Okay, so let's go over a few of the points brought up here.
First of, hearts and starting point. It's true that you do spawn with less hearts than normal, however, there are a number of things that are not true here. First of, you get a starter kit that gives you an iron sword, shield, bow, 64 arrows, lots of food, full chain armor, a matchbox, and a lifeblood crystal. Now, maybe some of you went on the server and didn't receive this starter kit. Why was that? Well, the firstJoinSpawn thingy isn't working completely yet, because it's a BETA, so in the meantime I've been manually giving the starter kit to people.
Now for the hearts themselves, yes it's true that you need to find them in the nether fortress, no it's not true that you can't find them elsewhere. You can find them in mineshafts, in desert pyramids, in igloos, in jungle temples, in vanilla dungeons, and yes, in nether fortresses. If the spawnrate is too low, I'm willing to add to it. If you have a good idea for a recipe for getting the hearts, then I welcome it. What is a good recipe then? Something that promotes the same feeling of exploring the area. Who knows, maybe I might even change out the mod that does health handling. RTY 3 previously used other features that ToughAsNails gave, but I've turned most of them off as time as moved on.
I have no ability to change vanilla mobs in this modpack. There are elite(boss) mobs around, which 1/30 mobs are, off those elites, 1/7 is even stronger, and 1/7 of those are even stronger again. If the spawnrate is too common, I'm willing to decrease it, like I did yesterday when it was at 1/15, because I didn't know they spawned this frequently. Why didn't I know, because it's in BETA, which is where stuff like this is caught.
Hardcore darkness can be a pain yes, BUT, outside it will never become completely dark, and on a full moon, it will be as bright as normal minecraft (was brighter for a little bit before released here, but it looked stupid). In addition to that, you can also hold torches to provide light. Yes the dynamic light is crappy at the moment, and yes, I'm changing it for something better for the next version.
I don't know of any connectivity issues. If you're talking about frequent crashes, then yes, I did underestimate how much ram the modpack would use on a server with 6 or more people on. That was something I intended to find out in the BETA. I might fork out some more money to get a better server, or I might wait for Remi to be capable of hosting the beta server, as was the initial plan.
As for mods are broken, it's a BETA, of course they are. I'd love to hear what's broken so that I can fix it.
Danmaku isn't finished yes, I agree to that, that's because the ALL touhou mods are currently BETA. Before I took time to write this post, I was working on the code for making sure you don't spawn with 0 lives and mobs, because no, that's not intended. Yes, I'll look at actually adding a crafting recipe for the danmaku crafting table, which I forgot to do.
Let me tell you about a modpack that I worked on with a few other people a bit less than 2 years ago. What mods and stuff did it have? Well it had Lycanites mobs, super strong vanilla mobs (stronger than RTY), broken mods that would constantly crash you, mobs that burnt down all the trees around spawn and completely lagged the server, it had mffs that crashed the server or didn't work properly, touhou stuff in the form of a JavaScript mod thing, and lots and lots and lots of other problems. What modpack was that? It was the RTY 2.2 BETA.
This is a beta too, remember that, mods are still being added to, removed from and created for the modpack. This is a way for me to put something out, see what works, and what doesn't, and then go from there. It is NOT a view of something that will be roughly the same as this when it's released. It might be, or things might change.
Born in the light.
Molded in the dark. Never Forget,
Keep Fighting. |
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Don't Forget.
Always, somewhere,
someone is fighting for you.
As long as you remember her,
you are not alone.
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