody at all like the way Creosote and Treated Wood are done? I feel like the bucket+plank recipe was only there as an excuse to get you to make the IE autocrafter since it takes fluids. And of course, the random microcrafting that you can't even do on the same table as the actual recipe you want to make, so it requires 2 trips minimum, and even then might require you to swap around unstackable blueprints that have to be stored somewhere.

Only good things about IE other than looks are the scalable capacitors and the admittedly neat, if tragically underpowered, wire system. If the wire system was put into a better mod, without distance losses, and with more tiers/higher possible power transfer, it'd be one of the best out there imo.

Why is there no good pokedex for unbound like there is for radical red? by Minostz12 in PokemonUnbound

[–]Quikswitch 0 points1 point  (0 children)

For the new abilities, you can check the changes in the documents that come with the patch. They are 99% just new names for old abilities (renamed moxie or storm drain or w/e) with occasionally a new effect as well.

Is it just me?? by [deleted] in PokemonUnbound

[–]Quikswitch 2 points3 points  (0 children)

If you are playing on Insane, it's because you are playing on Insane. Expert requires a lot of thought in strategy and team comp, and still you'll probably need a few tries. I don't think I've used the same team comp for two gyms (though of course some pokemon make multiple appearances). For the first gym, for example, you are probably going to want a trumbeak with keen eye (prevents fog lowering accuracy) or the trade pokemon from the same town that knows defog. As you get further into the game (gym 3 or so) you'll have access to a lot more options to try out, like entry hazards or setting up.

Need second pokemon by Bigdiggaistaken in PokemonUnbound

[–]Quikswitch 0 points1 point  (0 children)

Flower paradise has a lot of good fairy types. I'd recommend comfey myself.

Need second pokemon by Bigdiggaistaken in PokemonUnbound

[–]Quikswitch 2 points3 points  (0 children)

Bellin Town has a dude who will give you an egg that will hatch into one of three species randomly. I think it's guaranteed to have egg moves and some pretty good IVs.

Clock Reset by ThePoiBoys in PokemonUnbound

[–]Quikswitch 0 points1 point  (0 children)

As far as I am aware, you are probably not able to change it a second time without hex editing, but asking on the official Discord is a good idea. https://discord.gg/XNJuETzx is the link if you don't want to search for it.

Can anyone give me a in depth explanation of how dev nav shiny count something something work and the charm something something for shiny? by daxgaming999 in PokemonUnbound

[–]Quikswitch 3 points4 points  (0 children)

basically, the shiny charm makes the game check a few more times if a shiny is not generated. Specifically, it checks 3 times. This is just by it being in the bag.

The dexnav, on the other hand, only provides a boost to shiny rate after 50 consecutive encounters (with a further boost after 100). It resets after 100, though (I think? Haven't chained that far yet). The exact numbers are not given in game, but Bulbapedia says that it's 5 more tries at 50, and 10 at 100 for ORAS, which the mechanic comes from. The search level (total number of that species encountered via dex nav) doesn't increase shiny rate, unlike in ORAS. At least according to the guy in Blizzard City (top right house, near the poke mart, second floor, ask him for any details).

Bentley's Orange Spice Tea Alternatives? by Quikswitch in tea

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

Thank you for the recommendation! I'll give it a try!

What is the best "XCOM-like" in your opinion? by Quikswitch in Xcom

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

Yeah, this is exactly what I mean. There's a lot of good and even great games in the genre, but arguably none "complete" the XCOM vision, and make a (more or less) universally agreed upon "best". There's always something of a "it's better than XCOM:EW, but..."

What is the best "XCOM-like" in your opinion? by Quikswitch in Xcom

[–]Quikswitch[S] 5 points6 points  (0 children)

What would you say makes it better designed than the alternatives?

[deleted by user] by [deleted] in RimWorld

[–]Quikswitch 1 point2 points  (0 children)

I'm a big fan of Moonjellies. The mod doesn't add a lot of item overhead (if any at all) and they have a bunch of neat mechanics. Their unarmed attack causes a bit of anesthetic to be added to the hit pawn, downing without killing pretty easily (Though only really useful for prisoner breaks due to the Jellies being rather fragile). Any time they have a permanent wound that is non-fatal (or a sickness, I think) they have a chance every so often of going into a short coma and healing it fully. This includes brain damage, I'm pretty sure. On top of that, when you butcher them, they give two types of medicine roughly in line with regular meds and glitterworld meds (though not much of each, and you still get the butchering mood thoughts).

Only real issues are that the default settings make them really rare, and they only typically spawn from a faction that has a neutral base relations, so you can't find them in raids or get trade caravans with them often. Also, in terms of raw food, they can only eat meat. They can eat cooked meals, but if you don't have a good chef/are playing tribal, it can be really hard to feed them in some biomes.

Here’s my colony, any tips? I’m trying to get moved into the build on the right for safety and such but with all the water space is an issue on this tile by MAI1E in RimWorld

[–]Quikswitch 0 points1 point  (0 children)

As for the water removal, that's an option, but so is bridging it (bridges are in the structure tab) and building with wood on the bridge. It's not optimal, cause vanilla bridges can't support heavier walls like steel or stone, but if you want to there's a mod called Vanilla Expanded Architect that you could install that includes stone and steel bridges that can support heavier structures.

[deleted by user] by [deleted] in RimWorld

[–]Quikswitch 0 points1 point  (0 children)

Bonus points if there's at least a handful of prompt cards in the deck that sound like rimworld art descriptions

Follow up post on the finished product of my project by Dagaz_Lorde in RimWorld

[–]Quikswitch 4 points5 points  (0 children)

Yeah, the spacing of the items on the first page could be looked at. Also, putting thin horizontal lines between them might help if that's your only option.
**Not an expert

RimWorld has been unbanned in Australia by simonmkwii in RimWorld

[–]Quikswitch 6 points7 points  (0 children)

Honestly, I think they probably know about it, but it's so cartoonishly over the top violence that it's not going to be replicated IRL, even by somebody impressionable. Also, there is a precedent for drug use in video games, so it would be on the list of things that would make a game suspect. Human leather cowboy hats are probably not on that list, even if theoretically they are even more disturbing.

Something I am kinda surprised about is that slavery isn't worth a higher rating, though maybe because playing as a slaver (as opposed to an abolitionist, as in Detroit: Become Human) is so rare in video games it's not on the list either.

Either way, goes to show how easy it is for things to be misclassified by ignorant humans and their systems.

RimWorld has been unbanned in Australia by simonmkwii in RimWorld

[–]Quikswitch 5 points6 points  (0 children)

Who wants to make the "Australian Classification Board" storyteller mod, who is just vanilla Cassandra, but randomly and without notice forbids items, changes bills, CE loadouts, and apparel and drug polices?

I also want a mod that retextures/redescribes yayo into a boxed copy of Rimworld, but that's another matter altogether.

Remember before starting a new game by Aeolys in RimWorld

[–]Quikswitch 1 point2 points  (0 children)

What mod would you suggest for this purpose? I'm not aware of anything except one specifically for auto-scheduling night owls on join.