Cyberware

Cyberware

3M Downloads

Blueprints, Automation, Crafting & Documentation.

Sparkelyfox opened this issue ยท 0 comments

commented

This is going to be a fairly long and comprehensive list of issues, I write this from my own free time not out of hate or dislike for the mod but for the fact that I love the concept but the execution needs work.

Documentation:
Across the internet on sites such as github, gamepedia and curseforge I couldn't find all the information I wanted, for example there was no list (that i could find) of what augments there is, how to use them and how the UI works. I thought that would have been obvious! The getting started page was useful as was the hoarding augments page but the organising resources page didn't seem useful. For example, when I placed my first few augments into the index and returned from the surgery I was confused to see no battery GUI or really, any GUI other than the "Hold R to open the cyberware menu," GUI (which to note, it annoying because I can't seem to get it off my screen and despite fiddling around with it I can't seem to find out how to use it). I was made aware I need a hud visor or cybereyes (correct me if I'm wrong on that one) by a member of your discord server. To add to the injury there didn't seem to be anyone overly knowledgeable (on this mod) I could really talk to on the discord server such as flaxbeard himself. This has been the must frustrating part for me, the simple lack of proper documentation is irritating.

BluePrints:
Blueprints are way too difficult to obtain. The scanner is an expensive item that requires a salvaged augment which is down to chance (a low one, might I add) and despite having a salvaged augment in it for many hours (at least 16, with the chunk loaded, with paper) it did nothing. I understand the chance was only 10% and that was low but by quick math you can figure out that it shouldn't take much more than 3.33hours for even a 10% chance at 20minutes per chance. This needs to be changed. Perhaps you could add in a rarity system for the augments, so the more useful augments could have a lower chance and the less useful/common augments could have a higher chance. I'm not sure what the minimum chance for an augment to be successfully scanned should be but 10% is not it. You will have to use a bit of trail and error and maybe a few beta testers for that. Honestly I don't think even 50% standard per augment (yes, I know you can stack them up to 50%) is unbalanced, 20minutes is a long ass time in any game.

Crafting:
There is no way to craft the components of manufactured parts, this is a more minor issue in my opinion but nonetheless an annoying one. They should be able to be crafted, with a fair price to boot.

Drop chance, spawning & the radio beacon:
I have a looting III sword and hunt most nights for cyberzombies and cyberskeletons, on average I get somewhere between 5-11 salvaged augments per nightwith the assistance of the radio beacon multiblock. That's fine for me but before I had the radio beacon? It was a nightmare. Even with a radiokit it was not easy getting the salvaged augments required, crushing them down with the engineering table and then painstakingly hunting again night after night to get the radio beacon structure. Things got much better after the radio beacon structure but the spawnrate of cyberzombies and cyberskeletons needs to be increased, particularly cyberskeletons. Why the hell are cyberskeletons more rare than cyberzombies? It makes no sense! I hadn't even seen one until I got the radio beacon. As for the drop rate on the cyberzombies and cyberskeletons I believe it is quite nice where it is right now but the spawn rate of the mobs themselves needs increased.

Automation:
It is not easy to automate the scanning or engineering table crushing of parts, it doesn't seem possible with the engineering table and the scanner with a bit of creative thinking I think I have it automated, though it is by all means not automation friendly. You need to make it automation friendly, I believe it's intended not to be but for a tech mod it is the least automation friendly I've seen yet. The machines should work with inputs and outputs like thermal expansion and ender io machines.

So, know that I wrote all of this with love and as I spent the time to write it and play your mod I'd appreciate if you reply back. I'd be happy to help in anyway I can.

[cyberware-1.9.4-1.10.2-beta-0.2.10]
[Minecraft Version 1.10.2]
[ResonantRise4 Modpack Version 4.3.0.5-rc (1.10.2)]