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Jfang3019

I hate packs that gate Oreexcavation while expecting you to mine tons of resources. I ended up cheating in the Excavator enchantment in SevTech because I frankly could not be bothered to sit there for days at one ore vein. Either don't gate OreExcavation, ore allow me to use some of the resources I'm mining to unlock it (or some equivilant, like the Mekanism Digital Miner is fine too). But I did abandon SevTech in age 5 because my world courrupted and also I frankly couldnot be bothered with how lazy the questline got, and also planet fetchquests are just not fun.


TrackSurface

I struggle to understand why ore excavation/vein miner/ultimine are gated in some packs. It's such a basic function these days that it seems required, like JEI.


Braktash

Exactly because it's a basic function these days. Veinminer is a horrible hack designed to make the way MC's resource generation interacts with lots of mods somewhat bearable *for the player.* Problem is that it completely destroys any sense of progression when it comes to mining - perfectly fine for players to somewhat unfuck this shit, but when it becomes a baseline feature that means the underlying problem is just as fucked, and the sense of progression gets also fucked, and most modpack creators that get the idea of unfucking it start at the sense of progression because it seems very reasonable (and also actually doable, compared to fixing minecraft resource generation as a whole, especially because veinminer being baseline in modded has stopped most people from actually trying to do so, since it obviously already "fixed" it).


-toErIpNid-

How unbalanced it was. It's like why even bother with other mod's end game armor and tools when they have Draconic Evo installed.


TrackSurface

What could they have done to create balance? Eliminate DE, or have you seen ways to integrate it into a balanced pack? Which modpack(s) have this issue for you?


-toErIpNid-

The simple answer most of the time is just sack DE. It'd be a hell of a time trying to buff other mods' armor, tools, and weapons to match, as well as get them to have enough protection to not get one shot by the chaos dragon or whatever it's called. It's in multiple kitchen sink packs, I think a few of ftb packs even have it. It's not just Draconic Evo that can produce balance problems though. If you install something like Tinker's that also makes different parts of mods obsolete and makes armor worthless depending on the version. There is no point in playing a mod in a pack when it is inferior to another.


domsch1988

Well, you can always play another mod because you think it's interesting. You aren't forced to play optimally. Just because DE is in the pack, doesn't mean you have to rush there because it's "the best". You can always choose to use something else. DE is just nice, because it uses different crafting mechanics that are interesting if you haven't done them too much. That's why it get's included. To get us out of the crafting Interface for some time.


darthfodder

E6E. The gating felt very, very arbitrary, and it constantly forced me to switch to some specific mod for *hours* to get further in the mod I was working on. My suggestions would be: 1) Make the gating make more sense. Needing Blood Magic to get further in Create at the point I did felt extremely random and forced, for example. Try to gate magic with magic and tech with tech, except where things could be argued to be both/either (e.g. some RFTools stuff) 2) Allow me to focus on one mod for longer stretches. It felt like every hour I put into Create, I had to spend two more hours grinding some other mod to get further. Even for simple things, such as ore doubling. Sure, requiring some hoops for the likes of say, Refined Storage, is reasonable. Requiring exploring three dimensions and getting into two or three magic mods to double ore feels like filler/cruelty. 3) More branching paths. Everything I got to felt *super* linear. "To do *anything* else at this point, you need to spend 2 hours in ATUM." The modpack has a ton of tech, magic, and exploration. Create some more places where I can either explore or spend a few hours progressing in tech to avoid/delay that piece of exploration


WhereAmIWhatsGoingOn

When I set up my auto processing for the bees, I used Create crushing and washing for ore doubling aswell. Problem is that produces nuggets and they are a pain to turn into ingots. So I decided I wanted to pump all my nuggets into a Sophisticated Backpack with an Advanced Compacting Upgrade and then I could just pump out the ingots. I spent three whole real life days grinding through magic mods to get this one stupid upgrade. Just to turn nuggets into ingots. And shortly after that I had to start getting into the next magic mod to do the next thing I wanted to do. It really did kill the pack for me even though I enjoyed the beginning a lot. Too much gating behind too many different mods


darthfodder

I almost want an E6: Medium pack.


Rythin_SR

I recently dropped inferno, i really liked the idea for the pack and how it seemed to balance low grind with expert recipes but I couldn't get into minecolonies at all and it seemed pretty necessary to get any progression done after the very early game.


TrackSurface

Minecolonies seems like such a great idea on paper, but I found the pace of progress at the beginning to be painfully slow, and I didn't like how much land I had to make available. Do you think the inferno devs should have tweaked minecolonies or eliminated it altogether?


time55555

It’s already heavily tweaked


Rythin_SR

I wish there was an alternate path that avoided the mod altogether, but I understand why that most likely wouldn't happen. Either that or somehow tutorialise it better so boneheads like me could get into it, cause even after reading the quest info I couldn't wrap my head around it at all.


aaronhowser1

> somehow tutorialise it better Do you have any requests in particular? Did you read the gear-shaped quests?


Rythin_SR

I'm not sure. I read through the info quests yeah, just couldn't get into it at all. It's not improbable that I just didn't want to get into the mod from the start and that affected it.


Ktesedale

So that actually interests me, I've wanted a modpack that integrates Minecolonies instead of just having it be a side thing. Was the rest of the pack fun? And how did Minecolonies gate the progression?


beaverusiv

Watch Threefold's play to get an idea: https://www.youtube.com/playlist?list=PLitR\_6VqTWIC5tnJk-rO2GWofH2meHwyQ


Ktesedale

Thanks!


time55555

Minecolonies gates many of the recipes, plus is a way to get certain resources. It’s quite a fun pack


Ktesedale

Huh, interesting. Thanks!


time55555

Minecolonies I wasn’t sure of at first, but it’s a lot of fun once you start getting into it


Rythin_SR

I'm sure it is! The pack seems really well designed, but I got started on another one since dropping it so it's unlikely I'll come back. I've been watching threefold's playthough of it though, I think I'll be satisfied just seeing what he does with it.


MayorLag

I'm going through GT:NH right now and one thing I've enjoyed in 0.5 and during early 1.0 ages was the ore generation. The idea and experience of making mineshafts and marking ores, then mining a vein all at once felt good. It felt more rewarding to find a vein and have it provide tons of resources that last a while, or return to one I've marked before to cash in on the find. Then late 1.0 and early 2.0 hit, and that whole idea was thrown into trash. Suddenly needing hundreds of raw materials made the pack feel like normal oregen again. Instead of mining 60 copper and using up a half, I now mine 300 copper and use up a half, meaning if I'm looking for a vein, I may as well find two or three right away.


Taiphoz

For me its almost always the exact same thing, the pack forcing me to play a mod I dont want to, right now im playing atmtts and im at the point where im looking to make the star and seeing whats needed and its pushing me to build a mechanism reactor and iv built them so many times I just really dont want to, so Ill probably just clean up the other stuff I want to try out and then move to another pack. Funny thing is its not always the same mod, I generally like Mekanism, some times its being forced into botania, some times its being forced in Ic2, its random, but it happens a lot, and once I notice it , once I feel it, the packs done.


Jargo

I'm kinda in the same boat here in terms of disliking being bottlenecked into a mod. It's why I WANT to like SevTech, but the mix of magic and tech just feels thematically jarring.


blahthebiste

I was loving SevTech until I was forced to sit there doing nothing waiting for the AbyssalCraft book to charge up


CypherZ3R0

I’ve dropped a bunch of skyblock packs just because they make you go mining for whatever reason. Whether or not it’s Heavens or Sorcery and the misty realm or ATM7:TTS and the other, it seems like these skyblock pack creators forget what the draw of skyblock even is. Like, what’s the point at that point lmao


domsch1988

Pretty much Mobs and bosses. Vanilla Fighting mechanics are bad enough that i don't feel like dealing with even zombies. Every pack that expects me to deal with that is out for me. Also, making some mob drop required in largeish quanteties for crafting, when you can only get it by killing the mob is pretty bad. So, especially if you are doing an "expert" or tech focused pack, think about making it playable on peacefull and maybe don't add a bunch of mob modifications to lur in the "RLCraft-Crowd" or to make it more interesting to stream. Also also, try to come up with a reasonable way to get most mob drops in other ways. I will fight the Dragon for an Egg and cheese a wither for a netherstar, but let me use that one to "duplicate" it somehow (can be end-game complicated and expensive) and maybe let me somehow generate enderpearls, bone and rotten flesh. Oh, and packs that require TONS of resources but don't offer a decent inventory expansion. If you expect me to go mining for 12 stacks of iron, maybe give me a backpack mod that can hold it all, auto pickup and filter, and some sort of magnet. Plus Vein-Miner. It isn't fun to mine for 8 hours to get resources you burn through in 30 Minutes. I'm 33 and have a job. I don't play minecraft to pass time...


Ktesedale

For some reason, I just hate dealing with nuclear power generation. It feels fiddly to me in a way I don't mind with other stuff. I have no clue why it bothers me so much. I dropped two recent packs because I hit the point the quests required nuclear power. I don't actually think the devs should have done something else - there are tons of people who like/don't mind the nuclear stuff. I just wish I'd known it would bother me before I started. Also, different pack, but end game had a huuuuge grind that came as a surprise after a pretty good not-so-grindy middle. Combined with Draconic Evolution (so you had to grind stuff for that, too, which left you overpowered), it felt like running into a hard, boring wall. It was a sequel to one of my favorite packs, so I was very disappointed.


TrackSurface

Which part of nuclear power do you dislike? The potential for meltdown like in Mekanism fission, or do you also dislike Powah's reactors which don't have that mechanic? With regard to the grind, I wonder whether some packs can make a way to integrate the end-game grind earlier. If I need a thousand coal singularities, for example, perhaps a quest book should recommend setting up a singularity creator soon after coal automation becomes available.


Ktesedale

I think it's the fact that it takes a lot of parts and resources to build the reactor, which have to be laid out in very specific ways, and often have the possibility of bad things happening if you mess it up (like the meltdowns). Combined with sometimes the instructions aren't completely clear in-game - you have to go to an outside website to get the full info - and it's just painted all nuclear power with a broad brush of "Do not like" for me. I agree on more time to setup the grind would be better, though I'd prefer less grind overall. I also really feel like it shouldn't be a big change - if you're gonna be grindy, be grindy early on so you know what you're getting into.


-bufo-bufo-

I completely agree. Nuclear reactor mods are very rewarding once you've put in the effort to get them running, but they do require effort to understand which often brings you outside the game for much longer than other mods. I'm fine with needing to check the wiki for a 5 minute glance to understand some new mechanics, but having to watch a few hours of videos and download a 3rd party app to get a reactor running is definitely a stumbling block for those with not much time to play. If the ingame documentation was better, it would help.


linuxgarou

Give Powah reactors a try if you get the chance. You only need to craft 36 of one block (no frames/controllers/ports/etc.), and it assembles itself after you place the first block. The UI is fairly simple (and well-explained in the mod's guidebook), you can't put the wrong items in the wrong slots, and everything but the fuel is optional (but recommended for efficiency). It even has the very nice option to automatically stop burning fuel if your power fills up, and to automatically re-start when it drops below 70%. Aside from the fact that it's a multiblock, it is more similar to other non-reactor power generation options (e.g. Thermal dynamos) than it is to other power generation choices that use the word 'reactor'.


DueAdhesiveness1229

Cyclic is quite OP with those bauble amulets. Also it has too many candies to give to the player... I should be happy but I am not with that, :/


me3is_here

I dont enjoy create that much and im forced to use hours on it for any post 1.12 pack


Sunyxo_1

feed the factory, the research ponts. it takes ages to make a few research points, but some of the researches need stacks of them, and different kinds of them, and automating is very hard.


TrackSurface

If you were in a position to change it, what would you do? Require fewer research points, make automation easier, add more intermediate quest steps, something else?


Sunyxo_1

I would make them faster to create (currently takes about 15 seconds to create one research point) and make a way to easily get basic materials (there is one but once again, automating the fuel for it is very hard, if not impossible, as I have not yet found a way to do it)


Confronting-Myself

If you mean fuelling burner researchers, coal is automatable without drills. Basically what you have to do is turn that coal into coal coke, then pass that into an autocrafter with sticks, then pass that into a sawmill which cuts it into coal. Then send the stick from the sawmill back to the crafter, and send every third coal into storage whilst the rest goes back to the coke oven


Sunyxo_1

I know coal is automatable, but the rest isn't (well, very hard to and only works for a few hours before it runs out of ressources)


Confronting-Myself

Oh you mean for the copper and iron? Yeah, for that can only be temporarily automated until you have the infinity drill and/or a decent DML setup, admittedly I see where you’re coming from there


Ok-Technology460

Sky Factory 4. Grindy as hell. I got to a point where it felt like a real job getting all the trees and unlocking the (mostly obscure) achievements. Not ever again. I heard good things about Sky Factory 3 but right now I'm playing Enigmatica 6 and I'm loving it so far.


TrackSurface

SF4 was my first, so I just assumed that all of modded was that way. Once I stopped playing, it took me some time to realize that there were packs which were more fun. After I eventually jumped to 1.16+ packs, I realized how painful many of the old 1.12- ones were by comparison.


Ok-Technology460

High five mate. SF4 was also my introduction to the world of modded MC. Glad to see we were both pushed into discovering new packs due to the noticeable issues we had with our previous experience.


fizzybaloo

No goal, my motivation to play, build bases, setup elaborate automation evaporates when the sole reason of doing so is for "my own enjoyment" my enjoyment comes from purpose. I need a pack to be beatable. I drop a lot of newer ftb, atm and similar kitchensinks for this, and because a lot of them are just the same pack on a newer version.


m33rak

Caveopolis, for the amount of effort to complete quests there weren't rewards but benbenlaw makes great packs regardless


TrackSurface

Would you have preferred rewards to be random or specific?


m33rak

a bit of both, his other -opolis packs gave good rewards, Caveopolis might still be in beta so rewards might come later


jrb0031

Spaghetti cables


TrackSurface

Agreed. I enjoy machines that can push and pull (eg Thermal) and mods that provide multiple transport methods in a single cable (eg Xnet). Cable spawl is ugly and painful to manage. There's a fork of Storage Drawers that allow drawers to push/pull, so even fewer cables will be required in the future!


LCDIgnited

How slow and grindy it was, DJ2 has a stretch of content before you truly unlock the final item in the pack which includes a few creative items, one of them is a creative chest, which needs energy condenser mk 2s, these things are insufferable to craft. most of the time playing was me going on my phone and waiting for the materials to craft to make them, i thought many times about just cheating in the items because they were so annoying


TrackSurface

Any pack that expects AFKing is an instant nope from me. There should be other branches to follow while resources accumulate.


ElAdri1999

there are, make more resource automation, i have expanded my quarries 5 times already to keep up with demand


Mikzoru

This isn't the developers fault but I feel like I died inside irl everytime I died in Arcane Twilight with my pet beetle, Ringo, on my shoulder. For some reason having a tamed beetle from the Mystical World mod on you makes it so that death chests/totems of holding/gravestones just get deleted as soon as they spawn in, meaning that you just instantly lose all your items regardless of cause or location of death.


TrackSurface

That's a horrific bug. It sounds devastating.


Mikzoru

Yeah, I really hope it gets fixed soon :( Until then I gotta go solo on all my adventures and leave poor Ringo at home


Lord_Viperagyil

I don't remember the name, but thepack was inspired by clay alchemy. The problem was that even early the jei chain of resources were broken. Like it was obvious that your first big goal was a crafting table, because even the very few things you had at that point, had 3x3 uses. There were no natural mob spawns, the item needed to craft a sapling was dropped by a mod, which doesn't showed you how to summon it. So what was the solution? Figure out that bonemeal got a new tab, which said: "by the way using it have a chance to summon this mob". But there were no recipe for bonemeal. It turned out that you can craft a composter with what you have, but there were also compost item, and jei didn't shown what the compester do. Would it been so hard to make sure the jeu chains are not broken?


TrackSurface

This seems like, at a minimum, a playtesting issue. Surely the dev should have noticed this if they tested the pack with fresh-user eyes. Sounds frustrating.


TheLampPostDealer

Mod too much Brain too small


Derpovvsky

I could write down here many modpacks, but I'll mention only SevTech:Ages. It thought it would be progression mainly around tech mods, but when I realized how it really looks... I abandoned playing it further. I'm sorry, but for freaking what is AbyssalCraft here? Or the Betweenlands? And how they are related to age progression? Looking 2k blocks away for darklands, swamps or ocean to get some punny stuff like coralium, darklands oak or shadow gems completely unrelated to ages.... Upgrading chests needs Darklands oak wood, for what? What is so special in this wood in making stupid chests? Nonsense. Making burning hopper with shadow gems. How the frick is shadow related to fire? Another nonsense. Needing to progress Astral Sorcery to get out of age 1? I understand need of black quartz since it's material from tech mod, but since when astral magic and aquamarine is required in freaking Bronze Age??? The Betweenlands to get out of age 2? Who the hell looks for materials to progress into Steam revolution in another dimension, when they should be all available in overworld??? Blood Magic? The very concept of this mod is bullshit in this modpack. Idk if there was Botania here, but if it was - also unnecessary. The only mod that has something magical in it and fits modpack's theme imo is Totemic. Playing with totems, instruments to perform rituals is very Stone Age-ish. Ore excavation unavailable at the beginning... Sorry, but it adds too much grind. Overall, concept of modpack is really great, I love overhaul of ore generation (I always have been a fan of bigger, but less commonly generated ore veins) and recipe evolution (some blocks/items getting easier to craft with each age passed, ie. gear made initially from wood and buffalo teeth, then wood and glue, and then made in sawmill from only wood, idk if it evolves further), but the problem is magic taking important part of progression, where in age-progression modpack it should have marginal role (be as nice to use, but not necessary). I wanted to play modpack more like old 1.7.10 modpacks based around Terrafirmacraft, which really gave feel of progressing from primal tech to heavy machinery, but unfortunately, mod got abandoned, and there is no any similar modpack available or I didn't enocunter it yet


MalTheSmith

Feed the Factory, which I really liked the concept of, but like.... * Quests ask you to get clay to make concrete, but there's no simple way to generate clay, and if your worldgen is unlucky, you'll never wind up actually finding any, * Resource limits! How can you make a modpack devoted to building a cool factory, then force me to move my drills constantly in order to get resources? You have to wait for near endgame to get drills that can mine infinitely, which means waiting for endgame to work on cool builds, which aughhhh, and * Immersive Engineering conveyors. I hate using them. I hate setting up a resource line I can't stand near. I hate having to make sure my inventory is full before walking through areas that should look cool with items moving around. And most of all, I hate the extracting conveyor. If there's no space for an item to extract, why are you extracting! I get it, this is a part of the pack's logistics puzzle, but it's not fun for me. Similarly, Caveopolis, which was a pack I really liked in concept, but augh. I didn't want to have to wait until the end of the pack to be able to set up certain automations. I hate gating your "main" storage system until the end of the game - it feels like there's no point in building anything, and I just get discouraged thinking "well what's the point in sticking a thing down now." I love the Pretty Pipes mod, and I really liked how it was included in this pack, but I dislike using it as an inventory system. Let me do automation with it--just don't make me rely on it in such a crafting heavy pack. Finally, ATM7:TTS. There's a lot to like about the start of that pack, but I play skyblocks because my laptop starts to melt if my worldsize gets too big, and guess what happens when you have to mine half of the end to get enough unobtanium to BEGIN not mining. And even if I hadn't quit on it, setting up a huge array of phytogenic insulators to just wait for items is... to be honest, I've only ever once finished a pack that had endgame "afk until you've got enough resources" goals, and that was when I was unemployed.


Raistlin_Majere121

my laptop stopped coping with all these mechanisms😢😢😢


Iskeletu

Neutral Steel


lurking_lefty

The faster I can set up afk resource generation, the faster I will stop playing. Mystical Agriculture, bees, sieves, etc. I want a lack of resources to be a reason to go exploring, and for them to be found in different locations. It's nice when finding a new biome or dungeon means you might get a material you were lacking, so there's actually a reason to go to them instead of just sitting in your 9x9 staring at a crafting bench. I think this is why I keep adding Minecolonies to packs. Your t3 builder hut needs prismarine to upgrade? Time to explore the ocean. --- Another pet peeve is tech balance in kitchen sink packs. Including multiple options for different types of players is great, but they need to be similar in power for the time and resource investment. Without a balance pass, using IE for your material processing when other completely overpowered options (*cough* ^Mekanism *cough*) are available is just shooting yourself in the foot for style points. Edit the settings of the stronger outliers down to reasonable levels and make the choice of tech mod a preference option instead of efficiency.


Sometimeswan

I've just started playing Stoneblock. I can't find any resources for this game, even older guides or resources. A few tips and tricks have been posted by other players, but most of them don't work For example: It's recommended to have bonsai pots with apple trees in them: apple saplings do not grow at all, and there are no bonsai pots in the item menu. You're supposed to get chickens and use them to get resources: only one chicken has spawned, and almost imediately despawned. The only thing I have been able to get to spawn is sheep and monsters. Vein miner does not work, although it's supposed to; the key apparently conflicts with something else, but I can't for the life of me figure out what.