Just a thought on the whole discussion about complexity and people not knowing where to start with so many mods. As lately I've been playing a lot of Agrarian Skies with a few others on a server I've noticed that the quest book it has helped me get some direction in what to do next and what I might like to try out. This may not be needed for everyone but beginning players may like to have some push into what directions they can go and what they may find where. Some kind of quest book may help out a lot as it's like a lot of wikis pressed into a small book, just covering the basic things you need to know. This however would not mean the wikis are no longer needed but they can be looked up whenever a player is interested in knowing more of a mod. The book should just point out some roads you could take as a new player and how you could setup a simple base with the whole mass of mods on the server. About the rewards the Agrarian Skies quest book gives, I'm not sure if that's something that should be added to it as it'll mean people who don't want to use the quest book won't get the rewards. Though I don't think it'd be that hard for them to grab a book, claim rewards and go on with their own business if they want. Still it's a matter to discuss. After a quick look up I found it was a mod which could be added and customized for our needs. The only thing I'm not sure of is whether or not lives may be disabled as I don't think anyone would like to go banned with 0 lives left ;p Just see if anyone is interested and if so, I'll see what I can do.
Why don't we just enforce the rule that said you can't build ugly things...? That was a rule, right? I'm fairly confident that it was when I joined in Summerhold.
It should still be enforced. Why tolerate poor quality? I'm sure you don't just buy a scrap shack of a home and go "eh function over form lelele"
I think In the next Alice we should have player towns as well as individual bases. The reason for the Town is so people Can see each others builds more easily and to make people try to build nicer. Like in some of our bases ive noticed we just focused on the machines and function more than making it look nice. You could still do that but then have a choice to build a cool looking house in the spawn town.
It was the small things that made me fall in love with SKCraft a few iterations back. Just the way I could lock/private a chest with a sign got me excited, I hadn't been able to do that before... I love fiddeling with the odd's and endy's... Which made it so sad that some of the neccessities (in MY! opinion) for a Tech-mix like chunkloaders and automining got taken out. So sad that I had to give it up as a glorified vanillaserver, I don't want to be sad this time around.. Trying and learning how to fiddle with new mods "under way" is for me more fun than knowing exactly how to progress. I'd like to add my wants and needs:... -Steve's cart's - For all the fuuuun!... -Bees - I don't need the big or hyped Beehives, just normal bees and apiarys are good for me. -Jammys furniture mod - unfortunantely it seems it won't be uppdated past 1.6 by the author, don't know if that can be rescued by our inhouse wizerds. -MapWriter - The overview-map mod, if we don't have a dynamicmap online then this is what I like to have handy to see where I've been and where I want to go and what's interesting out there (especially for baseplacement area selection). (http://www.minecraftforum.net/forum...82-mapwriter-an-open-source-mini-map)(MW2.1.1 for MC 1.7.2) Or was that OPIS? got confused now.. -Waila - block information mod. -Carpenters blocks - For most excellent and less squarish-blocky builds, not sure if its waiting or finnished for 1.7. (http://mineshopper.github.io/carpentersblocks/changelog.html) I would sorely miss the iron/steel tanks if Railcraft was out (unless theres some likeness out there(and no i don't mean a tank of one block tanking up 5billon litres of liquid..)). ---Path.. an update of the requested mods could be nice...(hint-hint-blink-blink-nudge-nudge...Ill slipp you a nonlie-cake on the new map...)
I agree on Waila and Carpenters, those are great Waila is just so useful in knowing what is going on without opening guis, reading data with items etc. And Carpenters will help anyone to build something looking good Steve's carts is something questionable for me, I don't use it and lots of other things can easily replace it. MapWriter or OPIS would be nice, not sure either which one it was xD Jammy, not sure if that one would work out. We could try making something similar but that's all thoughts. Bees, you mean Forestry? I'd still want to try that out too when I get the time and a setup base! These are just my opinions and none of it has anything to do with the modpack team decisions.
In Bees i dont mind which mod is used as long as I get to fiddle with them, but I guess forrestry is the base there. As for Steves carts, yes other things can replace them, BUT it's not as fun (for me) and it's not a question of having one machine that all have to use, it's a question of the player having a choise of what he wants to use. Othervise we get a little red line to follow right through the game and no freedom.
True but I meant more like not have a lot of ways to do something while just one of them really get used and the others are just there, you understand? Like Steve's carts, fine if enough people would use it but if it's like just one or two and even a bit it's just not really worth the extra weight on the modpack as it influences performance, load time etc.
Please note all previously denied mods will be re considered! (within reason. eg: don't request ICBM)
Still added them to the mod suggestion list haha, every mod suggested is listed but as it says it does not mean it's being added.