#Creativity and Choice Over Obligation: Rethinking Game Progression
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I think let it ship as is maybe but dont change the assembler recipe is the moral of the story 
it sometimes comes to me that if LATEX and SCP is one multi then many problem might be solved
wait but if you gut the singleblocks and add a scaling factor to assembler isnt that just gonna make wires take a gazillion times longer to coat in earlygame
i guess it wouldnt be that big of a scaling factor because its only lv mv hv
the point is to scale it by material tier
so for the first few tiers itd have minimal impact
thats fair
idk how well that would scale into late game tho because i just tested a maxed latex vs 65k uxv prass and its around 40x slower which might actually cause bottlenecks
Stargate does tend to make one think "forget the efficiency I need throughput". Prass having unlimited 2/4 OCs makes it attractive in endgame.
I think it's good for there to be a choice there (efficiency vs throughput), but the specialized machine falling off does feel weird, even if it is at gate.
As long as it doesn't fall off too badly it's fine... 40x slower sounds scary but in 2.7 gate didn't need that much coated cable (IIRC) so it wouldn't have been bottlenecking regardless.
Even if it was 100 times slower than current, having it be its own dedicated process would basically not affect gate crafting times at all because that's still nowhere near the bottleneck that craft has
just saw the upcoming-features and immediately thought of this thread, seems a bit counterintuitive that we agree there should be incentive to create more "pull" than "push" mechanics, then in the same update cycle do the same old "add new mb -> remove existing recipe"
yeah we talked about un-deprecating it
are there going to be any changes to CALs? they seem like one of the worst and most obvious offenders of "push" mechanics, due to their entirely artificial 6x cost reduction compared to singleblocks. i dont really see the reason for that because CALs already benefit from perfect overclocking.
i guess it wouldnt really matter that much because CALs are just better to use at that point, but the whole mechanic really feels like the game is kicking you in the ribs for fun as opposed to a natural increase in difficulty
I think that's actually just an issue of presentation. Beamline provides many more times reduction in resources, but is what I think a very good example of optional but great line. The reason that everyone thinks CALs are mandatory for progression is because they're presented (at least in qb) as "normal cost" vs "6x inflation of singleblock", and that's anchoring expectations the other way
Wait, coming to think of it, the 6x cost is recursive right? I'm away right now so I can't check, but if that's the case, then I do agree it's a bit too egregious
Ah, then I think it's actually not too terrible
but it’s also hard to frame it any other way. it is a 6x cost inflation. it’s really hard to present cal as giving a discount when you have one circuit cost 6 boards while every other circuit costs 1
Fair point
i don’t really mind cal, i think it’s fine as core progression (some things do actually need to be mandatory) but it’s fairly hard to make it feel like it’s giving you a bonus when it’s giving you circuits at the same efficiency you’ve come to expect from everything else
yeah exactly
like if the amount of smds/boards needed for circuits grew steadily with each board tier, and the CAL curbbed that and provide a constant cost, it'd feel much fairer
I can see that, I feel like when I unlocked the CALs, the biggest gain I felt was actually the perfect OCs
since the crystals were very slow at the hatch I had
yep
so maybe that can be further improved (earlier access? seems a bit difficult though)
multi amp hatches (w/o tierskipping) ?
would probably be too trivializing considering laser's not far off, and even just 16/64x means circuits are near instant
thats fair
maybe room for a second energy hatch like the ABS got?
though idk that means there wouldnt be any reason not to, unlikethe ABS which doesnt perfect oc
another thing that could help CAL feel less bad is if the SoC recipes for early tier circuits got unfucked on CAL. there's no reason for the SoC nano / quantum recipe to be this bad (time wise, not resource wise)
Tbh I think a lot of the issues with CAL could be smoothed over by just pulling the 6x recipes from the SB entirely. Leave everything else as is but you’re introduced to SoC circuits for ULV—MV earlier on and I don’t think there’s anything wrong with just saying ‘SoC circuits need CAL past MV (as do circuits past quantum’s)’. Doesn’t really fix the issue of the CALs then being hard required for progress but it does seem somewhat more honest
Outside something like that kinda does seem like a more broad reaching overhaul to the CAL would be required to add some other bonus outside having to build to it to avoid the 6x cost of later circuits would be needed
perfect OC is really enough, imo. you need to craft so many circuits that you will have to make it eventually, and even if someone takes their sweet time making it until UV or UHV with the 6x cost gone, then their loss
idk to me it just feels like intentionally gutting player choice. it's like its trying to get as close to removing the singleblock recipes without actually doing it (because theyre still required for imprints)
CAL has never been optional, nor is it ever meant to be. we shouldn't invent history just for the sake of this discussion
CAL circuit assembler mode tho is optional, and that can indeed help your business
cal circuit assembler is goated
my 4 IV circuit assemblers would poop out a circuit every few millenia but my new circass is insane
Ngl I don’t think stuff like the CAL needs to be an optional upgrade, I think there does still need to be a core progression that gates certain items and the CAL is a nice step up from the SH CA. I think the ‘optional’ progression stuff needs to fall into two categories:
- Unlocking higher tier stuff earlier but at a far higher cost in setup/efficiency
- Boosting current separately viable lines to make them cheaper or to increase throughput
There is always the risk as the end game gets really filled out that the boosts of yesterday become the required numbers of today but that can be tackled either by ensuring new lines / processes are required as the games goes on or simply scaling the amounts of ‘x’ product beyond what the boosted amounts of exiting lines can feasibly manage to push players to engage in newer, more efficient lines. I think a lot of this thread tends to get bogged down in wether some system or line needs to be optional or not but maybe the focus should be more on optional content being a buff rather than being optional for the sake of optionality
Okay I want to try and view this in the context of challenge runs
Things like "solar only"
If what you want is replayability and player choice to make runs different based on the level of challenge, then what needs to be done is for a single aspect to be focused on at a time and widened. I have no idea why CALs are being mentioned bc they're just an inevitable part of progression but I don't think that's the direction that should be looked at
Solar only for example is in a pretty decent state (if you count EOHs as solars) More stuff like this where there's a clear path of progression in a different direction that wraps around back to the same end as the normal path is perfectly serviceable to me
i mentioned CALs not because i think they should be optional but because i think the way they're introduced isnt very good
but i see what u mean yeah
i agree with that. they feel super bad. theres a way to do mandatory progression without it feeling like a total slog
the fact that cal not only does not discount circuits but actually actively makes them worse to craft (by forcing you to craft in oversized batches) just feels terrible
it's from the same person that consider a -10% EU/t usage on oil cracker to be quite impactful
or was it up to ~70% stainless casing saved from wallsharing?
They're good changes - forcing players to spam machines and/or wait days doing nothing is a bad design. The existence of the "Stargate Waiting Room" indicates that this was necessary. However, those multiblocks don't add variety, they just remove tedium.
The Solar Tower could be improved, though. It's kinda just useless right now.
Absolutely
We're on the right track with buffing stuff that exists with no place like HTGR
I think the devs need to collect more data on challenge runs that sort of exist but aren't fun due to lack of viable progression, and player feedback about what's not used and to find gaps in progression that can be filled by them or something new
I find that magic mods, in general, are in that kind of in-between state here.
There are some practical uses for magic (teleportation, early mob spawning, baubles, maybe duping metals & purifying ores), but it only integrates with a small portion of the GTNH progression chain
I would really like to see a core GTNH specific magic mod that doesn't rely on gimmicks as much but can serve as a trunk with which thaum, witchery and botania can be anchored to
There was the LEG earlier, which was a completely overpowered source of EU powered by magic, but that got removed for being too overpowered.
Bringing magic back to EU generation would give more value to magic investment, even if that EU generation method isn't optimal
The key concept here is "a bird in the hand is better than two in the bush" - "a less efficient automation which you can create immediately is better than a more efficient automation which requires you to invest in a different tech"
It reminds me of Stardew Valley runs where you can do every major milestone without 90% of the core mechanics with enough skill and luck
We just need an extra few routes that rely on something else
i do think magic power generation should be more optimal. should feel rewarding. theres zero mystery why leg was overpowered
its literally just because essentia
Which is why I proposed essentially splitting the progression into three paths, one specialising in simplicity, one in speed, and one in efficiency
They could have their own machines or variations of the same
Actually rather, not specialising in one, sacrificing one
"Speed, material efficiency, simplicity, pick two"
For the early tiers, we could also just make automations that use different resources.
Yeah, may not even need to be machine based
Just the systems around those machines
Tho I don't know if whats already capable already does that
Have a tree farm? Use Benzene and plant-derived products.
Have magic tech? Use Essentia fuels and magic devices.
Want to automate everything? Use solar panels - they scale with your passive production.
Don't want to do anything interesting? Use fossil fuels to skip to more interesting technologies.
The simple solutions doesn't last for long, but it gets you there faster. The other technologies require more unfront investment, but carry long-term benefits.
i do find the whole purpose of a stargate waiting room kinda bad practice you only waste a player time if it funny or rewarding to said player. Bare in mind a vast majority of the pack you already been waiting for machines and what not the name of the game is efficency. Also two scalibility is good and all for multis but it repeatitive and doesnt alloy creative automation it how fast can i MM a few dozen of these.
I like to take a step back and look at what pre-gate could be
"How fast can I MM these" isn't really good design, in my opinion.
really the magic mods in the pack are effectively gated and not gated you can pretty much get to end game thaumcraft in MV as there methods to get infusion in steamage
I see it as "the goal is in sight, this is the final sprint" so it being a kinda like tangible checklist of final steps you can blast through to give you a sense of momentum
it not that the point im making.
Not anymore, they removed the ender eye trade, and there's a good bit of tech locked behind ichorium (locked behind osmiridium)
thought ic2 enderbloom still exists
Oh yeah, that technically is still there.
and bees can kinda do the ichorium
there is an alternate recipe thats currently an open pr that would change the ender eye for an eldritch eye. this way people can get infusion <hv given they do some tc investment
this is in addition to the ender eye, so there would be 2 recipes
Awesome. Does it need approval, or are we just waiting for "balance change" confirmation?
it needs approval i just havent clicked it
really the big one is goggles
im 100% ok with it being in the game. i think its neat
but i must say that solar panel is not a long term solution at all thanks to the exponential increase of gt energy consumption
as that hella gated
revealing
There's no reason we can't make solar panels also scale exponentially
(Also, your resource production kinda scales exponentially too, so you should* be able to manufacture exponentially larger numbers of solar panels)
MV is most of the fun things with enderio
given that thaumcraft isnt even supposed to be accessible pre lv, i dont see it as that bad
well
need energetic and vibrabt screws
'not supposed to' in the general route of progression
really given the whole varients and overall stone age thaumcraft has been in the pack since like 2.1 it safe to say pretty much steam age should be the start of magic imo
Thaumcraft, I think, is placed pretty well.
We could move another magic mod down some tiers, though.
honestly blood wouldnt be bad
i cant imagine the solution being to push magic mods even further into the earlygame
or witchery
To be perfectly honest, I like its place too.
It has several strong utilities, and it already has very good GT integration where it is
Witchery is probably the most likely choice.
We're not using the upper 50% of its progression tree
witchery seems like the most likely candidate for getting ditched entirely since it has very little to offer and is arr
honestly magic intergration need to be fairly seamless like if stome age thaum has been in pack so long let it stand
And it's not all that powerful compared to the other mods
That works too
honestly if we could i do electrobobs
Either we integrate it further, or we ditch it entirely
botania should always have started in stone age though, ill maintain that until i die
why though
its the much more obvious low tech magic with pretty reasonable earlygame qol
it shouldnt have all its content locked behind truly insane gt gates
I'd agree with you, but some of the things it provides are better suited for those higher tiers
i cant recall what the biggest botania qol
there are stark few things that fit that, and those can be individually tiered
It's more suited for automation than the other magic mods
but in stone age its hard to do botania automation
like sincerely who are we kidding with this
Catalyst, Rannuncarpus, Hopperhock, good tool materials, rings
Yeah, that can go down a tier
totally disagree, botania of all the magic mods is the most automatable by itself
it was designed to be automated with only botania and vanilla mechanics
what rannucarpus
the whole idea of the mod
i know orechild fun to
Flower which places down blocks
You can filter by which block to place on
its super cool to try and do botania+vanilla only botania automations. requires you to use your head a bit more than just slamming ae2 integration
Much better than the Automagy hourglass
yeah it is, its designed to be automated with vanilla mechs
We don't expect players to automate in the stone age. Automation, at that stage, is generally just slowing yourself down and locking yourself away from all the good tools.
pretty much magic ae2
i know. im just saying botania is an automatable mod by itself
orechid should be pretty easy to implement now, but I don't have time to do it myself
and that it very obviously makes the most sense as an earlygame magic mod
thaumcraft is even tech themed while botania is natural magic. its a perfect flavor fit and gameplay fit
In GTNH, early Botania automation would be shooting yourself in the foot, unless we make Botania automation actually good in practice.
im not saying it wouldnt be
im literally just saying that of all the magic mods, botania is least reliant on other things for automation
honestly if you could get the animal infusion from horizons youd have a few farms easily
though i certainly do think earlygame automation should be more encouraged
That's good, but this doesn't matter in the context of GTNH, since tier progression cannot be boosted by this.
isnt that bees tho or more given it so tedious not really
i was just saying it
i was not making a value statement about gtnh
i was purely responding to the viability of earlygame automation in terms of the tools you have
whether that would actually be useful is different. certainly not right now
cause you can do bees in stone age
It's not impossible. Make the item network tech dirt-cheap, and you have a pretty okay solution for automations
i mean mainline and magic progression. bees are basically a strange minigame
But it does have to be dirt-cheap (as in "can make a stack in LV without gargantuan effort")
if i can skip BBF in steam age with bees and infernal blast ive done good
isnt the corpora network like super annoying to use and dont you need for botania automation like a few items
It's not awful
It works as a wireless network to access any item from a large assortment
The problems is that most stuff requires a redstone pulse to work
i mean the type in chat functionality
and the crafting automation cannot be made bulletproof in any good way.
Nobody forces you to use that, and if it has bugs, report them so they can get fixed.
thought that your supposed to use it
It's like the ME Terminal for an ME network - useful, yes. required to use the system, no.
You can totally build a system without that block
Especially since everything is stored in standard inventories either way.
really wish the golems where lower teir
What locks them?
cause there like the modern copper golems
From what I remember, the main gate is nether stars, which are technically steam-age items
let me check what gates inventarium as that be the set up
inventarium need LV assembler
as you need cathode and project red
That's not that bad. Plus, the inventarium isn't the main purpose of golems
really it be the cores and technically inventarium at LV would go so hard
idk why it the projectred comparator
cause even the regular one be annoying
I heavy approve this
the hell sherma doin in gtnh
yeah i think ill approve that pr soon and dream can decide on it
sherma waiting for stargate:
♪fai ri du la thi ma net♪
♪do li pua na vo li net♪
♪pi na so mi mai ni set♪
♪dai na fun su lo! bon~♪
something that might also be interesting to add would be cool enchantment interactions like rlcraft. currently the most interesting mechanic is uberchanting, but there could be special interactions that reward experimentation, perhaps even enchantments that are gated by tiers ?
replace with like shadowmetal
oooooh, this would be funnnnnn
I want to change the start point to steam, but combuster is closed to his opinion
probably doesn’t help to try and sneak it 
I talked with Dream on private about that and he was ok about the change, also asked in Meta dev before I did the pr and there where also devs that where okay with that
Which PR?
A closed one
a big downtier like that needs real discussion and for you to actually explain what you’re doing on the pr
instead of just recipe with no explanation
also i don’t think what you did was really a downtier. I don’t even know how you get botania flowers in steam age (im sure there is a way) but im interested in correcting the actual mainline progression gates, not adding more janky skips
if botania were to get downtiered, which i would very much be ok with, i would actually want the flowers etc to be obtainable in a normal way that the qb coaches you through
The discussion: #meta-dev message
You can start botania by bees and witchery
yea frankly very few people responded to this and you’re really burying the lead when you say “botania is available in steam age” without mentioning that it needs you to do a bunch of weird progression skipping jank
Is not a hidden knowledge
anyways i don’t really care. but real downtier >>>>>> adding more weird skips
seems hidden to me. ive been here three years and this is the first time ive ever heard it mentioned. no idea what witchery would even have to do with it
and bee breeding in steam down a decently long chain is certainly a progression skip
Floral fertilizer can be made using mutandis
ah right
Yea well, I like gog so they don't seem to bad chains or recipes for me
that’s fine but obviously you understand the difference between that and the “normal” route that is actually intended
If you want a down tier ask combuster, since he will say an absolute no if I ask him
i dont really think downtiering things by introducing more strange oddities that break the intended progression is the way to go
yeah i don’t expect to get anywhere on that front either
maybe a better approach would be to get some devs to agree with you and make a short plan/design doc/explanation. Instead of trying to downtier through weird individual recipes
convince dream. he basically said so himself on the pr you’re talking about
where he said he was happy to listen to people with experience in it
I don't see the problem in harder alternative routes, at first I proposed some approach similar to the one proposed for the infusion matrix, but then I realized that changes would need to be made in Botanic horizons, so I did the plate thing
i dont want to argue about this
get an actual coalition behind you if you want to make major tier changes
im all on board for the big botania downtier if its actually well done
I was just answering, I dont wanna argue, I will ask Dream with my opinions in DM, and ask then in meta
I cant see your discussions in that channel. Im generally positive on botania downtier, but I think it should somehow be embedded into main progression (not to say one should finish all botania tasks, just part of it). If botania is a complete side quest, there is not enough incentive for people to begin with it, since mainline of stone to steam then to LV is so important in production, adventure experience and many other things.
I understand that one of nhs core design is to make magic or some other mods parallel to main gt progression, while personally I think we could use mainline to guide people to begin with some of the side mods like botania, and left other things still optional.
I like the idea of using magic to do things that don't make any sense tech-wise, like blood magic meteors in IV (or whenever you can unlock them)
If those things are unequivocally good it'll become the meta to do magic, but you won't be forced to. It should be fine as long as it isn't a CAL vs circass situation, where the tech path (circasses) is blatantly worse.
EV
Yeah im with you (dragon blood make me mad), but it actually needs a well balance. If magic cant help people with smth, it wont tie into the main game and few people gonna care about it. i feel like current botania is an example.
I feel as though Netherite and to a lesser extent prismarine line are pretty big offenders of this, at least with those you have magic options to make them a bit cheaper/easier though, I think more would benefit from further Magic integration vs being forced to use a bunch of multiblocks that you either only ever use for 1-2 other lines in the pack or that are already oversaturated. (and that aren't very fun to use in the first place, looking at you isamill)
It's a simple thing but even just more things in the vein of the new Magic Maintenance hatches would be nice, additional efficiency or overclocks from CV or Essentia, CV/t gates for extra parallels, perhaps a hatch that gives different bonuses dependent on the resource given? Or just new multiblocks with interesting combinations of in world aesthetics and unique progression/automation mechanics.
Just spitballing, would custom blood magic rituals be out of the question? Can't really think of a solid example but meteors fall off at a point and most of the rest of the rituals exist to provide things that Vanilla lacked, many of which have easier and better alternatives given the wealth of content mods in the pack.
The only ritual really relevant past UEV is the convocation of the damned and that is only for one thing, which I don't think any sane person would disagree puts people off of magic especially with how genuinely awful BMs thaum integration is.
When the new custom magic mod gets on its feet I can see that being a good home for things that could be put to use in the endgame as an alternative to the current paths, IMO a Magical Assemblyline style multi that has integration with all the schools of magic would be incredible, magic focused modules for the NAC that give unique reasons for use, something magic themed on the scale of the Forge of the gods(Which is already pretty magical honestly) would also be incredible, though I do think for that magic would need to catch up to the rest of the progression considering outside of 2.5 mechanics that you need for gate (and an optional 10 minute tops foray into Witchery) it is effectively entirely sidelined after Space Elevator at the latest.
There are so many absolutely gorgeous end game multis but none of them involve magic at all, nor do they have very interesting, if any, alternatives: BHC, Eye of Harmony, Gorge, NAC, etc.
I do think part of this is due to Eldritch and by extension Ichor being basically the most endgame magic in the pack(And all unlocked by IV) making it difficult to visualize endgame integration for magicks, right now the pack has many classic magic mods but their balancing is very much just rage-bait levels of Pain Vs. Reward.
Botania and Blood magic being by far and away the 2 biggest offenders of that in my experience, whereas Witchery and Thaum are made almost entirely irrelevant except to serve one single discount on Witcherys end and the medium for getting through the other two main magic mods on Thaums end.
The Corporea system in Botania is a pretty glaring example of an entire mechanic that has an interesting learning curve and a surprising amount of depth that is made entirely irrelevant due to it being tiered over a full tier past AE2.
All of Witchery suffers a similar fate, and BM + Thaum + Botania are all suffering greatly from being spread far too thin across the pack, I understand the desire to fit content from all of them into each tier but in practice It's just making people despise half the packs content.
multidisciplinary magic is always fun imo
Lux Aetheria definitely needs multis with Style as it grows, or im worried it wont see as much adoption as it should
Galaxia dev is chaotic but progressing quickly because the team and hype are cycling into eachother.
New Magicmod presently has some cool ideas but its trying to stand up an entire magic system from scratch, and in the shadow of the other magic mods, without having a visual language of its own yet. Blood magic had simple pyramids, botania had flowers, thaumcraft had eldritch magic and its own previous three versions. They have their own playstyles.
To rethink progression we have to look at why we are doing things the way we are. In magic, the pack has to interact with a bunch of all rights reserved mods that (while cool and classics for a reason) totally lack the ability to scale. And since we have godforge, thats... an egregious omission, and puts some magic out of reach for some folks. Not everyone has the dosh for a Goose-Proof pc
Corporea network 🤝 golems
Tiered beyond their utility. pains me to say but nutripanel is better by then
Playing this sort of challenge run, I do see why infusion is gated as it is. I am set to have autocrafting before making my first LV motors, and I'll be starting LV with passive aluminium (nuggets) already in place.
Botania too, at least from a thematic perspective. The overworld is a magicless wasteland by comparison, but fine.
However, witchery is clearly being practiced by overworld witches in the "Villager Age"
the books and henges and witch cabins and apothecaries with mutandis prove this
Blood magic, aside from arcane stone bricks, has no reason to be tiered as it is 'vibes' wise, its just dependant on the attuned stone and arcane stone bricks in a very meatballcraft "magic is magic" way. Anti-disciplinary magic.
Blood magic and on a cutting machine full of blood?? which is weird but maybe we should lean into it, id rather my blood altar feel like precision blood machine than like thaumium and duct tape as it does now.
Similarly, Arcane stone bricks take laser cutter. I have made peace with this. Laser etched runes should ALSO be an option in lux aetheria probably, similar to this and blood magic?
Im of the opinion we need new magic before we can take another pass at balancing old magic, and we need both before we can really dig into this progression rework?
We can't create variety for varieties sake we have to make things we want to do that happen to lead in the direction of Progression (or happen to stand in the way, depending)
I really like your perspective, thanks for the response. I agree wholeheartedly that we need something fresh and new that can actually scale well into the end game to justify re balancing the current goofy old magic of gating very underwhelming stuff past UV in terms of its use in the "main" progression
Also yeah even with the new Runic Matrix recipe in 2.9 Golems and the Inventarium are pretty well and sidelined, I still made an inventarium in my current 2.8 run but I didn't bother with anything beyond the most rudimentary storage system because why do the golem cores require nether stars? Really lazy gating of some really limited features tbh
new runic matrix recipe? :O
runic matrix has a recipe with eldritch eye instead of ender eye
Technically MV gated now
(I think? Maybe even late LV I forget what rose gold needs in the EBF but the recipe uses 4 Primal Charms and an eldritch eye so if you do profane wand skip then you can get it earlier than HV chem reactor)
Late LV then, unless they add Rose Gold to the Infernal blastie its cupronickel
Probs still needs laser stone in MV, but thats close enough lol
thats ideal, since... as a gal in steam age infusion, so much of the good stuff is LV gated by lenses or other incidental requirements.
I think thats good, early magic still get manual nugget duping and greedychest sorting and whatever other basic resources they can handcraft in steam/Lv which is plenty strong. in LV/Mv they can get the essential tools to start all the other magic, the inventarium for early (very fiddly) storage. Corporea still takes sunnarium though.
In hv, when science gets the nutrient panel, Inventarium gets mirrors upgrade. They keep the QOL improvements over tech
I have to use a soul brazier to power a project coming up, since i cant make the relays until LV.
Its 320 seconds but rose gold is feasible in the first EBF the player will make
Soul brazier for cv transfer? 
Now THATS some cursed tech
its to power the Nethermind, for... renewable lava, since i wanted seared stone to build with 
Because nothing says Challenge Run like starting LV with infinite lava
Playing like its still the Tekkit days and geothermal is king
Also W for using the nethermind, hope you're ready for all its weird side affects 
The amount of things that the nethermind does that are only documented in code is at least 2
Oooh nice, I dont know those yet?
It seems fitting that rigging a magnet, my soul, and hell itself together should have some side effects
Basically its going to transform an area into hell biome
Theres at least one old reddit thread that goes over the whole thing
Interesting
So if i get cursed earth from ancient minesweep gamba, timewood clocks havent been patched in my version yet, AND if theres anything actually worth farming in the spawn list... I can have a spawnchunks-loaded bit of nether biome i guess?
Be prepared for ghasts 
But yeah
Probably would make nether bees that only require biome/climate and not dimension a bit less of a pita
Heres one of the threads I was thinking of
I think I remember someone having some notes from testing for speedrun about nethermind not sure who at this point, prob ducked
And isn't biome pot earlier than nethermind?
It is yeah
Well, in dailies its technically same tier
Not many Automagy recipes are changed, afaik the Inventarium and nethermind recipes are fully Vanilla
It was ducked yeah
Nethermind is basically useless but its fun to mess with
Scroll to top, because fuck man, mobile kinda sucks
pin top post as standard, please?
I think for magic specifically it has always existed in a kind of limbo where it’s role in the pack is very poorly defined, it’s always just been gestures vaugely QoL, but QoL can mean a lot of things and encourages short dips rather than deep engagement
Part of the end game difficulty imo with trying to figure out what magic should look like, is that the “tech” we are playing with is practically magic anyway, we are creating micro planets in the EoH, using a star to forge things with the gorge, we are masters of our universe. So what functionally makes us different from archmages
(style)
We do not have the right swag for identifying as archmages, at most technopriests
Depends on if you made the infinity armor or not 😛
But yes the aesthetic and lore is important for magic to feel magic.
for me and mod mechanics i have an easy definition if a mod is magic or tech
mod is focused on in world crafting? its magic and i probably hate it
Mod is focused on in GUI crafting? its probably technical
which breaks the botania is tech mod axiom
One fun way to implement magic into gtnh would be shortcuts
Magic is you playing with powers above your understanding allowing you to skip pieces of progression for the cost of long time debuffs until you understand what you play with
Like warp is
Stuff like changing infernal blast furnace to allow smelting anything Kanthal/nichrome level but give warp for every operation to person that formed it
Knowing ppl tho that might end up too annoying
True
I do want to see the IBF get more uses but tbh I think expanding its function into a new multiblock would be better so that it can keep its current BBF but not dogshit niche.
A proper (Mega?) Infernal(Eldritch? Praetor?) Blast Furnace that can compete with Volcs or even the MEBF would be amazing, especially if it makes the current ~6x oreproc system that exists for the original IBF something viable and not just a niche barely touched mechanic.
I believe I saw something along these lines in the custom magic mod AOI, Magic should be able to allow for easing of/even "skipping" progression at the cost of the time and sanity investment, by tying into both magic and GT tier progression, which tbf is almost exactly where meteors currently lie.
Getting them is a pain and test of patience but you basically don't need any rockets if you put in the time to get them, and you still have to do GT progression to make use of them as you go.
Does this make Create a magic mod?
Yes, it's focused on in world crafting and aesthetics 😗

Gregtech is a magic mod confirmed, you craft multiblocks in world and some of them are aesthetic 
Sauron 🤝 GTNH playerbase
making a bunch of rings to advance in power
its litcherally a magic pack
But they do not have ITEMS in world they are black boxy
You put stuff in don't see what happens and different stuff pops out
So this makes EEC the only realistic multiblock since you see who's getting crushed 

i think the biggest problem with late game progression is that the player NEEDS to do the exact same steps to reach the next tier in terms of:
- how to get the main metal / resource of the tier
- how to process this material in order to craft the next tier shenanigans
lets take LV as an excellent example of WHAT TO DO:
you need a lot of steel to progress, but you have a lot of options on how to get it, to name some of them:
- 8 bbfs, coke ovens with coal block
- arc furnace + ebf (late lv, at this point you dont even care anymore)
- nugget dupe

- raid 64 RLDs on stone age
its up on the player to use his brain and choose the best fitting option, there is no need to choose between a SS+ or D- method, just do whatever you feel right
same tier, energy wise:
- steam

- acid

- 577 coke ovens fuelling 4096 semi fluid gen

- oil

now lets see whats inside any tier after the tutorial (EV+), energy wise:
- naq
- cbt
- EOH if you torture yourself enough to reach this point
material wise:
- follow the same steps because any other method sucks enormous amount of geese donuts (the meta also sucks, but a little less)
- you will have nothing and will be happy
with that being said, as a humble hv player that is forever damned to stay in this tier, just add more lines, remove any bees that allow to skip them (i'm looking at you, kev) and let the players have fun while doing the normal cbt routine
dont wanna make the same multi to get your neutronium? there is this new line that uses some eldritch materials with cursed names, this new multi that requires this mechanic (not necessarily a new one, only needs to be good, let us deal with black hole compressor mechanics as early as LV
)
This is very
energy

Some good points tho, except kevlar bee
Kevlar bee should be buffed 
Styrene butadiene rubber bee when 🗣️

i cant imagine how derranged one needs to be in order to get gate twice
"yeah bro cant wait to get past IV and spam the same multis, repeat the same strategy and wait a lot"
don't check my roles then
might be too spooky
some people just enjoy the spam part of the game
uev+ is my fav part of the pack even tho its the biggest offender of this problem
I love the early game, after UHV my interest tanks
i actually like the spam part of the game
it is enjoyable
what i dont like is to have only one option to get something that is required to progress, and this very option sucks
stainless steel is a good example of what not to do
the bee sucks btw
You mean it sucks since there is no way around it? I think stainless steel is fine since its main bottleneck is chromium supply
And there are different ways of getting that
yes
i think there should be another way to get stainless steel at HV, scalable to the next tiers, other than more ebfs
Hmm maybe a magic way? I'm not aware of different ways to make stainless irl
dont mention the m-name here
Using the IBF would be sweet 
i wouldnt mind another tech way tbh
Maybe a fluid recipe?
Doesnt make that much sense though since you dont reach that temperature at HV
In the meanwhile ducked getting like 5 gates during the time it takes me to get to IV 
On second (nether) run even
i just wish proxies werent so expensive 
🎀 kitty flashbanged with the sheer fire of pxx's game dev ideas
🔥 🔥 🔥 🔥
Idk man its pretty fun and the pack changes enough between major version that i'll prob be playing this pack for many years to come lol
New exciting things keep the game interesting and the remaining cheeses that havent been nerfed by fun hating devs still exist
Best of both worlds
If you're autistic and unemployed enough this pack wont take more than 7 months 
Ducked's group finished in 23 days 🙂
asa team of competent stargaters and Soy
(competent, but soy wasnt a stargater then)
Oh I know
I watched xD
I started this run right before they finished
Been taking my time tho
Trying to actually engage with the content that isnt just bum rushing GT tiers
After getting gate/token in 3 months last run its nice to just play without a lot of teammates
I started my run before ducked's channel was a thing
when gtnh announced variants (which disappeared somewhere lol) and me and few days later ducked got inspired to do nether run...
Only now I'm getting to IV lol
Previous run started with lashmak gtnh S1 I think and ended in IV around the time of threefold gtnh S3 I think
Anyway, should be enough of derailing...
Thats crazy
He wasn't a Stargate then 
So for atm for me, the part i find the most anoying is the IV/Early LuV, there are so many lines you are forced to make, from LV to IV there is a constant feel like you are progressing, but once you hit IV, you are forced to do all of the plat line and all the other lines one after another to progress all the way to netherrite line,.
For me that part atm is so dull, as it takes so long to do, and you do not feel like there is any progression.
someone said that that's because people find the lines as a list of things to checkmark as done to progress, which is definately something people feel the more they've playeed trhouh it, and im inclined to agree
The first time you encounter it, its a cool new line to do. The second time its "oh, this agian"
THe only difference to early game is that its long and slightly tedious (hence a shift to maintained lines the longer poeple ahve played, at least going off persronal experience)
it's hard to have bypasses/alterantive paths for things like platline, naqline, and waterline tho, since theyre such central paths to progression
Like, mybe you could do some kind of magic-based reconcentration and processing for plat/naqline, for example by turning part of hte platinum to essentia then alchemically converting pla powder to plat dust, but thaucmraft alchemy is only 1 to 1 ine terms of item i/o
What could also help is if the lines are spread out more before you are forced to do them, move the platline as a forced early EV,
Sometimes it feels like IV should be two tiers instead of one, monazaite line, naquadah line, platlium line, netherrack line, and am i not forgetting one or two?
naqline and netherite line are in LuV
IV is basically platline and optionally monazite/bastnasite line
but platline is absolutely massive compared to anything before
Kinda feels like they are IV cause you spent a lot of time doing them and then you get into luv and wolla two morelines right out of the gate, it feels like a slog
You need SAmarium to progress
ane cerium
samarium can be gotten from the very short samarium line
for cerium you can also skip a large part by electrolysing bastnasite
yeah but poorer yield, and if it is as bad a platnium (i dont know if it is, it does now say, soi assum it is and build this long line too) id rather get the long line over with
that's actually a good example for a skip, both of those things are a lot less efficient than monazite line but a lot easier to set up
with samarium you unlock a more efficient line in LuV, and I don't think cerium is used much so the low efficiency isn't important
this is what you need it for, been over a year since i last had a use for it so i cant remember, i just remember needing a god awful amount of those ingots
techjnically plat part is ev
but yeah, maybe if you had to do plat + maybe palladium or iridium in ev, then the rest in iv, it owuld be better
lack of multiblocks in ev hurts tho
samarium line is super good
its a bit of a loop, but its so good cokapred to mona/bast
yeah the entirety of platline could be done in EV but only platinum is really useful
I kinda wish it was all EV, to force it, so IV pressure drops
mutlbilcoks 
also just splitting it in two is fine
possibly naq being iv and the rest luv owuld be a bit better
move half of platline to ev, first half of naqline to iv
half of my gripe with LuV comes from those stupid milling multis
they're just ridiculously expensive and take hours to craft with all their slow alloys
yeah, IV / early LuV is a nightmare with long lines and a lot of it takes a long time to make, so you are just standing there cause you need those lines to build other lines
nah, i tihnk its more luv thats the problem
you got naqline, waterline, netherite line
and theyre all big
i mean, water not that big, but its expensive
waterline is short, i like it, it is broken up across several tiers
as in,. short for luv
yea i like waterline's tiering
well, it could be a bit more spaced out imo but it’s nice not having a greg wall of china blocking the way to do anything, and it lets you give each puzzle more thought
Yeah, I wish more lines had this, you add or replace components to it as you progress.
as much as i shit talk netherite line, that skip in UV is amazing
still not free netherite ofc but it feels sooo rewarding
similar thing with the americium meteor
If I rememebr right, there is plans for a new chemical multiblock that can condense some lines and chemprocesses, not sure what progress, but I think that would be very nice addition
#1366709433589043241 message this one?
this
yup
it seems that one's cancelled