#TFMG and Big Cannons when?

69 messages · Page 1 of 1 (latest)

formal scarab
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Self explanatory

stable cairn
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never

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gregtech already does everything that TFMG does

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big cannons has nothing to shoot at

timid nova
stable cairn
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yeah, single enemies, not like huge forts you'd need a big cannon for

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ok sure, bastions, but you can just drop a powder keg on their heads

stable cairn
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integrating mods is a lot of work, especially for bigger ones that won't even have much use

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more mods also means more things that can break that we have to fix

timid nova
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What if i helped with intregrating it?

stable cairn
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it would help, but I'm still not convinced we need to add it in the first place

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you can always add it to your own pack if you want

timid nova
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:(

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Alright

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Do you thing the mod or its' kubejs config will be erased when changing the modpacks version?

stable cairn
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I don't know, I always tell people to update to a new instance and copy stuff across, the updaters in curseforge/prism etc always seem to screw something up

formal scarab
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Big cannons is fun to have

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I'm designing a city so coastal batteries/autocannon emplacements would be fun to add

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castings cool for the cannon barrels as well

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You can already shoot down airships with tacz weapons

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my friends and I were testing it the other day

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TFMG might be unnecessary but I like some of the models

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like the pumpjacks

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and think they'd pair well with tfg

stable cairn
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no, there's too much overlap

formal scarab
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):

formal scarab
stable cairn
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like, what do you want it to do? create is only in TFG to provide some early automation, there's a reason why there's so few greate things available later

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this isn't a create-focused pack

formal scarab
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I'm kind of spitballing, idk what the scope of the pack is

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I like integrating create into my builds even if its only for elevators and more simplistic stuff, tfmg has some things that might make for interesting additions even if they already have counterparts included.

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I have a friend who's interested in modding I might talk to about realizing some of these ideas but talking about it here seemed appropriate

stable cairn
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like I'm looking through TFMG's list

Concrete (Rebar Concrete Too)
already got that
Steel
already got that
Large Distilleries
already got that
Blast Furnaces
already got that
Coke Ovens
already got that
OIL!!!
already got that
Quad Potato Cannon (Fwoomp)
we have other guns
Bauxite(For Obtaining Aluminum or for Building)
already got that
Aluminum Sulfur
already got that

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what's even left?

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Cool pumpjacks and that's it?

formal scarab
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I haven't looked through the mod in a while so maybe

stable cairn
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don't get me wrong, it does look like a cool mod

formal scarab
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I'd have to look at if theres any opportunity for variants or some sort of integration

stable cairn
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but gregtech (and tfc) already have pretty much everything covered

formal scarab
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pumpjacks varying in productivity by the tier of metal their made out of is one that jumps out at me

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Idk about gt oil

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I'm new to it and tfc as well

stable cairn
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gt has that system as well

formal scarab
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my friend introduced me a couple of months ago and we just hit mv

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I'm more hopeful about big cannons after talking this over, tfmg is interesting but probably not worth integrating a whole mods worth of content over

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not gonna pretend big cannons would be any easier

formal scarab
stable cairn
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normally it has both, but I think the deposits look really ugly so they're disabled here - instead you have "oilsands" as an ore you can centrifuge into oil, and the fluid pumps basically just extract fluid from nothing on a per-chunk basis

wintry leaf
stable cairn
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the number will slowly go down until it hits a "minimum", then stay there

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so it's infinite, but if you need a lot of oil then you might need to move it around occasionally

formal scarab
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I'm envisioning progression for a semi-large scale server that my friends and I are working on and resource renewability is a bit of a worry

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I like the idea of having the pumpjacks for consistently high oil yields, and I'm trying to figure out about ways to make ochrum/veridium/crimsite for late game resource production

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the rock crusher makes it a bit op so that recipe would have to be disabled

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making lower-tier metal variants for create machinery seems appealing to me to encourage cool designs

stable cairn
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I think you may be a bit too create-brained at the moment 😅

formal scarab
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I like how create-centric this pack is (at least at the beginning)

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it has a lot of visual flair

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forcing new players to use bronze/copper if they don't venture out of spawn will be fun so I'm thinking of ways to take advantage of it

timid nova
formal scarab
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definitely isn't past a certain point

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and it never has to be

wintry leaf
formal scarab
# timid nova It's not create centric tho

I've used a lot of create machinery for my build so far, never really have had to use it but its helped with convenience and I like having shafts and chain conveyors running

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I haven't really been setting up the machinery but I've been using the mixer for making a lot of glue and mortar