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I always love learning stuff from Gneiss Name, as he presents things so incredibly well. But dear god, the COAL section of this video!!!
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Game Reviews #2 - Fallout 76
I love this game to death, and the truth is that while it is not a game without serious flaws, it is overhated by the majority of the player base or at least compared as not even as great as any of the previous entries, but the truth is that while you can compare previous Fallout games, this one give something rather unique in comparison, and while I like this game a lot, I am not a Fallout fan myself, and I would not recommend it to other Fallout fans who are looking for a comprehensive CRPG experience.
The game does offer three types of gameplay loops, each loop being different than the other and it is what has helped keep the game so fresh for me and allowing me to spend so many hours in it, Fallout 4 was designed to be as replayable as possible and this game takes things a little bit further.
The three game loops are:
World Exploration in a vast, huge and hand-crafted Open World like previous entries of Fallout, or Elder Scrolls games since Morrowind (do not confuse it with their previous RPG aspects).
Looter shooter events and sections as well as quests and combat focused gameplay, like Fallout 3, 4 or Borderlands.
Building and crafting in your own bases and without any instances required, you can build on the world itself, like Minecraft, but its building system can be compared more with games like No Mans Sky or The Sims where you are limited to a certain amount of assets.
If you want me to rate each type of gameplay, they would go as this, 8/10 to 1, 6/10 to 2, and 5/10, respectively. My overall rating though, does not add up an average for these qualification, but it represents my emotional connection to the game and how it comes together with the sum of its parts.
There are also several aspects that affect and influence severely these gameplay loops, the main two being
Use of RPG stats to build a character that is better a certain type of combats than others, being faithful to the Action RPG label (Not the CRPG or Western RPG label).
The use of online gameplay. Most quests can be played solo, but every public event will require the participation of several groups of people, like in MMOs, people can visit your camp in the wilderness as well, whether is casually or teleporting there.
I will describe the two gameplay loops that I like less but I still enjoy quickly, and go a bit deeper into my favorite type of gameplay at the end.
First is the looter shooter aspect and the public events. Every 20 minutes a public event will pop up in every playerâs screen and anybody can participate, the events range from taking some brahmin to their farms, to collect radiated ore and destroy ghouls and shoot a wendigo colossus monster for around 20 minutes while you get attacked by other creatures in the deep parts of a cave and your character can end up running away from the fear.
The enemies drop loot that varies from junk to build in your camp, to aid items and legendary and rare weapons, as well getting something as a reward for being in the event at all. Legendary weapons can be exchanged into a currency, scrip, to get legendary modules and upgrade your own weapons with effects that you get through RNG like 40% Power Damage or 250+ Damage Resist while reloading, so on and so forth. In this sense I would recommend Fallout 76 as your grind game. The events can be really fun, and can get very intense at times, my favorites being Radiation Rumble and my Test your Metal, but if you keep playing after 100 levels or so the loop becomes repetitive. You cannot pick a specific upgrade for your weapon, you have to collect the currency, either by exchanging the weapons you got on events, or getting seasonal rewards, and use that currency to get modules to roll upgrades for your weapons, every weapon gets 3 effects, getting one effect you want a lot is rare, so to get all 3 affects you want is going to take a long while. There are a lot of rare weapons you will need to pay a lot of caps for or other rare currencies the game introduces, like stamps or gold bullion. I feel this is designed to encourage you play the events over and over and make the game replayable, but if you arenât into such mentality and want to avoid grind, you might not have a good time after a while. You can minimize the defects and maximize the strengths of your character, but a weapon with the right level and stats can be a long way in efficiency.
The second gameplay loop is the building and crafting part of the game. In this sense, the game excels itself allowing you to build anywhere you want as long it is not close to an already built location, like a place with a quest, a player can go wandering around through the world and simply find your house, which makes building a lot more worthwhile. This is where all the looting for junk comes place since you will use all the resources you find to build your own house and you can unlock a lot of plans to find something that you might like. You can farm and craft resources such as adhesive using vegetable starch, it takes a lot of time but you will find more joy in the craft if you are into building. There is a limit as how much you can build to avoid lag, but you can also build a shelter to build there as well, the difference is that shelters are instanced, and you will need to go through a loading screen to enter to them, which makes them less appealing.
You can also sell items at your camp, from aid items, to junk and even weapons and plans, which are the most purchased items between players. If you get a plan you already knew in a quest, you can sell it to someone else and get caps for it. Some players have reported getting so many caps that they donât know what to do with them, but from my side I always run out when I buy a resource I canât find in the map at the mall.
If this game was as great as it was in this sense, I would have rated it higher than the looter shooter section of the game, but the truth is that it gets a 5/10 from me because most of the crafting section of this game is hidden behind a paywall. If you want more than two camp slots, you will have to buy atoms for them. If you see a specific construction set you like, like an organ, haunted house walls, a well, certain type of stairs, if you want a bigger shelter, you will have to pay for it, no way around it, you will be subjected by what you find on the game and what it is on the shop, which makes construction discouraging in a certain sense, and even more when the building system is not as robust as with other games, you canât make a diagonal wall or build a circle, unless using some very well practiced exploits.
As a side note, there are utility items that you can also buy with microtransactions, like repair kits or experience boosts lunchboxes that last for an hour, which do fall in the category of pay to win, but you can absolutely do without those in the game, and I can say that while I have spent a lot of money on the game, I can calmly say I never paid for any paid to win items at all, and I never needed them.
Now, what I like most of the game is its world. The first game-play loop I mentioned and the third one we are going to discuss. The truth is that most Fallout world building ends up really depressing for me considering all the post-apocalyptic nature of it, but this game is slightly different in its presentation.
I found previous Fallout worlds not that visually appealing, but Fallout 76 has a beautiful map composed of green areas, foggy swamps, radioactive red plain areas, several trainyards, ghost towns, castles, white valleys that look like snow, and zones covered in ash where everything is dark and brown, it is a beautiful world, and it is fantastic to explore it and sight see.
While I understand the point of the public in saying not having NPCs simply didnât allow for any illusions for roleplay with the story itself, I have to disagree that it made the game boring. I like the idea of surviving on your own, and the environmental storytelling is incrediblyy rewarding. People will call Fallout 76 creatively bankrupt but will never get the chance to learn about all the characters hidden in the terminals and holotapes of this world. There is Lewis, the mad scientist that loved Nuka Cola and created a nuclear alcoholic beverage to continue with his obsession to get Nuka Cola merchandise. There is Shannon Rivers, the former voice actress of a comic character that formed a sisterhood with abandoned girls to fight against the raiders, there is Lucy, the ghoul that was killed by her husband when ghouls just had started to appear and people were still afraid of them, there is Jesus Sunday, who couldnât deal with the fact that his brother was in love with a woman, and there is Cheryl, who had to escape from the bunker of her husband as he lost his sanity. I can draw a direct comparison with Bioshock, Portal 2 or The Phantom Pain, games that also uses a character that can be heard only through prerecorded audio, and the difference in reception is abysmal. In Fallout 76 you have a world for yourself, and you have to explore to find the tapes and every story, but that's what makes everything rewarding, it is an open world game, and every moment you find is a treasure.
There are just an endless number of wonderful stories you find in the world and make you feel so many things, you feel sadness, because all of the people you are listening to are dead, but you feel at least some happiness, for being at least for a moment in a part of their lives, you feel their pain, and you feel what they had to go through when the world ended in a nuclear apocalypse, it hurts, but it inspires you to survive. There is a beautiful quest where you get a list of places an old grandad wanted to visit for his daughter in her honor, and you find the list on his corpse. You can build a camera and take a photo of every place they wanted to visit. It is really beautiful and soothing in a way.
Traveling is not as impressive, since you depend on fast travel which is not only immersion breaking but also very monotone, walking through the wasteland is not as interesting as using a hookshot in Just Cause 2 and 3, or take a silt strider in Morrowind, but you can get a jetpack which allows you to climb and glide and makes the world exploring a lot more fun, you will still depend of fast travel when you are going to an event or going to an incredibly long distance, but exploring by yourself is still very enjoyable.
Wastelanders and subsequent updates added human NPCs which were the answer to a popular criticism with the game, and while I feel these changes and updates break the world building and atmosphere of the game a little bit, I do not hate them, because you can also find interesting characters in them. There is Lou, the ghoul that keeps trying to kill himself because he is afraid to go feral, there is Polly, the friendly Assaultron that you have to rescue and get a body for, and that might be in a relationship with her human male friend, a character that did speak to me a lot, and there is Sofia, the astronaut that fell from deep sleep before the war and you have to help with. These human NPC quests do have a single purpose though, and is that they are mostly used to create enemies to kill and loot to get, so you will find them limited in a way, but they do serve the purpose of giving the players that like human interaction something to experience the quest with.
After level 25 you can change your special points as you please and reorganize any perks you have picked with, this comes with the side effect of making spell checks useless since you can just leave the interaction and get the points you need to pass a check, but it helps you get a better combat build, you can get a perk card every level, so even if you are at level 500, you will still have a reason to level up so you can get more perks for different builds, or scrap them to rank up your legendary perk cards.
In a way, I do not care about the side effect of making spell check useless, since while I consider the environmental story telling very rewarding, a lot of NPC quest stories are not very good or noteworthy, they tend to me more kitsch in this sense, and long time Fallout fans will only enjoy them in an ironic/self parodying type of way, and either way, it does not focus in the appeal of choice in storytelling, and it is absolutely not a classic Western RPG or CRPG.
I can't blame Fallout 76 for not being like Fallout 1 or 2, after change in several development teams, change in companies, change in gameplay, change in ownership, and 20 years of time. Franchises change just like people do, and a name is just a name, Fallout 76 might not be the Fallout game you are looking for, but it is a good game in its own way.
There is also the seasonal content, like any other multiplayer game, there are updates every certain time, like you can see with the scoreboard of each season, you can complete challenges every day and every week and that will give you a score that will unlock limited and rare items. While it does suck that you cannot get items from previous seasons on your own and that you have to grind experience leveling up to finish it, or at least play every single day to get enough points, it is a great excuse if you want to make of this your grind game, you can learn to maximize as much as possible your build to get that rare item that you want, or you can simply play the story on your own, and let it be after that since the world on itself is fantastic and the soundtrack is sad and cathartic on its own. I do think that since we are doing this with friends, the grind is fun and rewarding.
I heard people don't usually rate live service games properly, and that is also the case here. Massive multiplayer games are often akin to a social experience or a competition and putting them through the same lens as single player games or standalone art pieces is non necessarily appropriate. We as players are part of the content, the people you meet and the players you interact with are part of the content. Sure, you will not find a deep socialization experience, that is for sure, but I do like the simplicity of the interactions when you play in games. It's like making friends like back when we were kids, "You like trains? I also like trains! Let's play together!" or in this case it's like "You like melee combat? Nice me too! Here is a cool gaunlet I found! Wanna do an expedition together? Wanna do Earl? Here is a heavy gun with heavy DPS that will help him melt in no time!" Yes, with small silly pastimes like that, when you stop doing missions, when you stop playing together at school, you will end up stop talking with a lot of people, but from all of those people you can end up finding a few you stay in contact with, you will even find someone that can turn into your friend, that's the kind of simple things where socialization just happen can give to you. In the game you can go together in missions like daily operations or expeditions and having people to do it together gives the chance of make it differently every time, say something different every time or mess around in a new way in every new iteration, and that's what makes the grinding work. In this community interactions are usually positive, there is no lack of negative experiences, but you will always find that person with so many items that will give you a super rare plan you didnât have, or you will have a reason to pick up and do a new mission so you can continue over and over, this is a give it or take it thing, love it, or hate it.
I would recommend it to play it sooner rather than later, though. Updates also seem to be slow lately with us getting very little new content, probably with the company focusing manpower on Starfield or slowly moving on from the game at all, which makes me a little sad, but with multiplayer games it is hard to determine what is really the cost of keeping servers alive.
What I like about Fallout 76 is the sum of its parts, while the world building was taken over by the human NPCs, the looter shooter has to be taken with a grindy mindset, and the building and crafting is behind paywalls, you will still find new things to do and you can change the activity that you are realizing if you get bored, if you donât want to do events, you can go explore, if you donât want to explore, you can build a new shelter or base. If I want fast gameplay I can do fast gameplay, if I want to slow down, I can slow down, and this is all contained in one beautiful world full of eye candy and it is not a lonely experience, it has that kind of endless content I want the most: people. Overall, it just hits a lot of the itches I look in games, but it is not just that, but it is also the fact that it is online.
At first I was dubious about online games, but this game has won me over and I wish a lot more games did this with their campaigns, the ability to play alone if you want, to let you do your own thing, but still being multiplayer enough that you can casually meet others whereas is in the wasteland or in an event, I have had beautiful interactions with others, people that have giving me aid, people we keep killing each other with because is fun, someone who gifted me a Halloween Witch Costume when they saw my Haunted House camp, people getting dizzy at seeing my camp at the top of a monorail wagon, it adds the best elements of casual building gameplay in games like Animal Crossing or Minecraft, but now you can meet each other casually in the game itself, how beautiful is that? Not to mention the world is not cartoonified or simplified in its graphics to make construction more doable or save resources in a portable console. How beautiful would it be if you could meet with others while doing your own quest in other games? There are MMOs, sure, but having 24 people at most in a server, means it is a lot more possible someone will find you and see your camp, and the world is not split in sections you have to go around, it is all one big world you can travel on your own, and that is beautiful. There aren't any games like Fallout 76 anywhere, even when so many companies keep pushing live service games, I feel the only one that has had a chance to gain me over, is Fallout 76, allowing me to speed up and down the gameplay as much as I want, and immersing me the most in a new world I am thrilled to explore, that is why right now I want to give it 5 stars. F76 in a way, its unique, it will give you a pure single player experience with the change of meeting with others, but still not forcing you to, it is the heaven for introverted people that want to make friends in a subtle way! No need to ask someone to add you and start co op the two of you together, alone, without knowing each other. The fact that there is only voice live is an obstacle the game has but it is well complemented with the fan and official discords when looking for groups. Not to mention that this game is really overstimulating with every activity and event and that is really appealing to someone with such attention span like mine. I feel overcharged and I feel great. It is casual, over stimulating, beautiful to explore, it is funny, and it is single player but just multiplayer enough, this game is my jam, it is my heaven and safe space.
The community is really nice, and I can say that of every bad interaction I have had, I have had at least 9 great interactions with others, I love this game because aside of being very over stimulating and massive, it is a perfect casual game to make friends with, there are no leaderboards when events end, you did what you could, and you had fun, and while I know that AI generated content will change how we look this type of endless content genre of games in the future, this game as 2023 absolutely succeeded in being that massive, seemingly endless game I could sink myself in, and escape from the world, without being entirely alone. With Fallout 76 I can submerge myself in the feeling of having experienced the world end, but still finding something beautiful to go on, and a reason to live.
I want to end quoting the holotape of Miguel Caldera, one of the survivor stories that you can find in the Flatwoods.
âEven when you think everything is over⊠it's⊠it's not. It goes on. I mean it's awful too, don't get me wrong. All the people dead and hurt. But, well, those are things beyond my control, so I'm making the best of it. So, for all you future people⊠just know that we lived through something⊠horrible. But we did it. Somehow, we're alive⊠And if you're hearing this, then well⊠I guess at least some of us made it. Right? So hey, chin up, kiddo! You'll be okay. Okay?â
9/10
I'm not playing again until they let me buy The Hills Are Alive, though.
#bethesda#fallout#fallout 76#todd howard#live service games#open world games#rpg#multiplayer#the sims#bugs#mmo#looter shooter#post apocalyptic#survival#first person shooter#building
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minecraft modding community really went off when it made mod loaders have systems for central libraries of types of ore, categories of materials, lists of biomes, etc etc so that various mods could easily cross reference and integrate with each other without needing a shitton of compatibility patches and fixes
so far modding almost any other game has been anything from frustrating to a nightmare in comparison lmao
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Competing With The Optimal
In the long history of Minecraft, there is a handful of recurring game design elements that have appeared quite prominently amongst the various mods made for the game. Ore multiplication, item transportation, automated crafting, etc.
Of particular note at this time is that third one: crafting, because as of Java Edition version 1.20.3, the developers at Mojang have added the Crafter. After 12 years since formal release version 1.0, the unmodified version of Minecraft may soon have its own solution for automated crafting.
In terms of its design, the Crafter is a fresh entry in a troublingly-long series of changes made to the game that introduce a solution to a problem that obviates all others. It has exceedingly few drawbacks and occupies only a single space in the cubic grid, rendering any attempts to address the challenge of auto-crafting irrelevant if they don't somehow occupy an even smaller footprint. Its user interface is unique, in that slots can be toggled on or off, preventing them from receiving items whilst still contributing to the composition of crafting recipes. It even spits out the crafted product when triggered, either into the open world to be collected by the player or into an adjacent inventory, including other Crafters.
How then do mod developers compete? How can they reclaim some ground in what has historically been one of the high notes of virtually any mod with a solution?
Well frankly, they can't. Like the Shulker Box and the Elytra, the Crafter is a solution that renders the problem trivial, so the modders need to do something more creative with the solution in a way that complements rather than attempts to exceed it.
For the purposes of the Tricksy Foxes project, there are two blocks that attempt this: The Work Table and the Clockwork Friar.
The Work Table (planned only days before the Crafter's announcement) serves as a mid-point in the evolution from Crafting Table to Crafter. It has an inventory, it can still be used for crafting, and if triggered can craft its inventory according to a matching recipe. It does not have toggleable slots nor can it dispense its product into an inventory, but it can serve very well as a crafting table with built-in storage or a simple compacter (a form of recipe common in modded and unmodded gameplay). Relative to the Crafter, it's also quite cheap, requiring only humble wood to create.
The Clockwork Friar is almost a step beyond the Crafter, but comes with its own drawbacks in comparison. A programmable automaton, the Friar similarly has an inventory like the Work Table, but can only hold up to 9 items at the most. This informs it of the recipe it is to process and, when triggered, it siphons the ingredients from neighbouring inventories directly instead of needing them piped in. It can also be triggered with a simple interaction, with no inherent need for complex wiring. However, it is twice the size of the Crafter and Work Table, like the Crafter cannot be used for everyday crafting, and like the Work Table cannot deposit its product.
Ultimately, neither of these blocks seeks to directly compete with the Crafter, but rather to serve as useful tools in their own specific use-cases. In the context of Tricksy Foxes, a mod based around automation using behaviour trees, they serve as a means to easily enable the foxes to craft items, an action that would be overwhelmingly complex if it were performed solely inside of the behaviour tree implementation itself.
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I am like almost all the replies and my answer is minecraft.
However, I also wrote a college paper about the ores of minecraft and where you find them in comparison to real life... I am in too deep
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*Does a funny little dance* It is Vanilla Minecraft World Lore Time
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To begin with, I wish to state that all of this is pretty in flux (haha) as I've only very recently gotten back into Minecraft and keep finding tiny details that make me 180° various peices of lore (the existence of dragon heads, achievement names, etc.). Feel free to ask questions!
I'm also going at this from mainly a more Attempting To Be Scientific view with added magic for spice.
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The End
The End is the beginning for our story, so we'll start here. Unlike many, I tend to lean more towards the idea the End has always been a very desolate place. The End is very low in oxygen with a thin atmosphere and low temperatures, thus the only creatures that manage to live here are either extremophiles(??? but non-microbial. I can't seem to find the word, F) or invasive species!
The only non "plant" life native to the dimension and still existent just pre-collapse were the Dragons, thriving with no natural predators and putting such a strain on the environment that others simply couldn't survive. They possibly evolved to become such a danger through less than natural means, perhaps due to radiation, or more magically, Void Corruption.
What would bring about the Collapse - Overworlders, specifically what I've nicknamed Raiders. The Raiders would manage to create a portal stable enough to transport in others and eventually lead to the over-hunting of the Dragons, as seen in End City Dragon Heads, Elytra (dragon wings), and the existence of Diamond Armor when no diamond ore is found in the End.
The Raiders, however, didn't consider that not managing to slay the Matriarch, one old enough to be more Void than End at this point and absolutely a threat, would risk everyone in the End and beyond.
The Nether
The Nether is not exactly a homely place, and as I wrote grew to become the exact opposite of The End - high temperature, extremely high oxygen (allowing sustained infinite fires), and to a degree full of life (though just as extreme in some manners as The End).
Going by post-Nether-Update standards for this lore, this absolutely includes an incredibly diverse many-biomed Dimension. The dominant race of here was the Piglin and Pigmen, adapting through ingelligence similar to our world's humanity. They were craftsmen, making their own tools and even enchanting, and were potion brewers perhaps as well with the abundance of potion resources.
Unlike the End, the traveling between the Nether and Overworld was done with a decent bit more ease, assumedly due to less Void Corruption. This most likely lead to trade between the two, but I can't say that for sure as there are few remaining signs. There was certainly travel, however, as the Ruined Portals are gold-adorned, a sign of Piglin management.
And yet the achievement "Good Ol' Days" implies something felled the civilization. And with the Piglin being heavily decentralized for my HCs due to diverse biomes and the Nether not being the most practical environment for transportation beyond Strider and Hoglin use (slow and not too mobile), a full dimension-wide race dying out had to have been something huge.
The Overworld
The Overworld was average by most standards which makes it the most stable by far, with a livable amount of oxygen, its own night/day and seasons, and a growing centralized civilization.
Possibly the first to commit to dimensional travel, the soon-to-be Raiders traded first with the Piglin they would meet, and then moved on to attempt to reach The End (I'm unsure as to how they knew of The End at this point, admittedly).
They would reach The End with a significant amount of weaponry and armor in comparison to The End, equipped in Diamond and quickly creating their own bases of operation using what they could find and pushing back against the Dragons. Some dragons would assumedly escape, reaching back to the Overworld and dying due to over-oxygenation and heat and being risen by Overworld Corruption to become Phantoms.
But as the scales tipped to the side of the Overworld, The Matriarch, Queen of the End, would assert her authority and protect the main island, leaving a massive gap between her island and the rest of her world to protect her last remaining child. The Void would begin to corrupt the Raiders - creating Endermen - warping them beyond recognition, the portal would be shut, and Void Corruption (see: Warped Forests) and war (through use of newfound soldiers perhaps?) would bring about the fall of all other civilizations of the time, leaving a still living but silent world.
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I have more but they're smaller headcanons on things like Piglin culture/politics, overall dimensional corruption magic ideas, possibly Endermen biology, etc.!
#DONE#THAT WAS A LOT#WARNING THAT THERE'S LIKE.. 12 LONG PARAGRAPHS BELOW THE CUT. READ MORE AT YOUR OWN RISK#uhhhh#unreality tw#war ment#colonialism ment#ask to tag#blogpost category: thoughts#caps tw
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All The Mods 3: Remix Base Post
Hey yall. Just another one of my bases on modded Minecraft!
Hereâs the overview of it all. The main base is basically just a chunk dug into the ground and made pretty, with ineffable glass as the roof so mobs donât fall in.
Here we have the main base room. Fancy autocrafting and stuff through Refined Storage and basic Nuclearcraft plus midgame Thermal Dynamics.
Hereâs the butt ugly part of the base. Basic Environmental Tech void ore miners, which Iâve configured to give me as much Litherite (the ET upgrade material) as humanly possible with my small power source.
Speaking of power source...
You may wonder, WTF is a single block doing being labeled as the nuclear reactor? Letâs take a look (in a book, reading raiiiinnbowwww....)
Tada! A basic Nuclearcraft reactor running off of LEU-235 fuel in a Compact Machines microdimension to keep the radiation away from my base. This thing gives off about 11,000 RF/tick, which really ISNâT much in the grand scheme of things but it gets the job done for me right now. Notice the self-regulation redstone loop I have hooked up to the reactor, so itâs smart about its fuel use in comparison to power usage.
Hereâs my small cursed earth mob farm. You really donât need a lot of space to CLOG your ME storage with mob drops. Vector plates carry mobs (including endermen, the room is big enough for them to spawn, very important) to the punji sticks where they die a horrific death and drop their items through the half-slab opening into a vacuum hopper.
Hereâs the WIP room just under the main base chunk itself. Eventually Iâll put all the machines down here in a nice looking manner and get going towards the ATM Star, which is quite a ways away.
And of course, me with my first Enderium ingot!
Hope you all enjoyed my All The Mods 3 Remix base tour. Iâm playing other packs right now, but this one holds a special place in my heart for many reasons.
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Terraria â Top 5 Game Changing Mods
Terraria
Since its release back in 2011, Terraria has become one of the best sandbox games ever made. Certainly, Re-Logic should take a lot of the credit with their updates being consistently brilliant. When Terraria 1.3 dropped in 2015 it added an entirely new endgame. Update 1.4, Journeyâs End, is expected to do much the same later this year. However, itâs the modding scene that stands above all else. The sheer quantity of incredible content available through modding is staggering. Here are the five-best game-changing Terraria mods.
1. Calamity
If weâre talking about adding content, thereâs little need to look further than the Calamity Mod. Calamity adds over 1600 new items to Terraria. It also features several extra stages post-Moon Lord. For comparison, the Mood Lord has 145,000 health and is regarded as the hardest boss in vanilla. Calamityâs final boss, Supreme Calamitas, has 5,000,000 health.
The Calamity Mod also adds five brand new biomes to your world. All of these new biomes feature unique bosses. Speaking of bosses, thereâs a lot of new ones to fight here. Including mini bosses, thereâs a total of 31 additions. Calamityâs bosses are harder than regular bosses. They often require more thought, skill and preparation, even for veteran players.
If all thatâs not enough for you, what about a brand-new class too? The new Rogue class adds a stealth mechanic to Terrariaâs combat. This exclusive skill stacks based on how long you stand still or donât use an item. Each stack of stealth increases damage, critical strike chance and movement speed. In the late game, this can result in some pretty game-breaking numbers.
2. VeinMiner
Of course, not all mods are as glamourous as Calamity. Sometimes itâs the small things in life that make the biggest difference. VeinMiner, inspired by the Minecraft mod of the same name, is a simple mod that lets you mine entire ore veins in one swing.
This is a powerful mod that is probably not advised for any first-time playthroughs. A big part of Terrariaâs early game difficulty is the grind of collecting resources via mining. VeinMiner removes most of this grind for the playerâs convenience. On the other hand, experienced players will love this. No more tedious and slow early game mining with trashy copper tools.
3. Magic Storage
Similar to VeinMiner, Magic Storage is another convenience mod inspired by Minecraft. Specifically, the ME Storage section of Minecraftâs Applied Energistics mod. Magic Storage guts Terrariaâs chest system and replaces it with an all in one mega chest. This magical storage system can effectively store infinite items based on your set up.
Magic Storage is surprisingly well balanced given how powerful it can be. You can create basic storage early game but upgrading these requires more advanced resources. The highest level of storage unit, which carries 640 items per block, requires Radiant Jewels, a 5% drop from the Moon Lord. However, grinding for this is well worth it as youâll end up with enough storage space to last an eternity.
4. Thorium
Real mod junkies tend to not stop at just Calamity. Sure, 1600 items, 31 new bosses and five new biomes are nice. Why stop there though? By adding Thorium, you get access to a further 1900 items, 11 bosses, yet another biome and a brand-new way to play Terraria.
Say hello to support classes. Thorium adds both the Healer and Bard class. These two classes are designed with multiplayer in mind although can still be viable in single player. The healer, well, heals their teammates and the Bard hands out various area of effect buffs. Unique items within these classes feature various video game references. For example, you can use the Medi Gun from Team Fortress 2 or Lucioâs Sound Amplifier from Overwatch.
Whilst Calamity adds tonnes of post-Moon Lord content, Thorium focuses on improving existing content. All the way from pre-bosses to Ragnarök, Thorium adds a bunch of new things to do, make and see. This mod is a little more casual-friendly than Calamity with most bosses being similar in difficulty to their vanilla counterparts.
5. Cheat Sheet
Terraria has always been first and foremost a sandbox RPG. This has its perks for sure. Epic boss fights, fascinating biomes, and incredibly fun weapons to name a few. The downside is that it doesnât offer great tools for players who want to focus on the creative side of things. A lack of Creative Mode like Minecraft can make large scale building difficult.
Thatâs where Cheat Sheet comes in. This mod grants completely game-breaking abilities designed to give you absolute freedom. From spawn rate manipulation to literal god mode, Cheat Sheet unshackles all restraints. Terrible for a regular playthrough. Incredible for creating something mind blowing.
Other Terraria mods
Of course, thereâs plenty other incredible Terraria mods but if I tried to name them all weâd be here all day! Be sure to let us know what your favourite Terraria mods are.
What is it about that mod that makes it so great?
https://www.vgamerz.com/
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The game you are asking for is Vintage Story. In its current state, not literally everything uses in world crafting, but a lot of stuff does, and one of the games long term goals is the removal of the Minecraft-style crafting grid entirely (or at least as much as possible).
As of now, stone knapping, pottery, and metalworking all use a similar system of crafting something voxel by voxel. The specifics of each differ but yeah. you have to fire the clay in a kiln and everything. one of the early major goals is finding enough trace bits of copper to make a pickaxe (and hammer to crush ore bits) so you can have enough copper to start actually using it for stuff, like a saw. Until you get a saw, youâre stuck either building stuff out of logs or sticks or dirt or cob.
It has a vibrant modding community despite is small community, and thereâs a few which actually add in-world methods for crafting a lot of things, too. Like thereâs one that makes it so you have to chop the wood yourself to get firewood, rather than using the grid. same mod does the same for making planks with the saw.
And of course, thereâs The Horrors. but donât worry about that. What are you going to eat this winter?
minor gripe + expanded pitch below the cut
I have some beef with how aggressive wolves and bears are, but for what itâs worth they both will only pursue you if they havenât eaten in a while or if you surprise them, and theyâre easy enough tk escape. other animals for both or also berries and honey for the bears. I believe the wildlife aggression is something they intend to tune better. thereâs also one mod creator who is doing some incredible work adding all sorts of different species, both extant and extinct, and their canine mod makes the more aggressive types of wolf and wolf-like creatures less common.
itâs such a good fucking game. The comparison to Minecraft is obvious for a lot of reasons, but it really is just a different experience entirely. For example, in Minecraft, building stuff is a matter of finding the blocks you want to build with, right? In Vintage Story, while it is still a matter of finding the materials you want to use, itâs more a matter of making the blocks instead of finding them outright. mining a block of stone doesnât give you cobblestone, it gives you stones. if you want cobblestone, you need some clay to bind those stones together.
And the CHISEL. Youâre not locked into what shapes the game provides. Almost every single block can be chiseled into whatever shape you please, down to the voxel(a voxel here being 2 pixels by 2 pixels). Check out the vintage story tag, or the subreddit or the discord and youâll some some incredible work people have done.
itâs such a good fucking game. You know that itch to try out Minecraft again you get every now and then? And how it always ends up with you building a little house, maybe doing some digging, maybe plant a field or some trees or something, but you always drop it before you planned on? doesnât happen to me with vintage story. It scratches the itch that I kept hoping minecraft would and it keeps me coming back constantly. i love it so much.
Realistic crafting/survival sim where you have to do everything like that stone age technology guy. None of this "collect 20 clay and make a brick wall in ten minutes" bullshit. I'd value my half-decent stick and palm shelter if it took me a full in-game week to make it.
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Has anyone done a comparison infographic/video between the average mineral resources in earthâs crust vs those in minecraftâs crust? Iâd love to see someone measure whatâs the average solid volume of a minecraft chunk as well as what itâs made of, and then compare whatâs in a same-sized average of earthâs crust. Iâd place my emeralds on minecraftâs chunks being worth more even if the resources were real (substituting each of the ore blocks with âactualâ ores rather than basing it on the amount of space each nugget/ingot/gem/powder theoretically takes up.)
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I guess my issue (beyond just, not being great at video games) is growing up playing games like Minecraft (no story) or bioshock (it's handed to you) so I have a hard time going out to find the story, & doing zero initial research (I, didn't even know that there Was a seamoth). I have a hard time with just scanning fragments until I stumble across smth, but I'm guessing there's a better way I also haven't figured out? (I played the game stuck on 72 oxygen for,, days) & I also have a huge amount of difficulty getting to alans different spots, but I've been doing that in the sea truck so maybe that's why. But I've played the beginning twice now & can never get further then meeting Alan, a couple of artifacts, & Margrets whole thing
OHHH you're talking abt below zero!! i thought u were talking abt the first game. so, im not as well versed on bz bc i still havent finished it either. it actually sounds like i get pretty much right to where you do and then drop it. it's pretty different in comparison to the first one, which is probs why im having a harder time w it.
but!! if you find the scanner room fragments, it'll save your life tbh. you can use it to scan for fragments as well as ores and some other stuff. i suggest setting up scanner rooms in every biome you come across if possible, upgrading range to max, and looking for fragments that way!! that's how i found them in the 1st game when i was confused on finding fragments.
when it comes to finding alan's artifacts, there are going to be some situations where leaving the sea truck and using your seaglide to get into those hard-to-reach places is necessary! the sea truck is so clunky that i almost prefer getting around w just the seaglide in bz.
the 2nd game's story is a lot more linear than the first one. the only way to progress it is to keep finding those artifacts and listening to where marg tells you to go. in the first game, you had to do a lot of exploring on your own to figure out how to progress, whereas bz hands you the story a lot more often. i think that's why i'm having a harder time enjoying bz as much :') hope this helped at all!
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Ores Above Diamonds Mod 1.15.2 (1.14.4)


Ores Above Diamonds Mod 1.15.2/1.14.4 that aims to add two new mineral resources to the Minecraft land generation. These two new minerals, which are Amethyst and Black Opal, amethyst and black opal in Spanish, aim to add a higher level to the diamond, so they will be more valuable and efficient for developing weapons, tools and armor parts than the diamond.
Being minerals more valuable and powerful than diamond, their generation ratio is lower, so it will cost us more to find them in the subsoil. In the following aerial image we can get an idea that it will not be easy to find these two new mineral resources, since, in comparison with other mineral resources, their generation ratio is very low. How to Install Minecraft Ores Above Diamonds Mod ? Download and Install Minecraft Forge Download Minecraft Ores Above Diamonds Mod Double-click on the file downloaded from Forge to run the installer. Unzip the downloaded file from the mod. Paste the downloaded file the folder .minecraft/mods Run Minecraft. Enjoy. Download Read the full article
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Buildcraft is strange as an artifact because it was made to add automation at a point when there was little worth automating except perhaps the creation of building materials for end-in-themselves art builds, but the buildcraft machines and pipes themselves looked like absolute ass (derogatory) and there was nothing else to do with them that was more than a curiosity and would never save you more time than it took to set up.
It's also very strange that the factorio devs, describing their inspiration, namedrop buildcraft specifically, mention seeing potential in it and going "right, let's do this properly" and did, they added the simple reason to automate that you need things in bulk but don't worry you can get resources in bulk instead of being shackled to minecraft's existing resource model - but the buildcraft devs never really looked at that response to their mod and thought "yeah, any reason for automation to not be time-negative is a good idea." and from there came a ton of mods that did the whole pipes thing but gave you any good reason at all to build their fancy machines and stuff and buildcraft stayed there with its stupid ugly quarry that got you a million ores that you only ever needed in those numbers because of other mods. (I don't actually think most of these mods were inspired by factorio, actually, but more looking at buildcraft and also seeing the holes.)
There is an appeal to technic and feedthebeast type modpacks that goes beyond the appeal of factorio, because factorio has very little room for creativity (in the vulgar "decorating your base" sense. obviously you can still Make The Base In Shapes and there is a degree of expressiveness in how you make even very utilitarian builds, but there is also little other than the line going up, you cannot turn these vast swathes of resources into a comfortable home where your engineer can take a nap. it is never means to an end, just the means to more means until you get bored.)
That said the reason i come back to factorio literally all the time even if i burn out on it for weeks or months and have not even attempted to touch technic-style-minecraft in a year or more is that minecraft's interface is actual garbage for said expressive building, especially in survival mode, and it's also garbage for functional building, and the engine is trash by comparison so it runs with a bad framerate that gives me a headache to boot.
if the point is for every expressive structure to essentially be a big functionless sculpture that gets in the way (which it sort of is in vanilla, what constitutes a good enough house for practical purposes doesn't really evolve past "no monsters, some chests, crafting area" and the devs seem to actively attack technical players trying to build mob farms and similar things that are mechanically useful to a survival player) then only being able to place one block at a time just kind of sucks for banging out big shapes and iterating on them until they look nice.
I don't know what the point of this post is.
Before buildcraft existed everyone who wanted more complex useful machines in vanilla minecraft assumed items would be transported by minecarts, because that was what existed, and built their requests around that.
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alsosprachvelociraptor
 âtalking about the newest HNK chapter⊠Whatâs wrong with Obsidian? They...â
@theclockworkkid obsidian melts a veeery high temperatures (opposed to sand glass) and for someone that doesnt even have fire its pretty impossible? do they have a furnace like in minecraft? also, why can obsidian melt? it's their "power"? because it has no sense with the rock... also why obsidian in particular to contain mercury? every material can work, but why a piece of a "friend"? why not wood, why not other minerals scrap? this chapter has NO SENSE i hated it
@alsosprachvelociraptorâ  Listen.Â
Gold:Â
Platinum:Â
Phos (at any given point in winter, summer, and the Moon):Â

Melting points donât matter.Â
(Also I imagine that minerals that are able to âresistâ amalgamation couldâve been set as the lining for Cinnaâs box, but Obsidianâs obsidian was capable of being molded already and available in comparison to others. The obsidian that was part of Obsidian isnât really Obsidian anymore and the only reason itâs bad for Gems to come into contact with mercury is because it blocks out the light and taints it. Bad for the microorganisms. Doesnât really matter in the pieces that doesnât have it.)Â
Personally Iâm just happy to know what the fuck they make their weapons out of. Because it doesnât look like they mine for ores. I guess with obsidian lining Cinna will be able to survive an explosion however.Â
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How to Allocate more RAM to Minecraft

Wondering how to allocate more RAM to Minecraft? Is the game running slow on your Computer?
Donât worry. You are in the right place. Here I will be discussing various methods to teach you how you can allocate more ram to your Minecraft game.
Minecraft is a sandbox video game created by Mojang. It was released in the year 2011. Mojang is also maintaining the game for future releases. Minecraft focuses on allowing the player to explore, interact with, and modify a dynamically-generated map made of one-cubic-meter-sized blocks. In addition to blocks, the environment features plants, mobs, and items. Some activities in the game include mining for ore, fighting hostile mobs, and crafting new blocks and tools by gathering various resources found in the game.
By default, Minecraft takes 1gb of your RAM space. The launcher prohibits the Game to use more ram than the default one. Since 1gb RAM is the default setting, it means that the game shouldnât have any lag in these settings. However if you have installed any of the Custom Textures or skins on the Game, your game can become laggy and slow. To avoid this, you can allocate more RAM to Minecraft.
Allocating more RAM to Minecraft Using Launcher
In this section, I will be describing methods for you to learn how to allocate more RAM to Minecraft using your Launcher. There are two versions of Minecraft Launchers currently in service. I will be covering both the launchers i.e Launcher Version 1.6.X and Launcher Version 2.0.X. Then I will show you how to do the same thing with your Minecraft Server.
To know about the version of your Launcher. Simply open the launcher and see to the bottom right of the launcher window. You will find the version written there. Follow the below-mentioned steps briefly and carefully. So let us start with our first method.
Increasing RAM from Launcher 1.6.X
Launcher 1.6.X is the older launcher of Minecraft. You can find your Launcher version written at the bottom right corner of your Launcher window. Steps to increase RAM is a bit difficult in comparison to Launcher 2.0.X. So letâs learn âHow to Allocate More RAM to Minecraftâ from Launcher 1.6.X.
Firstly, check your Computerâs available RAM. To do so follow these steps.
On Windows â Right click on My Computer and click on Properties. You can find the available RAM in this Window.
On Mac â Open the Apple menu, click About This Mac, and look at the number to the right of the âMemoryâ heading.
Secondly, make sure you have the Latest update on JAVA installed in your Computer. If you donât have the latest version, you can download it by clicking on the link here: https://www.java.com/en/download/.
Now click on the Minecraft Launcher from your Desktop.
Click on Edit Profile in the Launcher and select your profile from it.
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New Post has been published on YourMinecraft.Com
New Post has been published on http://www.yourminecraft.com/wulfenite-mod-minecarft/
Wulfenite Mod for Minecarft 1.11.2/1.8
Wulfenite Mod for Minecarft 1.11.2 Mods is made to add obscure resources that arenât well known or recognized. This mod adds 5 new ores and new materials. Wulfenite, Molybdenum, Ruby, Amethyst, Pyrite, and Diamonite (Diamonite isnât an ore). Each item can be crafted into armor and tools (with the exception of a few) and all tools/armor are enchantable. Itâs basic for now, but there are a few features which help vanilla gameplay such as tools and armor that are slightly stronger than Diamond and a weird food source that makes you nauseous, but helps your food and saturation levels. There are also Scythes which increase seeds gained from breaking tall grass, and even helps leaf-capitate trees.
Features:
Wulfenite:
Wulfenite is a brittle, orange gemstone with very high reflectivity. Itâs so reflective, that you can see it shine in a cave! This gem can be crafted into a Gemstone Block which also shines and emits small amounts of light. Itâs too brittle to be made into tools and armor, however it sits proudly in the middle of a crown!
Ruby:
Ruby is a very strong gemstone, with higher density than diamond. However, it fails in comparison to a certain gemstone combination⊠This is the best gem to use against the creatures of the night as the tools and armor are some of the strongest in Minecraft! Put on this armor for a luxurious, shiny red armor set that doesnât sacrifice in durability and in strength.
Molybdenum:
Molybdenum. No, thatâs not a fancy type of denim, itâs a type of metal alloy used in creation of industrial metal tools. This is slightly stronger than normal iron and can be crafted into tools and armor. This ore is a⊠well ore in Wulfenite and can be extracted from the gemstone to make Molybdenum shards which can be smelted together into ingots!
Amethyst:
Amethyst is a strong gemstone, stronger than Diamond but not Ruby! It can be made only into armor thoughâŠ
Pyrite Ore: (Foolâs Gold)
Pyrite or in Laymanâs terms: Foolâs Gold, is a brittle metal that canât be made into tools and armor, however it can be made into food. Whether or not it is worth eating is up to youâŠ
Diamonite: (Combination between Wulfenite and Diamond)
Diamonite is the strongest resource in the mod! All you have to do is somehow breakup diamond and combine it with wulfenite. It can make tools and armor.
Screenshots:
Crafting Recipes:
Requires:
Minecraft Forge
How to install Wulfenite Mod:
Make sure you have already installed Minecraft Forge.
Locate the minecraft application folder.
On windows open Run from the start menu, type %appdata% and click Run.
On mac open finder, hold down ALT and click Go then Library in the top menu bar. Open the folder Application Support and look for Minecraft.
Place the mod you have just downloaded (.jar file) into the Mods folder.
When you launch Minecraft and click the mods button you should now see the mod is installed.
Wulfenite Mod Download Links:
For Minecraft 1.11.2: Wulfenite-Mod-1.11.2.jar â 98 KB
For Minecraft 1.8.0: Wulfenite-Mod-1.8.0.jar â 145 KB
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