{"action":"created","issue":{"url":"https://api.github.com/repos/Shinoow/AbyssalCraft/issues/179","repository_url":"https://api.github.com/repos/Shinoow/AbyssalCraft","labels_url":"https://api.github.com/repos/Shinoow/AbyssalCraft/issues/179/labels{/name}","comments_url":"https://api.github.com/repos/Shinoow/AbyssalCraft/issues/179/comments","events_url":"https://api.github.com/repos/Shinoow/AbyssalCraft/issues/179/events","html_url":"https://github.com/Shinoow/AbyssalCraft/issues/179","id":196248848,"number":179,"title":"[SUGGESTION] Core gameplay issues ","user":{"login":"C0rn3j","id":1641362,"avatar_url":"https://avatars.githubusercontent.com/u/1641362?v=3","gravatar_id":"","url":"https://api.github.com/users/C0rn3j","html_url":"https://github.com/C0rn3j","followers_url":"https://api.github.com/users/C0rn3j/followers","following_url":"https://api.github.com/users/C0rn3j/following{/other_user}","gists_url":"https://api.github.com/users/C0rn3j/gists{/gist_id}","starred_url":"https://api.github.com/users/C0rn3j/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/C0rn3j/subscriptions","organizations_url":"https://api.github.com/users/C0rn3j/orgs","repos_url":"https://api.github.com/users/C0rn3j/repos","events_url":"https://api.github.com/users/C0rn3j/events{/privacy}","received_events_url":"https://api.github.com/users/C0rn3j/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":5,"created_at":"2016-12-17T23:33:54Z","updated_at":"2016-12-18T17:50:38Z","closed_at":null,"body":"After playing through the mod, I've found the following issues with the core gameplay -\r\n\r\n1) The world gen in the overworld is way too invasive. There's a ton of AC biomes over my world and it's just not pretty. And even then I have massive trouble finding the biome I need to get the items I require.\r\n\r\nI don't want to have a ton of biomes which are unusable because of all the blidness and general ugliness(imo) of the grass(but mostly the blindness).\r\n\r\n2)To get the items needed from the ocean biome - it is just WAY TOO GRINDY. Even with veinminer set to take in all blocks it's too much.\r\n\r\n\r\nWhat I suggest is remove the AC biomes and ores from the overworld(perhaps keep the shoggoths there?), add a new dimension you need to access first to get the starting items(coralium, shadow gems) and make it way less grindy. I wouldn't even mind looking for the hills(or mountains?) biome you need for the big mobs to spawn for a few minutes, but I really mind looking for them for hours.\r\n\r\n\r\nMaybe make a compass that points to the biome too?\r\n\r\n\r\nAnyway, I enjoyed the mod, and I didn't mind grinding for the energy needed to progress further, even though it could be made a bit easier. \r\n\r\nTl;dr Move biome generation from overworld to a new dimension and add a compass to find Mountains biome, move Coralium to the new dimension too in bigger numbers."},"comment":{"url":"https://api.github.com/repos/Shinoow/AbyssalCraft/issues/comments/267835494","html_url":"https://github.com/Shinoow/AbyssalCraft/issues/179#issuecomment-267835494","issue_url":"https://api.github.com/repos/Shinoow/AbyssalCraft/issues/179","id":267835494,"user":{"login":"Viatos","id":24367836,"avatar_url":"https://avatars.githubusercontent.com/u/24367836?v=3","gravatar_id":"","url":"https://api.github.com/users/Viatos","html_url":"https://github.com/Viatos","followers_url":"https://api.github.com/users/Viatos/followers","following_url":"https://api.github.com/users/Viatos/following{/other_user}","gists_url":"https://api.github.com/users/Viatos/gists{/gist_id}","starred_url":"https://api.github.com/users/Viatos/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Viatos/subscriptions","organizations_url":"https://api.github.com/users/Viatos/orgs","repos_url":"https://api.github.com/users/Viatos/repos","events_url":"https://api.github.com/users/Viatos/events{/privacy}","received_events_url":"https://api.github.com/users/Viatos/received_events","type":"User","site_admin":false},"created_at":"2016-12-18T17:50:38Z","updated_at":"2016-12-18T17:50:38Z","body":"Not to whiteknight here, but if you're running 150 mods and didn't bother to configure them, IMHO you can't really expect a tailored experience. The thing that you want - for biomes to spawn differently - is literally changing 8 small numbers in a file you can open with Notepad. It's labeled for you and everything.\r\n\r\nAlso you can turn off Blindness - again, in the config file. The purpose of those files is to let you \"have it your way\" which is why so many mods use them. Arguing that the config doesn't DEFAULT to your preference is like arguing that cheeseburgers should default to having onions. They'll put the onions on, dude.\r\n\r\nI DO agree that the biomes default to showing up more often than I want - I kinda hate the way Darklands look, garish like Taint was garish in Thaumcraft - but on the other hand you need the stuff in them to get started with the mod, and if you disable some of them the effective frequency goes way down. I just keep Mountains, Swamps, and Darklands at low Frequency and in a map I've got explored for just about two thousand units square, I've got two Swamps and two Darklands. "}}
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