Miner7747 wrote:Nice vid, but i must say that i disagree with the dirt-dung and string=hemp recipes.
why? because it is possible to create automatic dung farms,and also automatic hemp farms,producing more
hemp and dung than you need. and btw,there exist flower/seed farms which use bone meal to make wildgrass/flowers which are instantly destroyed.
however,that steel recipe is a good idea,if your in a hurry you can make some without making nethercoal.
the hemp-plantclump is nice too.
although the dirt-dung recipe isn't balanced,there is no reason to not make some UU recipies for dung and hemp(and rubber tree saplings).
seriously,with dung to dirt,dung is too cheap,and gets rid of wolves use(btw,flowerchild obviously hates wolves,that's why he made this mod.he coded dung to be only dropped by wolves as an excuse to lock up wolves in dark spaces.:D)
so yeah,consider revising a few recipies(like maybe combing dung and grass BLOCKS from scrapboxes/UU to make 2 dung,should be balanced.
I'd rather not debate over the idea of what recipes you should/shouldn't have... I'd like to just leave that decision between the player and his game, as well as between developer and mod content.
Plus, tall grass, afaik, does not regenerate in the world after collection. Same with mushrooms, they have to constantly hunted for in order to renew this resource. Personally, if I was into modding, I would create an in-between block for dung before actually yielding it. Plus, what are you going to do with all that dung anyway? flowers? all those offer is dyes for lighting, which isn't that game breaking in and of itself...
But the point was to show that this new-found compatibility has more ways to work together than intended. Sure, it's easy to create 'broken' recipes with the mod, but at the same time, balanced recipes can give options to modded game play that let items work together easily... Like Buildcraft Oil, you can set a 'burn' time recipe for it, and allow it to be burned in generators for EU. That makes the item more useful in other fueling ways, without requiring other code lines to be set in...
It's these options that change game play/experience as a whole, and it's something I'd like MCForge users to consider....