[1.6.4] Lost Worlds [alpha][closed]

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Raxmo

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Jul 29, 2019
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Mystcraft may be coming sooner than later; my latest abuses may be passed as "acceptable until symbol quality/duplication costs are done".

what do you meen? see the reason why I pulled it out is because of the licensing, I have to get permission from the mod author to use it in my pack, something I'm still waiting for
 

keybounce

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Jul 29, 2019
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I mean I'm on the beta test team for Mystcraft; I've been focusing on how to abuse things with low levels of instability and control of ores.

If you want Mystcraft in your pack, then a (very brief, quick) summary: there has to be a reason for your pack to exist, other than "just a collection of mods". See his blog post for more of what he's looking for. http://xcompwiz.com/2014/01/26/on-minecraft-modpacks-now/

Even if you don't have permission for it to be distributed in your pack, you can instruct your users to add it. But if you have a specific reason for it to be used, you probably can get permission for it's inclusion.
 

Raxmo

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Jul 29, 2019
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that's actually awesome, a bit of quality control there. But yeah, at this point, I'm trying to figure out just how/what mods work together on my spare time (of which I have little now) and I'd like to go a more magical rout with this pack, however, galacticraft is REALLY looking like a good fit in the theme of exploration. The point of the final pack will be to encourage experimentation, and then exploration, so chemcraft (or whatever it's called), mystcraft, galacticraft, the camping mod, those are at the top of my list. I'd also like to add thaumcraft, and Runic Dust, but the dust mod is only for 1.5, a bit of a problem there. I personally have absolutely no qualms about changing up recipes to the extent crash landing did, and/or making a mod/collection of add-ons like Crafting paradise did to get the result I want.

That being said, here's my new goal for the pack:

  1. Bring together Magic and Technology
    1. Use magic to help technology and vise verse
  2. Present the concept of a skyblock in a new way
    1. The empty room approach
  3. Encourage Experimentation
    1. Make what age a player visits first up to them
    2. allow for chemical experimentation to come up with new things
    3. make it not so bad if a new age turns out to not work or something
  4. Make post game all about exploring the world you had restored
    1. better dungeons, galacticraft, mystcraft, the camping mod, probably more to come

All that said, I really want this to be HQM pack that's much more fluid, and dynamic, and very much up to interpretation to the player (hidden choise quests, quests tied to dieing, things like that) and the path that they choose to take themselves. will it be a huge undertaking? oh yeah, will it be worth it in the end? Most definitely. What I'd like from the community is some real feedback, something to build off of, or perhaps even a few people to build a team from, again, this is the first time I've ever done anything like this before, and I really can't do it without a little help from people who know more about what they are doing than myself. That, and I'd like to get excited about something, and to get others excited about it, so there is that.
 

keybounce

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Jul 29, 2019
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That being said, here's my new goal for the pack:

  1. Bring together Magic and Technology
    1. Use magic to help technology and vise verse
  2. Present the concept of a skyblock in a new way
    1. The empty room approach
  3. Encourage Experimentation
    1. Make what age a player visits first up to them
    2. allow for chemical experimentation to come up with new things
    3. make it not so bad if a new age turns out to not work or something
  4. Make post game all about exploring the world you had restored
    1. better dungeons, galacticraft, mystcraft, the camping mod, probably more to come

First, if you are going to have a questline that involves mystcraft, you probably have approval.

For magic + technology mix, you probably want to customize recipes -- again, that type of pack will get mystcraft approval.

If you are trying for a skyblock type system, then you have to really consider mystcraft. It's hard to fit mystcraft into a skyblock environment unless you eliminate a bunch of symbols. Your only world would be void; you would eliminate tendrils, and probably floating islands, etc. Even an island world is a huge thing for a skyblock.

For encouraging exploration, there are a few options. You can make ages look different than the overworld -- some mods populate in the overworld, some in ages. You can make things biome dependent, and prevent mod biomes from spawning in the overworld -- so people have to explore different ages to find the different mod biomes with stuff in them.

Both of those kill the idea of skyblock, unless your goal is a void overworld, and "normal" ages -- in which case you want a reason for people to not stay in the first age they make. A reason for ages to be "places to visit, but not places to stay". The current release candidate for mystcraft cannot do this -- you cannot force ages to have world destroying effects (in fact, it is very, very hard to even get world destroying effects unless you write meteors into an age, and decay blocks are effectively impossible. Xcw is aware of this, and will fix it, but will not hold up release to fix it.)
 

Raxmo

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Jul 29, 2019
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First, if you are going to have a questline that involves mystcraft, you probably have approval.

For magic + technology mix, you probably want to customize recipes -- again, that type of pack will get mystcraft approval.

If you are trying for a skyblock type system, then you have to really consider mystcraft. It's hard to fit mystcraft into a skyblock environment unless you eliminate a bunch of symbols. Your only world would be void; you would eliminate tendrils, and probably floating islands, etc. Even an island world is a huge thing for a skyblock.

For encouraging exploration, there are a few options. You can make ages look different than the overworld -- some mods populate in the overworld, some in ages. You can make things biome dependent, and prevent mod biomes from spawning in the overworld -- so people have to explore different ages to find the different mod biomes with stuff in them.

Both of those kill the idea of skyblock, unless your goal is a void overworld, and "normal" ages -- in which case you want a reason for people to not stay in the first age they make. A reason for ages to be "places to visit, but not places to stay". The current release candidate for mystcraft cannot do this -- you cannot force ages to have world destroying effects (in fact, it is very, very hard to even get world destroying effects unless you write meteors into an age, and decay blocks are effectively impossible. Xcw is aware of this, and will fix it, but will not hold up release to fix it.)

First off: awesome, I'm glad to see that my probability of having mystcraft in it increasing, and secondly; the skyblock concept won't be a true skyblock, the player will start off in a pocket dimension and have to stay in that pocket dimension. The way a player will expand their space will be by getting more dimensional doors and adding rooms. That said, early on, mob drops will basically be impossible from a mob-spawner side of things, and the first section of the quest lines will be in those pocket dimensions, the second stage of the modpack will be the mystcraft ages. as for limiting the ages, Iguana tweeks does have a way to put on a world limit, I might want to mess around with that a bit to see how it works and such, however, I want this to be a "closed room" pack, not exactly a "sky-block" if you understand what I'm saying. it's another take on the "everything from nothing" thing about sky-blocks. It will also be a hard-core map, but if you die in a pocket dimension, or dimensional dungeon, you can always get back. Not sure how well better dungeons will work with the ages, but, there are definitely reasons to stay in those pocket dimensions. For one: all of your stuff will be there, it is where you started off, two: it's safe in those pocket dimensions, and three: you would be familiar with them at that point. Now I'd love to make a few mod add-ons for this pack, however, I'd need help with them to actually pull it off, never made a mod before. also, could I use a 1.5 mod in a 1.6 pack? I'd love to use the dust mod in this pack after all.[DOUBLEPOST=1413755337,1412814889][/DOUBLEPOST]yay! I'm satisfied with what I have at the moment, so I'm going to say that the alpha build is complete. the mods I have are:

runic dust core
runic dust decor
runic dust default
animation API
Applied energistics
aroma 1997 core
auto utils
better chests
carpenter's blocks
chisel
code chicken core
CoFH core
ex nihilo
dinensional doors
Dimensional Storage
Ender IO
Ender storage
Ex Aliquo Extra Cells Extra Utils
Generator Mod
HQM (not really used for anything at the moment)
JABBA
Iron Chests
Inventory Tweaks
Lockdown
Minefactory reloaded
Minetweeker
Modtweeker
mystcraft (hopefully)
NEI (and family
Open blocks
open mods lib
Pam's harvestcraft
Player API
Pneumaticraft
Power Crystals Core
Smarter Moving
steve's factory manager
Tinker's construct (and family)
WAILA
warp book
zan's minimap
Zyn's hud

Whew! yup, I'll get my perms and submit this baby ASAP![DOUBLEPOST=1414040923][/DOUBLEPOST]yes! it got approved! check out the first post for the pack code[DOUBLEPOST=1414507924][/DOUBLEPOST]allright, well, now I've decided to change the name to F.A.T.E. or Farming Arcane Technological Exploration. which is basically what you are doing. now I will warn you all: I've added a tone more mods to the pack, I'd love to have a bit of feed-back about id clashes and things, I'm sure there's a few more ID conflicts out there unfortunately. and if anyone would like to help me out with coming up with a quest line, just let me know.[DOUBLEPOST=1414895653][/DOUBLEPOST]I'll be sending in an update as soon as i make the pack playable again, more to come soon (been working my tail off lately)
 
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