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    Modpack Concept discussion: Shattered Lands

    Yup on all all accounts! I love fleshing out ideas. Gliders are cool, I remember them from crash landing. But I also remember that the firs thing I did anyplace I went was build 100 block launch towers. I will also note, that as far as flight goes on an exploration map, gliders are the least...
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    FTB Infinity Evolved Skyblock

    Only if you want the Endermen to teleport away. The entire purpose of this multi-spawner is to allow for options... a sticky piston to have a shorter fall for farming heads/XP, long fall to weed out trash mobs, etc.
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    FTB Infinity Evolved Skyblock

    My spawner design: no spiders 3 height side spawns endermen 2 height side runs all mobs through witch water at the front to get wither Skeletons this is all done with extra Util conveyor belts. A drop height of 20 allows head/loot/xp farming A drop height of 25 kills most trash mobs allowing for...
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    Modpack Concept discussion: Shattered Lands

    ...also a great example of something that was created as a mod to follow a designed concept. But when playing Crash I never felt like it was anything other than pure survival. Exploration was less the focus than crushing self-preservation and overwhelming nastiness as you progress down a...
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    Modpack Concept discussion: Shattered Lands

    Fully understood and expected, I'm also a fairly decent salesman and visionary, so I think I can sell my position... but I'm also a realist that what drives me and interests me may not be for the larger audience... We don't have anything close to what I'm imagining, but if we get close, I'll be...
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    Modpack Concept discussion: Shattered Lands

    Many packs get their exposure from being done on YouTube or Twitch. That would mean MANY spoilers on a fixed map. I completely agree that "Finding everything" early game can ruin it. (one reason ex Nihilo is getting old for me, and why I want to tweak it just enough to make it fun again) That's...
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    Modpack Concept discussion: Shattered Lands

    Distinct possibility, but if it's a fixed map, exploration is ruined once you know where everything is, deployability is gone... not to mention, to pre make a map that has the ratio of Islands I suggested above, would take someone weeks (or longer) to hand craft 1k islands. I do see what you...
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    Modpack Concept discussion: Shattered Lands

    The point of the decay is the incentive to harvest the "new material" to make decay proof bridges/structures over the void. Whether they are animated or not is purely cosmetic (just cool) Yes, picking mods is a bit of the challenge (especially when I am only familiar with what is in the popular...
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    Modpack Concept discussion: Shattered Lands

    Hunting around is one of those things I know I will never have time to do. RL 60hour job, family, etc... Unless I decide to stop having downtime to just do research... Like I said, I'm not the guy to put this together. I simply cannot be that guy. I *can* be the guy that spends and hour or...
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    Modpack Concept discussion: Shattered Lands

    I mentioned an old Yes album cover. Artwork.
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    Modpack Concept discussion: Shattered Lands

    And that same logic means that there are no new programs since 1 and 0 already exist. ;) I have no misconceptions that what we are discussing here is easy, if this functionality were already available, we'd already see a pack like this. But it -is- this functionality that makes the hook that we...
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    Modpack Concept discussion: Shattered Lands

    New functionality is the entire point. If you don't integrate new stuff you only have rehashes of what currently exists. If the only thing that differentiates this pack from, say, AS2, is the fact that islands are generated and you cannot fly, then what's the hook... nothing new, just redo AS2...
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    Modpack Concept discussion: Shattered Lands

    See... you lost me already... what is this "Homework" thing you refer to? :confused: Kidding, but stuff creating new functionality, like: Sky allergy conversion to energized glowstone, void exposure allergy/decay, non-harvestable blocks with their own durability, and even creating new...
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    Modpack Concept discussion: Shattered Lands

    The thing I think I like the most about this pack concept is that many of the ideas we toss out are either new twists on what is available or new concepts that will require new mods to be made. I have to admit that I am not a coder, I'm more the Architect, designing tools to do what is needed...
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    Modpack Concept discussion: Shattered Lands

    I think teleporters are fair game since you have to get to the island first, set it up once there, and later game, it's reasonable that cost is less of a challenge than getting there. Flight makes exploration trivial. Another (just had it) thought: Fog of war. Island details are blocked out...
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    Modpack Concept discussion: Shattered Lands

    I added a few thoughts to the list above. Thinking seed rates for Islands(chunks) Large(10):Regular(~4):Tiny(<1) 1:50:200
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    Modpack Concept discussion: Shattered Lands

    Good feedback! I only know 1.7.10 so I think along those lines. I LOVE the "changes to sand and falls" concept!! (except the part where decay happens outside 65-128 blocks distance... unlikely to see it, would have to change implementation somehow) Sounds to me like Psi can break ANY pack...
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    Modpack Concept discussion: Shattered Lands

    Exactly! Possibilities are endless. One ultimate goal possibility: Wand of Bedrock placement... :D
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    Modpack Concept discussion: Shattered Lands

    The islands themselves would be stable, because the decay is from Y 0 on up until it hits bedrock/decay proof blocks. Early on you would be forced to bridge to expand since you'd not have enough CE to build your own island. since the decay would be triggered by being too far from a bridge...