I've slowly been narrowing down on the causes of the instability ad custom java args have indeed been part of the (partial) solution. This pack (or modded 1.12 in general?, I haven't played other 1.12 packs) remains unstable, but I was able to reduce the crash rate.
Thanks for the heads up on the Tech Reborn wiki. Had been looking for it in the wrong place. The vacuum freezer isn't covered but xeroclass above was able to help earlier.
Is it possible to make the floor of snow island something else then packed Ice? The snow golem can't trail snow on it, but it does on snow block (which is dangerous to dig through above the void) or Heavy snow. Maybe just mention it in the guide atleast to make heavy snow for the golem?
I’ve been running the Bee Attractor for quite a while, but not got any Monastic Bees showing up. Do they turn up there, is it just my bad luck, or do you get them another way? I know on regular maps you have to trade them from a villager.
I asked, just like normally, they can be gotten from villagers which on this pack can only be obtained by curing zombie villagers. Also, every hive bee except monastic and extra bees (rocky, water, etc) can be gotten from the bee attractor, even valiant, unusual, steadfast, ender, oblivion etc.
Anyone actually got the vacuum freezer to work? I built the 3x3x3 hollow box of 20 tier 2 and 6 tier 3 casings with freezer on top, just like the gregtech wiki's describe. But it still doesn't work. I don't really need it, I built it after I made enough dark matter using cryotheum. But getting it to work would be nice.
@EmosewaGamer
I'll go on a little rant here, but that is because I absolutely love what you created, but I am frustrated with the way you handle new releases and think it has a negative impact on the enjoyment people get out of your pack.
Honest question, how do you think people should play your pack? Should they download it and play that version through to the end ignoring new versions and hoping to be able to work around bugs/problems. Should they upgrade to each new version because of fixes to problems? Or should they consider the pack in beta and not play at all until you have finalised it?
Most of the .x releases impact the progression line. Some in a small way, most very heavily. So heavily that I would say most .x releases can be seen as different packs. People often have to upgrade to get fixes to problems. But then they are playing a different pack and should really start over. And starting over is not really suitable for a pack that ask hundreds of hours to be invested.
I hope you don't get me wrong. I think it is great what you have created so far and I think it is equally great that you are still working on it, creating new progression lines and now even several lines in 1 pack. I feel like the pack should still be in beta, clearly marking the fact that you are working towards a final version. And when you feel you have fine tuned it to your satisfaction, then release it as final, only bring out fixes for problems and not mess with the progression line anymore. Then we can all be in the same boat following along with each other playing your great pack.
tl;dr: Currently the pack is marked as 'release', but I feel like it is not 'safe' for people to invest a lot of time into it yet because of major changes in the updates. It should be in beta still and clearly noted that you are working towards a final version, warning about the major changes.
I want people to always play on the latest version. It's quite infuriating when I work on a new version for 6h/day (most of the time) and yet everyone stays on an older, buggier and more exploity version. The pack will never truly be done, unless disontinuing it and working on MSB3 when 1.13 rolls in counts as finishing it.
However that is the point that basketkess is trying to make, the latest update adds 4 steps for a button another 3 steps for a piston an hour to get all the necessary units and items to get back on track for empowered redstona to make those items. When you make a change even a small one any auto crafting setups need to be change too. I do understand and appreciate the effort you put into the pack, but there needs to be a line in the sand, for your players own sanity. This latest change almost saw me quit, and a few others who are playing were feeling the same.
I was disappointed to see that Modular Routers got removed recently... any particular reason? Not working, or just not a good fit for the pack? (Note: I'm the mod dev)
I understand your frustration with people not upgrading despite your hard work and I understand that you won’t consider it ever truly done. Anything we lovingly create is never done, there is always room for improvement.
But I also understand the frustration players have because of the major revisions to the pack. Not because it gets more difficult (I consider difficult to be the point of a pack like this), but because the progression you’ve made doesn’t align with the new progression line (by the rules of the new version, you’ve cheated your way there). The only solution is to start over with every progression line update and that is no viable solution for a slow pack like this I would say.
To me, both sides are valid and understandable. So how do we make this work? Well, I guess the first question is, do you agree there is friction between how you want to develop your pack and how players have to deal with it?
Edit: I am not a streamer or video creator, but from those who are, I understand they have an added frustration. The problem they face is that people who start now play a very different pack than the video creators world was created with. They are out of sync and they keep having to say ‘this is how we did it, but you can’t do that anymore’. To solve it, they would have to restart with every major progression line update which is not viable at all. It also sends the message to viewers ‘whatever you do, don’t play this pack until the revisions have stabilised’.
Sorry about that. I had a poll about removing Modular Routers and Simply Conveyors and More and most people voted yes. Now that the pack has 200+ mods I am trying to remove the least used mods (no offence) to lower the amount of block ids and RAM usage.
Yeah, I did lose a certain youtuber from that. I thought that he'd start over after 2.5 as normal mode was more polished and made easier, but he left my Discord and all a day before it was released. There are also those people that found out about my pack at it's earliest stages and think that it's the same to this day. I just wish that everyone who stopped playing my pack because of bugs, grindiness and stuff like that would come back to play this new more polished and more complete version. At the end, everyone who was a part of this community helped me improve the pack in one way or another and I want them to know that.
For me you are in a grey area. I want you to leave because all you guys do is mention the things that have been nerfed, offend me, play by your own way and call normal mode hard. However, what kind of pack maker would I be if I scare the people playing my pack away?
I offend you how? if truth causes offence then that is your issue. People ask advice or post issues, you often give a snarky reply, I call you out on that and helps those players. I've helped several people on here with issues, that you seem to refuse to care about. Its minecraft this game is not meant to be locked into your idea of play, imagination is created by exploring and discovering. Locking people into ridgid do it by the book style play is really not fun. You want and ask for participation in this forum then get upset when people don't agree with you.
Let us look at the newest release, to make a button now takes clay,gravel,sticks after that needs cooking. You changed 1 part of a already over the top piston recipe that added 2 different calculators and another machine to needed for parts for said calculator. You change the empowered redstona recipe so it needs a fire diamond, this need another unit that takes around 40 buttons, diamonds and emeralds, IE machine components to build. So a once working auto crafter setup to make pistons is now buggered, and the cost of pistons increases yet again (diams in pistons ouch).
I enjoy the pack, I love the concept, I appreciate the effort it takes you to produce it, but give the players a break, let us enjoy the pack without weekly large changes. Currently 2.5hf is stable, no crashes, no real lag issues, there is nothing that needs improving.
I do have 1 question and I'd like your honest answer do you actually fully play your own pack?
I have only been here for a few weeks, so I missed the start, but you seem to have released your pack very early on in its development. That can be great, because you can create a community around it and people enjoy the feeling of being able to influence the development. But it also opens the door to the problems we have been discussing.
I think the biggest problem is communication. Speaking for myself, I noticed Soaryn playing your pack, gave it a go and was immediately hooked. But I didn’t realize it was still in such heavy development. The major changes came as a surprise and provided me with no small amount of frustration (not gameplay wise, frustration and pain is the name of this game, but having to start over to be able to play your new versions). Had I known the pack was in such heavy development I would have waited for changes to settle down. I can’t afford to invest 100+ hours several times over and I think the same goes for most people. Asking them to start over is a very big ask for a slow and painful pack like this. Ask it once and most will be forgiving, ask it twice and trouble begins to stir, ask it a third time and people will be inclined to mention where you can stick the bloody pack. People invest time in their base, want to make it look nice, create inventive solutions for the problems that the pack presents and are proud of what they come up with. The build becomes a familiar place with a history and people want to expand on that while they follow the progression of the pack. And then they have to throw all that away to follow you in your new version. I’m making assumptions here, so correct me If I am wrong, but I fear you underestimate the pain of starting over. You are not creating SF3 where you can be back up to draconic armour in a day or two ;p
If people are more aware that the pack is in development and that changes, smaller and major ones, can drop any time, they would not be surprised by them. If you know that you might have to throw away everything you’ve built and start over, you won’t be as angry or frustrated about it. It gives people the chance to decide if they want to get into that.
tl;dr: I think most problems come from people not being aware the pack at any time might change in major ways which might warrant them to start over. If you could make it more clear in the pack’s description and/or the release notes that major progression line changes can occur, that might help to prevent some frustration on your side and with those playing your pack.
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Keep up the good work! turn out only JEI doesn't show clay bucket for treated plank. ill check out 2.5, later.
In reply to Gammasix:
In reply to Timeslice:
@EmosewaGamer
The hotfix did it for me. THANKS!
How do you get constellation papers
Is it possible to make the floor of snow island something else then packed Ice? The snow golem can't trail snow on it, but it does on snow block (which is dangerous to dig through above the void) or Heavy snow. Maybe just mention it in the guide atleast to make heavy snow for the golem?
Hey all,
I’ve been running the Bee Attractor for quite a while, but not got any Monastic Bees showing up. Do they turn up there, is it just my bad luck, or do you get them another way? I know on regular maps you have to trade them from a villager.
In reply to Etherealuk:
In reply to Forge_User_69162321:
Anyone actually got the vacuum freezer to work? I built the 3x3x3 hollow box of 20 tier 2 and 6 tier 3 casings with freezer on top, just like the gregtech wiki's describe. But it still doesn't work. I don't really need it, I built it after I made enough dark matter using cryotheum. But getting it to work would be nice.
@EmosewaGamer
I'll go on a little rant here, but that is because I absolutely love what you created, but I am frustrated with the way you handle new releases and think it has a negative impact on the enjoyment people get out of your pack.
Honest question, how do you think people should play your pack? Should they download it and play that version through to the end ignoring new versions and hoping to be able to work around bugs/problems. Should they upgrade to each new version because of fixes to problems? Or should they consider the pack in beta and not play at all until you have finalised it?
Most of the .x releases impact the progression line. Some in a small way, most very heavily. So heavily that I would say most .x releases can be seen as different packs. People often have to upgrade to get fixes to problems. But then they are playing a different pack and should really start over. And starting over is not really suitable for a pack that ask hundreds of hours to be invested.
I hope you don't get me wrong. I think it is great what you have created so far and I think it is equally great that you are still working on it, creating new progression lines and now even several lines in 1 pack. I feel like the pack should still be in beta, clearly marking the fact that you are working towards a final version. And when you feel you have fine tuned it to your satisfaction, then release it as final, only bring out fixes for problems and not mess with the progression line anymore. Then we can all be in the same boat following along with each other playing your great pack.
tl;dr: Currently the pack is marked as 'release', but I feel like it is not 'safe' for people to invest a lot of time into it yet because of major changes in the updates. It should be in beta still and clearly noted that you are working towards a final version, warning about the major changes.
In reply to BasketKees:
In reply to EmosewaGamer:
I was disappointed to see that Modular Routers got removed recently... any particular reason? Not working, or just not a good fit for the pack? (Note: I'm the mod dev)
In reply to EmosewaGamer:
In reply to desht:
In reply to EmosewaGamer:
In reply to BasketKees:
In reply to Kiwifrogg:
In reply to EmosewaGamer:
In reply to EmosewaGamer: