Gt-new-horizons-modpack: [RFC] Things that need to be done in GTNH 2.0

Created on 18 Jul 2018  路  16Comments  路  Source: GTNewHorizons/GT-New-Horizons-Modpack

[RFC] Things that need to be done in GTNH 2.0 to finalize the pack.

RFC (request for comment)

Most helpful comment

Circuits for higher tiers are kind of wonky

A big thing I'd think is finish the quest book. Give quests for LuV+ stuff, thaum probably needs more, BM too, witchery for sure, other stuff too.

All 16 comments

close all bugs?

ThaumicHorizons and Automagy

@Zoko061602 nerfs?

yes

  • rework endtier recipes(noone will craft stargate or draconic evol teleporter),
  • make assline recipes great again(take 1-year old build and look at recipes in it),
  • greatly reduce cooling time for everything(not so nessesary, buttt...)
  • rework bloodmagic(too complicater for it's benefits),

  • reduse the amount of planets(a) if it's possible, b) heey, 1-2 planets for each tier except the 8 is enough - all the planets is the same rock deserts, afterall)

  • remove half of bees( a) if possible, b) we have 2(or 3) sets of bees that creates dyes, 3 sets of bees that creates same materials(like copper) and so on)

Please fix industrial centrifuge and industrial eletrolyzer if it isnt already fixed (2.0.4.6)

@Logicus123 gt++ issue but yes i will check

ok thanks

edit: What should be done to finalize the pack: only make bug fixes from now on and no new stuff and no recipe changees, because often those recipe changes make new bugs

This is not about bugs, this is about general high level stuff that needs completion.

Maybe adding the angel ring

Circuits for higher tiers are kind of wonky

A big thing I'd think is finish the quest book. Give quests for LuV+ stuff, thaum probably needs more, BM too, witchery for sure, other stuff too.

The AE2 quests could be improved.

The Meteorite Compass quest says in the description that it is optional, but without it the quests for storage aren't available. The quest to make a variety of terminals includes an interface terminal, which needs an interface to craft, which you are asked to make several quests later. There are probably other things that could be changed to make that tab of the questbook more like a Beginner's Guide to AE2.

I would say dedicate a quest tab for power generation so there can be more specific quests and guides for power gen as well as cleaning up other quest tabs. Also I would just double check all the quests and do reworks for some since some of the descriptions are misleading, like the thermal centrifuge being optional, or just outright wrong, like one of the two stainless steel quests (which also needs to be looked at since they just seem to be duplicates)

A number of the witchery recipes look like they haven't been gregified as well.

yea I am on it.

reduse the amount of planets(a) if it's possible, b) heey, 1-2 planets for each tier except the 8 is enough - all the planets is the same rock deserts, afterall)

I actually like that there's so many planets, mainly because some planets have a unique combination of ores/density for those ores. So for example, if I need only Galena and lots of it, I'll probably head to the moon because I find so much there. But if I want some Galena, but also Tungsten and Platinum, I can go to Ganymede because it has that unique combination.

Maybe it doesn't matter for end game because of the deep dark? For where I am right now though, I thought it was nice how each planet offers something the others don't in terms of ores.

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