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EnderIO 7 Gameplay Feedback/Balancing Discussion. #959

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dphaldes opened this issue Jan 3, 2025 · 1 comment
Open

EnderIO 7 Gameplay Feedback/Balancing Discussion. #959

dphaldes opened this issue Jan 3, 2025 · 1 comment
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MC-1.21.1 Type-RFC Request for comments.

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@dphaldes
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dphaldes commented Jan 3, 2025

Based on ATM10 pack and progression should be mostly untouched by the pack.

1) Grains of Infinity

Fire crafting requires Fire Tick to be on. Our server had it disabled by default to prevent lag from forest fires (can be caused naturally) and protect structures from burning down. Game rules shouldn't stop you from playing a mod.
When using Deepslate, you often get failed crafts. Deepslate is not consumed, but you don't get grains either. It gets annoying that you have to keep lighting fires, and it results in a dud craft.

2) Capacitors.

Capacitors are cheap but requires too many sub-crafts due to nuggets. A better way to craft would be to use Ingots in the recipes and have multiple capacitors as a result. It would make all other crafts like machines and capacitor banks less painful.

3) Ensouled Chasis.

It requires you to craft chains and nuggets. The issue is that it is the base block for ensouled machines.
For example, to craft XP Obelisk, you need to perform the following steps:

  1. Soularium Ingots in Alloy Smelter
  2. Convert Ingots into nuggets (Crafting)
  3. Convert Quartz to dust (SAG)
  4. Craft Soul Chain using ingots, quartz and soularium dusts. (Crafting)
  5. Then craft the soul chasis (Crafting)
  6. And finally, you can go craft whatever block you want. In case of XP obelisk, you also need to craft XP rod. Other blocks need other materials like Alloys, Slicing, Soul binding or other materials like crafts.

Overall, you need minimum 6 or more steps to craft 1 block.
This is also completely ignoring the fact that you need a lot of resources to craft 1 block

4) Machine IO is slow compared to pipes.

For small setups like a smelter with a chest beside it, it can create a bottleneck.

@dphaldes dphaldes added MC-1.21.1 Type-RFC Request for comments. labels Jan 3, 2025
@tyler489
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tyler489 commented Jan 4, 2025

I do believe that the gamerule doFireTick has been supported since 1.12. Fire that is placed on bedrock will be checked to see if it is old enough, then manually removed, by these lines of code (I am pretty sure) however it may have broken in porting,

// Support worlds where firetick is disabled:
@SubscribeEvent
public static void onWorldTick(LevelTickEvent.Pre event) {
var level = event.getLevel();
if (!FIRE_TRACKER.isEmpty() && !level.getGameRules().getBoolean(GameRules.RULE_DOFIRETICK)) {
// Create a list of positions that need to be turned to air. Fixes issues with the fire tracker being modified while we iterate
List<BlockPos> blocksToClear = new ArrayList<>();
// Search for any fires that are due to spawn drops.
long gameTime = level.getGameTime();
for (Map.Entry<FireIndex, Long> fire : FIRE_TRACKER.entrySet()) {
if (!fire.getKey().dimension().equals(level.dimension())) {
continue;
}
BlockPos pos = fire.getKey().pos();
if (gameTime > fire.getValue()) {
if (level.getBlockState(pos).getBlock() instanceof FireBlock) {
blocksToClear.add(pos);
} else {
FIRE_TRACKER.remove(fire.getKey());
}
}
}
// Turn them to air to trigger the usual event.
for (BlockPos pos : blocksToClear) {
level.setBlock(pos, Blocks.AIR.defaultBlockState(), Block.UPDATE_ALL);
}
}
}
}

As for point 2, I agree, I find it annoying to have the extra nugget from crafting.

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