The problem with the special coal is that one block of coal smelts 80 items, but 3 of the teir 1 coal only smelts 72 items. I would suggest making one special coal smelt 27 items instead of 24 so that its always at least slightly better than using normal coal, no matter how horrid your luck is. Also, I think that the various resources should be affected by fortune but be hard coded to never drop more than 9 since it takes a block to craft it.
I think the issue is that Dire didn't know coal blocks are more efficient than coal, being the equivalent of 10 coal instead of the 9 required to craft it. I didn't know this either until you pointed it out. So that's why Dire says it breaks even if you're unlucky. It's what happens when you don't know vanilla mechanics haha, good catch!
@@gilmouta Assuming the average is actually 3.5 (50/50 you get 3 or 4), then you do get 84 items out of upgrading your coal once, on average, so while you don't always break even, you do end up making out better over a long enough period. I haven't had a chance to touch the mod, I wonder if blocks of the upgraded coal smelt 240 items (i.e. the same efficiency as coal blocks) or not. If they do, then you technically *are* always breaking even, especially considering you can dump it into a fuel canister to smooth out that 240 item spread. Maybe he will read this thread though, realize that coal blocks are a free +1, and learn that he should be putting coal blocks into his fuel canisters though lol.
Why does it matter? Moded processes don't need to always be better, that makes it way too easy anyways. Also smelting is one of the easiest things in minecraft to automate, so who cares about fuel efficiency.
@MegaLokopo he talks in the video about how it's supposed to be at least breaking even so he himself clearly cares. Also, what's the point of using something modded if it's not better than vanilla? He made the mod with the intent for people to use it, right? So why would they use it if the things it adds are worse than vanilla? Also, this part of the mod is supposed to focus on early game, so like before you have automation.
Least it’s a different color Stone Brick building. It’s progress… No Void Dimension. You’ve play two recent Skyblock packs in the last few series. We don’t need another set of stone platforms in checkerboard fashion with an upper or lower level again. Just my two cents
if you do a void dimension for your base you could bring the ships to it as decoration or use them for something. Would look cool with them docked to a part of your base
Dire your tier coal may smelt more per 1, but a block of coal is 9 coal, also a block of coal smelts more items then just the 9 coal combined, more like it 10 coal. Maybe make breaking the block drop 5-6? Also Dire you should make the inside of those back two walls transparent glass so you can enjoy the view from withing your home.
As a best of both worlds modded and unmodded player I love hearing modded players having no idea how vanilla works. At 7:55 dire got lucky with the first two triggers but I was waiting for him to trigger the shreiker again and see his screen start flashing😂
I find absolutely hysterical also. Especially qhen modded players..I also play both, mostly modded, but I play a little vanilla mostly to keep up with the new features that will show up at one point or another
The wandering trader will head directly to you if you don't have a bell. So put a bell a ways away from your base and they'll head to that location instead of bothering you.
Playing along with Just Dire Things, one thing that I think could be better shown in the book (it might be there, but I couldn't find it) is that you get your upgrades back when tools break. I had been avoiding using my ferricore pickaxe, because I thought that I'd lose the upgrades, which had iron worth several times the pick itself.
he did say in this video that "the upgrades drop when the tool breaks so if it breaks over lava that's on you" but yes if it isn't clear in the book that's on Dire
the book is technically part of patchoulli mod even though it is for justDireThings it is located under a different mod @. might be pachoulli with out the T.
@@DemonicShadow_666 Patchouli is basically a template for mod makers to more easily create a user manual. If it isn't showing up under @JDT I suspect Dire missed adding a tag to it.
What i love about just dire things, his pipe mod, and buildibg gadget is that he made them when other mods weren't availabile and he saw something that he though needed fixed. Thank you Dire! I cant wait to use your mods when i restart my world!
Hey Direwolf! Long time lurker here. If I may, I would like to give you some feedback on your mods crafting recipes: at the moment they seem quite inexpensive to me progression-wise. If Im not mistaken, one could have a fully upgraded base-tier toolset and armour without ever needing to upgrade from stone tools: I would personally include redstone as part of the base upgrade recipe (you know, they're toggleable after all :) ) and the tools, so that the player would need at least iron-level tools to get started. Also for the specific upgrades (the ones that use the base upgrade as a crafting material), I would add a 2 crafting-step item as part of the recipe (eg, speed upgrades require potatoes and sugar, so add also something made from potatoes and/or sugar) so that the player needs to interact with at least part of the vanilla item recipes before getting fully decked out and it would feel more like "having worked towards an upgrade" while still being very accessible early game. Thanks for the awesome lets play, the dope pack and all your awesome mods!
@@DemonicShadow_666 Yeah but it's not about what I may or may not want for a private pack. It's constructive criticism of Dire's game design. His recipes are too easy. A well-designed mod would have reasonably balanced recipes. You shouldn't require your players to make datapacks just so your mod won't feel OP.
@@etherealg3940 I'm inclined to agree as in laserIO, the range is to short given the amount of quartz it takes. He should at least add a range upgrade for the base block to maybe 12 blocks.
As Ferricore is mathematically worse than the equivalent amount of Iron needed to create it, it does not need to be treated as it's own tier. 1 Ferricore Pickaxe mines the same number of blocks as 2 Iron Pickaxes, but needs the same amount of Iron as 3 Iron Pickaxes. The upgrades not only don't help this, but actually make the exchange rate even worse. Most of them don't increase the amount of resources gained or blocks mined, but they still add a minimum of 3 Iron Pickaxes each, and can add 6 instead if you don't get lucky with your Ferricore drops. All Ferricore does is save you time and effort, but overall it is way less efficient than Iron when used to make tools. Armor is a bit harder to argue, as there are way more factors to consider that can't be interchanged. However, considering that it requires between 63 to 81 Iron to even craft a full set of Ferricore armor before even considering the upgrades, and that armor never covers its own cost since it can't get you resources by itself, I'd say that the math is a bit of a moot point.
I think a nice feature to fit the slightly unsettling nature of the dire goo is a way to duplicate the blocks. My suggestion would be a variety of meat blocks, with different tiers needing different rarities of meat. Tier 1 would only need a block of rotten flesh, tier 2 would be made of animal meats, tier 3 might be meats that drop from rarer mobs (probably would need custom drops) and then tier 4 would be dragon meat. It would take a while but would result in a new goo block
I wish Dire would do a Let's Play Again with Pahimar, like the good old days, like when they did Sevteck Ages or when they did Forever Stranded or Sky Factory 3, I wish that would comeback
I know Dire doesn't want to go OP too fast, but with how much iron JDT wants you can use easy villagers to set up fast iron farms. 2 villagers for a breeder. Each villager that grows up then goes in an iron farm and you have early iron for days.
4:22 in Atm9 there is a mod that will make all wondering trader spawns go to a specific spot and be out of the way. The other thing Atm9 has is a villager contract so that the traders actually have another use. This can basically be a villager breeder
12:06 Speaking of Botania: I love that mod for its magnetic ring alone. It comes with a block which deactivate the ring in an area around it. Best feature ever. No other mod does it as far as I am aware.
kinda wish the building gadget would let you randomize blocks (like quark's trowel) so you wouldnt have to do texturing manually if you werent planning on making a gradient
@@MegaLokopo When Dire refers to 9x9, he's referring to the external wall dimensions. He says it's so he doesn't need to put torches on the floor, but a) if he built a 9x9 internal rather than 7x7 internal, he could put the torches at y+3 and still have the same coverage and b) that doesn't apply anymore with modern mob spawning.
@@MegaLokopo Not the way Dire does it. If you'll notice at 30:55 for example, you can see 3 blocks on either side of the 1-block doorway. 3 + 3 + 1 = 7, which means his version of 9x9 includes the walls.
@@MegaLokopo Dire's house has forever and always been referred to as the "9x9" even though that refers to the interior dimensions as opposed to exterior. When I suggested a permanent 9x9 blueprint, I quite literally meant a blueprint of his 9x9 base. The one he has used since the dawn of minecraft.
Місяць тому+2
Is there a gold upgrade to the armor to keep pigmen away? otherwise that would be a cool addition to the chestpiece for example, or any piece of armor actually.
For the wandering trader, some mods like Utilitarian have a “No Soliciting Banner” you can put down to stop traders from spawning. There are other mods that have the signs too with slightly different names but I don’t remember which mods.
Also... There is an easy method that speed runners use to create a nether portal once you find a pool of lava. Nothing new, but it always surprises me when let's players don't use some of the same tricks. Bucket of water + lava pool = nether without diamonds.
Primal coal smelts 3x24 (72) items half the time, and 4x24 (96) items half the time. On average it's 84 items, slightly more than a block of regular coal which smelts 80. So it seems good
Interested to see how he handles the long room his house typically has because if he builds it to the left of the front door like he usually does it'll be like 50% floating from what I can tell.
BTW, Ars Nouveau drygmy farms is the bets way to get scrolls and ink from Ironspells mod, every mob and from that mod can be place into jars, the scrolls get out of control really fast
Wandering traders despawn naturally after 24 in-game hours, and you can put a bell down somewhere and they'll hang around that instead of pathfinding directly to you.
Potato and sugar: an excess of carbohydrates! "I really want this view to be out of the back window of my house." But Dire! You _never_ make a back window! 😀 Oooh, is that what he meant?
Would be neat if you made it so that the pocket generator was like the LaserIO card holder - shift click to enable auto fueling and gave it a filtering system (and hopefully it doesn't needlessly burn fuel when the buffer is full).
I think he starts new series sometimes just to build his 9x9 houses. I build them too, but I usually try to decorate the outside. recently I've been doing a 9x(3x3)x9 house in my pa2 save. the middle of the structure is bisected to create a new floor and is separated by slabs. gonna have to start making the storage system and moving my things somewhere. though I gotta figure some other things out before I get to a more permanent ae2 system.
There's a mod that let's you place down a piece of carpet that causes all trader's - within 6 chunks I think? - to spawn there. You can craft it with a trap and it will kill him upon spawning. Just saying if that got added, no one would complain.
no banner or sign in this pack but the Traveler Carpet sound interesting. 2 options.... a place for them to be basically tethered to or a place for them to die.
see if there's a trader carpet or something like that. There used to be something in ATM8 but I don't know if it was updated for later versions of minecraft.
Builds the house on a cliff to have a nice view from the window. Does not put a window in the wall Will get annoyed when building a basement after forgetting why he built it in a cliff I'll never get tired of DireDerps😊❤
you can disable the trader in the world options. idk if its vanilla but some packs give u a special sign to place that also disables the trader after you kill the 1st one
hey dire can you add the config that allows one to see the graph of world gen stats for specific ores? not sure what its called but i find it very useful. loving the new season and i'm currently playing the pack along side the vids! thank you and all the love!
He makes a gadget so he can build houses designed by others, only to build more 9by9's in every next pack... And then he proceeds to pick a nice spot with a view, and puts up a brick wall instead of a view...
I would say pocket generator should burn and waste if the content burning is not inside a cannister, and the cannister would be the one making the fuel save thing, that would be fearly balanced
@4:14 Wandering traders despawn after remaining loaded for a period of 40 minutes. However, as you seem to basically never use this mechanic, I'd recommend just turning them off in the game rules if none of your mods need them. While that technically requires cheating now that the world has already been created, you had had the opportunity to turn them off when you were creating the world initially. So if they aren't required for any mod progression, you can safely turn them off if they bother you that much. There is a similar game rule for Pillager patrols as well, which I always turn off because I just find that whole mechanic to be incredibly unfun to deal with.
Wandering Trader can be turned off in "rules" not sure if it can be turned once you start the world though. There was a mod though too that does it. Its just easier in rules to turn it off before you start your world in settings.
nope, there doesnt seem to be any mods that give you a 'dismiss' function to the wandering trader. maybe could be a new standalone little mod project? I know I'd be more than happy to use it. I dont always like killing traders, but they and their llamas tend to be a pest and block doors and make a lot of noise. they will naturally despawn after a couple days of no interaction. they dont get attacked by mobs either. The closest you can have for a mod to control them is maybe like, 'no mo wander', which is just an item that toggles the 'spawn traders' gamerule, or just prevents the spawning of the mob based on a radius on a sign.
There isn't? I think I read about one in the last day or two. Well, it might have been less of a dismiss and more that it would more quickly lose interest and wander away. I don't know what mod it was but I was looking through the list of mods in popular 1.21.1 packs for NeoForge.
DW finds blocks of coal surrounding the meteor and mines up about 40 blocks of coal... but did he notice the meteor in the middle of the pit was actually made OF blocks of coal itself? 😛
this pack has me missing thermal expansion and Industrial Foregoing. I assume they're not up to date yet. and also, i miss Astral Sorcery. I think that one's not being maintained which is sad
Astral is being worked on.. last update from Hellfire was that they wanted to revamp everything and basically rewrite it from scratch.. it did get an unreleased port to...i think 1.19 but hellfire had some problems with the overall design the mod had so decided not to release before it was revamped
Hey Dire! Loving the series, modpack and Just Dire Things! Just wanted to give feedback on the mod. I see you have the template upgrades available to go from ferricore to blazegold. However, I don't think they're very useful as the cost of them isnt worth crafting, rather, it's better to just craft the tool itself as its cheaper.
@@wildforestferret865 I'm pretty sure those templates are there so you can upgrade your tools, allowing you to keep both enchants and upgrades on the tool. It just isn't mentioned. I used a template on one of my tools and it kept the upgrades, so I'm assuming the enchant one works as well.
if and when they get updated to mcv 1.21.1, draconic will probably be soonish, tinkers is a long ways away as they haven't even finished for 1.19.2 yet, i would rather see enviromental tech back, it was in beta 1.20.4 so it should be sooner than tinkers at least.
The Ferricore stuff seems useless for the cost. 3x the material cost, added time sink for waiting on ores to generate and the tools can't do anything more than regular iron(i.e. can't mine obsidian...etc.). Why wouldn't you just make it as a replacement for the diamond tier so people have another option for that instead of using all their diamonds? Same with the coal version of that tier. Why would you ever make it possible to only break even on the time sink? you should always get more from that process. It makes no sense to use this tier over regular vanilla mechanics with the costs in place.
"I hate having tall grass around my base so I made this upgrade crafted with tall grass to cut down tall grass." Ingredient in the upgrade: Short Grass. 😄 It's like Stone vs. Smooth Stone for Dire.
It is extremely frustrating when modded content creators make ZERO effort to understand the vanilla mechanics first. "That doesn't sound good." and then proceeds to do absolutely nothing different, not even pause for a moment to maybe take a ten second look at the wiki on the sculk sensor and shrieker. Pretty sure this is why I had stopped watching Dire previously, and seems like he is never going to make any effort to improve.
He even made his mod require the shriekers for an upgrade and goes "Is that something from a mod?" Like I've mentioned before, a series learning vanilla mechanics would probably be majorly popular on his channel. Otherwise I don't think he'll ever learn them. Dire is multiple updates behind vanilla in his knowledge.
To be fair… vanilla mechanics change all the time. It’s always amusing to me to see big modded content people struggle with not knowing vanilla things. Like “i need clay” has dripstone… goes hunting for clay.
I think it's funnier when he doesn't understand vanilla mechanics like mining gold with a stone pickaxe in the first episode lol. It's basically a classic at this point
Oh man, upgrades spitting out of tools if they break is something that would make me skip using those all together. Just too much of a downside potentially losing them that similar tools will not share. Hope there is a config to turn it off. That is just not something that adds fun to using it.
Would you rather just lose the upgrades? I guess another option would be to stick them in your inventory, but I suspect there might be some expectation of having a magnet, making the distinction more or less meaningless.
A curio slot for the pocket generator would be cool, just so it feels like a proper pocket generator
It's not a wandering trader, it's mobile leather and lead delivery
The problem with the special coal is that one block of coal smelts 80 items, but 3 of the teir 1 coal only smelts 72 items. I would suggest making one special coal smelt 27 items instead of 24 so that its always at least slightly better than using normal coal, no matter how horrid your luck is. Also, I think that the various resources should be affected by fortune but be hard coded to never drop more than 9 since it takes a block to craft it.
I think the issue is that Dire didn't know coal blocks are more efficient than coal, being the equivalent of 10 coal instead of the 9 required to craft it. I didn't know this either until you pointed it out. So that's why Dire says it breaks even if you're unlucky. It's what happens when you don't know vanilla mechanics haha, good catch!
@@gilmouta Assuming the average is actually 3.5 (50/50 you get 3 or 4), then you do get 84 items out of upgrading your coal once, on average, so while you don't always break even, you do end up making out better over a long enough period.
I haven't had a chance to touch the mod, I wonder if blocks of the upgraded coal smelt 240 items (i.e. the same efficiency as coal blocks) or not. If they do, then you technically *are* always breaking even, especially considering you can dump it into a fuel canister to smooth out that 240 item spread.
Maybe he will read this thread though, realize that coal blocks are a free +1, and learn that he should be putting coal blocks into his fuel canisters though lol.
Why does it matter? Moded processes don't need to always be better, that makes it way too easy anyways. Also smelting is one of the easiest things in minecraft to automate, so who cares about fuel efficiency.
@MegaLokopo he talks in the video about how it's supposed to be at least breaking even so he himself clearly cares. Also, what's the point of using something modded if it's not better than vanilla? He made the mod with the intent for people to use it, right? So why would they use it if the things it adds are worse than vanilla? Also, this part of the mod is supposed to focus on early game, so like before you have automation.
@@samuelwilliams2266 It still has the advantage of not needing an additional step in the crafting table. That saves a good amount of time.
Least it’s a different color Stone Brick building. It’s progress…
No Void Dimension. You’ve play two recent Skyblock packs in the last few series. We don’t need another set of stone platforms in checkerboard fashion with an upper or lower level again. Just my two cents
if you do a void dimension for your base you could bring the ships to it as decoration or use them for something. Would look cool with them docked to a part of your base
Oh man I want to see that, sadly Dire won't 😔
THIS
Such a nice view.... Builds cobblestone walls to block it. Never change ❤
Dire your tier coal may smelt more per 1, but a block of coal is 9 coal, also a block of coal smelts more items then just the 9 coal combined, more like it 10 coal. Maybe make breaking the block drop 5-6?
Also Dire you should make the inside of those back two walls transparent glass so you can enjoy the view from withing your home.
As a best of both worlds modded and unmodded player I love hearing modded players having no idea how vanilla works. At 7:55 dire got lucky with the first two triggers but I was waiting for him to trigger the shreiker again and see his screen start flashing😂
I find absolutely hysterical also. Especially qhen modded players..I also play both, mostly modded, but I play a little vanilla mostly to keep up with the new features that will show up at one point or another
The wandering trader will head directly to you if you don't have a bell. So put a bell a ways away from your base and they'll head to that location instead of bothering you.
Playing along with Just Dire Things, one thing that I think could be better shown in the book (it might be there, but I couldn't find it) is that you get your upgrades back when tools break. I had been avoiding using my ferricore pickaxe, because I thought that I'd lose the upgrades, which had iron worth several times the pick itself.
he did say in this video that "the upgrades drop when the tool breaks so if it breaks over lava that's on you" but yes if it isn't clear in the book that's on Dire
the book is technically part of patchoulli mod even though it is for justDireThings it is located under a different mod @. might be pachoulli with out the T.
@@DemonicShadow_666 Patchouli is basically a template for mod makers to more easily create a user manual. If it isn't showing up under @JDT I suspect Dire missed adding a tag to it.
What i love about just dire things, his pipe mod, and buildibg gadget is that he made them when other mods weren't availabile and he saw something that he though needed fixed.
Thank you Dire! I cant wait to use your mods when i restart my world!
there is usualy no soliciting sign that prevents wandering traders or a carpet that teleports them to it.
Those are both modded items which may or may not be in the pack, Dire was asking about Vanilla mechanics.
It can be disabled with a "gameRule" command
7:56 Direwolf dug too greedily and too deep…
Hey Direwolf! Long time lurker here. If I may, I would like to give you some feedback on your mods crafting recipes: at the moment they seem quite inexpensive to me progression-wise. If Im not mistaken, one could have a fully upgraded base-tier toolset and armour without ever needing to upgrade from stone tools: I would personally include redstone as part of the base upgrade recipe (you know, they're toggleable after all :) ) and the tools, so that the player would need at least iron-level tools to get started. Also for the specific upgrades (the ones that use the base upgrade as a crafting material), I would add a 2 crafting-step item as part of the recipe (eg, speed upgrades require potatoes and sugar, so add also something made from potatoes and/or sugar) so that the player needs to interact with at least part of the vanilla item recipes before getting fully decked out and it would feel more like "having worked towards an upgrade" while still being very accessible early game.
Thanks for the awesome lets play, the dope pack and all your awesome mods!
personally i would do speed pot as a requirement.
@@Williambarela you guys can change the recipies using datapacks json files or kubejs for your own playthroughs, if you think his are too easy.
@@DemonicShadow_666 Yeah but it's not about what I may or may not want for a private pack. It's constructive criticism of Dire's game design. His recipes are too easy. A well-designed mod would have reasonably balanced recipes. You shouldn't require your players to make datapacks just so your mod won't feel OP.
@@etherealg3940 I'm inclined to agree as in laserIO, the range is to short given the amount of quartz it takes. He should at least add a range upgrade for the base block to maybe 12 blocks.
As Ferricore is mathematically worse than the equivalent amount of Iron needed to create it, it does not need to be treated as it's own tier.
1 Ferricore Pickaxe mines the same number of blocks as 2 Iron Pickaxes, but needs the same amount of Iron as 3 Iron Pickaxes.
The upgrades not only don't help this, but actually make the exchange rate even worse. Most of them don't increase the amount of resources gained or blocks mined, but they still add a minimum of 3 Iron Pickaxes each, and can add 6 instead if you don't get lucky with your Ferricore drops.
All Ferricore does is save you time and effort, but overall it is way less efficient than Iron when used to make tools.
Armor is a bit harder to argue, as there are way more factors to consider that can't be interchanged.
However, considering that it requires between 63 to 81 Iron to even craft a full set of Ferricore armor before even considering the upgrades, and that armor never covers its own cost since it can't get you resources by itself, I'd say that the math is a bit of a moot point.
I think a nice feature to fit the slightly unsettling nature of the dire goo is a way to duplicate the blocks. My suggestion would be a variety of meat blocks, with different tiers needing different rarities of meat. Tier 1 would only need a block of rotten flesh, tier 2 would be made of animal meats, tier 3 might be meats that drop from rarer mobs (probably would need custom drops) and then tier 4 would be dragon meat. It would take a while but would result in a new goo block
I wish Dire would do a Let's Play Again with Pahimar, like the good old days, like when they did Sevteck Ages or when they did Forever Stranded or Sky Factory 3, I wish that would comeback
I know Dire doesn't want to go OP too fast, but with how much iron JDT wants you can use easy villagers to set up fast iron farms.
2 villagers for a breeder.
Each villager that grows up then goes in an iron farm and you have early iron for days.
4:22 in Atm9 there is a mod that will make all wondering trader spawns go to a specific spot and be out of the way. The other thing Atm9 has is a villager contract so that the traders actually have another use. This can basically be a villager breeder
12:06 Speaking of Botania: I love that mod for its magnetic ring alone. It comes with a block which deactivate the ring in an area around it. Best feature ever. No other mod does it as far as I am aware.
kinda wish the building gadget would let you randomize blocks (like quark's trowel) so you wouldnt have to do texturing manually if you werent planning on making a gradient
Potential bug: The Hostile Neural Networks Learner does not fit into its curio slot.
I respectfully request that the copy paste gadget should have a permanent 9x9 blueprint added to its functionality.
Why 9x9? It should be atleast 11x11 so dire can use it for his base.
@@MegaLokopo When Dire refers to 9x9, he's referring to the external wall dimensions. He says it's so he doesn't need to put torches on the floor, but a) if he built a 9x9 internal rather than 7x7 internal, he could put the torches at y+3 and still have the same coverage and b) that doesn't apply anymore with modern mob spawning.
@@bluesbest1 9x9 is internal dimension.
@@MegaLokopo Not the way Dire does it. If you'll notice at 30:55 for example, you can see 3 blocks on either side of the 1-block doorway. 3 + 3 + 1 = 7, which means his version of 9x9 includes the walls.
@@MegaLokopo Dire's house has forever and always been referred to as the "9x9" even though that refers to the interior dimensions as opposed to exterior. When I suggested a permanent 9x9 blueprint, I quite literally meant a blueprint of his 9x9 base. The one he has used since the dawn of minecraft.
Is there a gold upgrade to the armor to keep pigmen away? otherwise that would be a cool addition to the chestpiece for example, or any piece of armor actually.
For the wandering trader, some mods like Utilitarian have a “No Soliciting Banner” you can put down to stop traders from spawning. There are other mods that have the signs too with slightly different names but I don’t remember which mods.
Also the vanilla command in "gameRule" can stop them from spawning.
Also...
There is an easy method that speed runners use to create a nether portal once you find a pool of lava.
Nothing new, but it always surprises me when let's players don't use some of the same tricks.
Bucket of water + lava pool = nether without diamonds.
the forest overlook looks gorgeous
Morning! Going to love this series!
Primal coal smelts 3x24 (72) items half the time, and 4x24 (96) items half the time. On average it's 84 items, slightly more than a block of regular coal which smelts 80. So it seems good
you should build your base in the ship, there is so much free space and would be very nice and different
The new just dire things modpack is really cool. I like how its focused on efficiency! great job!
It’s funny how little Dire knows about vanilla Minecraft!
Interested to see how he handles the long room his house typically has because if he builds it to the left of the front door like he usually does it'll be like 50% floating from what I can tell.
30:59 Dire just transcended our dimension
I hope to see a new Skyblock map with these mods of you and questing. Sounds fun!
What a cliffhanger! (pun intended)
"I want this nice view for the back of my house."
😀
BTW, Ars Nouveau drygmy farms is the bets way to get scrolls and ink from Ironspells mod, every mob and from that mod can be place into jars, the scrolls get out of control really fast
Wandering traders despawn naturally after 24 in-game hours, and you can put a bell down somewhere and they'll hang around that instead of pathfinding directly to you.
Potato and sugar: an excess of carbohydrates!
"I really want this view to be out of the back window of my house." But Dire! You _never_ make a back window! 😀
Oooh, is that what he meant?
All The Mods 9 uses a "No Soliciting" mod that lets you place a sign that blocks wandering trader spawns in a 5x5 chunk area.
For the wondering traders you can just turn them off when making the world in the settings before generating the world. Then they never show up.
Would be neat if you made it so that the pocket generator was like the LaserIO card holder - shift click to enable auto fueling and gave it a filtering system (and hopefully it doesn't needlessly burn fuel when the buffer is full).
I think he starts new series sometimes just to build his 9x9 houses. I build them too, but I usually try to decorate the outside. recently I've been doing a 9x(3x3)x9 house in my pa2 save. the middle of the structure is bisected to create a new floor and is separated by slabs. gonna have to start making the storage system and moving my things somewhere. though I gotta figure some other things out before I get to a more permanent ae2 system.
There's a mod that let's you place down a piece of carpet that causes all trader's - within 6 chunks I think? - to spawn there. You can craft it with a trap and it will kill him upon spawning. Just saying if that got added, no one would complain.
@5:00 regarding traders, All the Mods had a function block to ban traders from a radius, not sure which but it was handy
Utilix adds carpets that kill thoes traveling bums that come once in a while
No solicitation sign?
no banner or sign in this pack but the Traveler Carpet sound interesting. 2 options.... a place for them to be basically tethered to or a place for them to die.
see if there's a trader carpet or something like that. There used to be something in ATM8 but I don't know if it was updated for later versions of minecraft.
There is a “no solicitation” banner that prevents traders from spawning you can craft
@0:30 Shadowpulse goo is kinda hard to get in NeoTech lol
Builds the house on a cliff to have a nice view from the window.
Does not put a window in the wall
Will get annoyed when building a basement after forgetting why he built it in a cliff
I'll never get tired of DireDerps😊❤
you can disable the trader in the world options. idk if its vanilla but some packs give u a special sign to place that also disables the trader after you kill the 1st one
hey dire can you add the config that allows one to see the graph of world gen stats for specific ores? not sure what its called but i find it very useful. loving the new season and i'm currently playing the pack along side the vids! thank you and all the love!
You're probably thinking of Just Enough Resources. I hope it will update soon.
Cliff base woot!
He makes a gadget so he can build houses designed by others, only to build more 9by9's in every next pack... And then he proceeds to pick a nice spot with a view, and puts up a brick wall instead of a view...
"Just dire things and friends" the modpack
I would say pocket generator should burn and waste if the content burning is not inside a cannister, and the cannister would be the one making the fuel save thing, that would be fearly balanced
Dire ended this episode like an anime sequel 😁
@4:14
Wandering traders despawn after remaining loaded for a period of 40 minutes.
However, as you seem to basically never use this mechanic, I'd recommend just turning them off in the game rules if none of your mods need them. While that technically requires cheating now that the world has already been created, you had had the opportunity to turn them off when you were creating the world initially.
So if they aren't required for any mod progression, you can safely turn them off if they bother you that much.
There is a similar game rule for Pillager patrols as well, which I always turn off because I just find that whole mechanic to be incredibly unfun to deal with.
That's fine, but how many more traders will spawn in that 40 minutes, another 4
When u just finish ep2 and see ep3 up
There's that mod that adds no soliciting sign that prevents traders from spawning.
Wandering Trader can be turned off in "rules" not sure if it can be turned once you start the world though. There was a mod though too that does it. Its just easier in rules to turn it off before you start your world in settings.
There is a mod that lets you put up "no soliciting" signs, that prevents them spawning.
nope, there doesnt seem to be any mods that give you a 'dismiss' function to the wandering trader. maybe could be a new standalone little mod project? I know I'd be more than happy to use it. I dont always like killing traders, but they and their llamas tend to be a pest and block doors and make a lot of noise. they will naturally despawn after a couple days of no interaction. they dont get attacked by mobs either.
The closest you can have for a mod to control them is maybe like, 'no mo wander', which is just an item that toggles the 'spawn traders' gamerule, or just prevents the spawning of the mob based on a radius on a sign.
There isn't? I think I read about one in the last day or two. Well, it might have been less of a dismiss and more that it would more quickly lose interest and wander away. I don't know what mod it was but I was looking through the list of mods in popular 1.21.1 packs for NeoForge.
What a cliff hanger!
My MTG playgroup isn't meeting this weekend so now I have 8 hours to spend freely. Dire time!
"I would like this view, when I look out the window of my base" ... builds a wall without window.
Fresh new start with Dire ep 3
next episode Dire will.... Make a window in the wall of the 9x9! :O
> i like the view
> proceeds to build walls out of brics
Wandering Trader does not despawn and he is invisible at night so mobs will not attack him.
Make a no solicitor sign to stop the wandering trader.
can you use milk on the wandering trader? so the invisibility potion would get off and zombies would see the trader.
There is a mod with a no soliciting sign that stops them from spawning close to your house.
DW finds blocks of coal surrounding the meteor and mines up about 40 blocks of coal... but did he notice the meteor in the middle of the pit was actually made OF blocks of coal itself? 😛
Suggest throwing a backup save mod in the pack. Necromancer spawned outside my house and took me forever to lead him and his horde away...
this pack has me missing thermal expansion and Industrial Foregoing. I assume they're not up to date yet.
and also, i miss Astral Sorcery. I think that one's not being maintained which is sad
Astral is being worked on.. last update from Hellfire was that they wanted to revamp everything and basically rewrite it from scratch.. it did get an unreleased port to...i think 1.19 but hellfire had some problems with the overall design the mod had so decided not to release before it was revamped
Correct about thermal but interestingly enough IF was released the day after this pack. I have to imagine it will be added fairly soon.
wandering merchants despawn
NoMoWanderer mod stops trader form turning up at your base
Wandering traders despawn after 40 minutes or so. The only way of dealing with them without killing them is wait
Hey Dire! Loving the series, modpack and Just Dire Things! Just wanted to give feedback on the mod. I see you have the template upgrades available to go from ferricore to blazegold. However, I don't think they're very useful as the cost of them isnt worth crafting, rather, it's better to just craft the tool itself as its cheaper.
Haven’t tried it yet but I’m betting the template upgrades let you keep the enchants that are on the tool, so costing more is reasonable
@@wildforestferret865 I'm pretty sure those templates are there so you can upgrade your tools, allowing you to keep both enchants and upgrades on the tool. It just isn't mentioned. I used a template on one of my tools and it kept the upgrades, so I'm assuming the enchant one works as well.
dire builid o'l faithful good times
Is dragonic evolution or tinkers construct in this mod pack?
if and when they get updated to mcv 1.21.1, draconic will probably be soonish, tinkers is a long ways away as they haven't even finished for 1.19.2 yet, i would rather see enviromental tech back, it was in beta 1.20.4 so it should be sooner than tinkers at least.
i havent seen TC in a LOONG time, so probably not
it's the step assist configurable to not work while crouching? I always dislike when step assist is just always on
a square... who would have guessed
Dire, please increase your render distance!
i feel like the slow veinmine is a little slower than a confortable speed
No more wandering trader sign is in pack
hmm something he has never done in mc before.... build a non 9x9 house with out any kind of template?? lol
where's all the iron i cant find it in any quantity just the odd blocks but no quantities
Try mining at y=16
Stoney peaks biome
I muffle the trader noise ;)
The Ferricore stuff seems useless for the cost. 3x the material cost, added time sink for waiting on ores to generate and the tools can't do anything more than regular iron(i.e. can't mine obsidian...etc.). Why wouldn't you just make it as a replacement for the diamond tier so people have another option for that instead of using all their diamonds? Same with the coal version of that tier. Why would you ever make it possible to only break even on the time sink? you should always get more from that process.
It makes no sense to use this tier over regular vanilla mechanics with the costs in place.
TBH, I think the recipes for the upgrades are too easy. IMO iron shouldn't be the bar of entry for step assist and speed boost.
Investing time into upgrading your coal and then only having it be worth your time 50% of the time seems a bit silly.
i downloaded FTB Presents Direwolf20 1.12 but it just have the just dire things mod?? help??
im on the AT launcher
If someone else made that slow in world crafting, dire would cry whre is my time in a bottle 😄😊
I'll be honest dire i like laserio, but this mod reminds me of the Biomancy mod and I just don't like either that or this.
"I hate having tall grass around my base so I made this upgrade crafted with tall grass to cut down tall grass."
Ingredient in the upgrade: Short Grass. 😄
It's like Stone vs. Smooth Stone for Dire.
For someone who started playing during the beta both make perfect sense :)
It is extremely frustrating when modded content creators make ZERO effort to understand the vanilla mechanics first. "That doesn't sound good." and then proceeds to do absolutely nothing different, not even pause for a moment to maybe take a ten second look at the wiki on the sculk sensor and shrieker. Pretty sure this is why I had stopped watching Dire previously, and seems like he is never going to make any effort to improve.
He even made his mod require the shriekers for an upgrade and goes "Is that something from a mod?" Like I've mentioned before, a series learning vanilla mechanics would probably be majorly popular on his channel. Otherwise I don't think he'll ever learn them. Dire is multiple updates behind vanilla in his knowledge.
To be fair… vanilla mechanics change all the time. It’s always amusing to me to see big modded content people struggle with not knowing vanilla things. Like “i need clay” has dripstone… goes hunting for clay.
@@pocketsizedweeb With almost 250 mods in the pack, it's not far fetched that it could be something from a mod...
I think it's funnier when he doesn't understand vanilla mechanics like mining gold with a stone pickaxe in the first episode lol. It's basically a classic at this point
maybe he is building a non 9ish house ?
no
Oh man, upgrades spitting out of tools if they break is something that would make me skip using those all together. Just too much of a downside potentially losing them that similar tools will not share. Hope there is a config to turn it off. That is just not something that adds fun to using it.
Would you rather just lose the upgrades? I guess another option would be to stick them in your inventory, but I suspect there might be some expectation of having a magnet, making the distinction more or less meaningless.