[1.7.10] RusticCraft

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Havanacus

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yeah i think a cool concept for the pack might be to start in this quaint little living style and and eventually coming out of this through use of really difficult ot make but very useful items, like what TT adds.
Ah, I think you've hit the nail on the head. Though Teirs, Progression, and Endgame are all fun concepts used it other modpacks, I'm trying to avoid them in RusticCraft. I kinda envisioned RusticCraft as a sort of break from the more "busy" packs. That said, I haven't used TT extensively so I plan to play with it today and get a better idea of what it's high-end research adds.
 

AlCapella

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Yeah, I probably will replace BoP with ATG. The gardens generate fine because ATG changes how biomes generate rather then adding new ones. I will have to fix a conflict that has Twilight Forest biomes generating in the Overworld, but that should be easy enough.
I probably won't use ATG myself, but it's perfectly optional so there's no reason not to include it.

Nice. I was hoping someone might resurrect the spirit of the "Life in the woods" modpack in 1.8/1.7.10 releases. Thanks for doing so ;). I might download it and give it a try. I love your selection of mods. :) Now, I am not sure if you've considered these mods before, or if it's all new. Either way, a few other mod suggestions from me that I felt would go well with the mood of this pack. Feel free to throw it in the rubbish bin. :)

Very quickly, yes, thaumic tinkerer would be a wonderful addition, and is a wonderful means to incentivise players like me who put off Thaumcraft forever. ;) And well done, on taking the objective view of not having blood magic in the pack. I see ATG has already been discussed here (and I am OK with it either in or out of the pack :D). I would have recommended the PFAA mod for some cool looking world aesthetics, but at present, the only other mod that does full justice to wonderful this mod is GregTech. However, in the spirit of iguana tweaks that makes the players work on their tool skills, there's a means to make them work for their ore exploration also -- take a look at this mod.

  1. I am the "unofficial" ExtraBiomesXL used car salesman here... :) The 1.7.10 version was released very recently. It doesn't put out too many fantasy/fantastic biomes like BoP and isn't aggressively "in-your-face" with its worldgen like BoP. Most of the time, it actually generates some wonderful vegetation of its own in vanilla biomes (I find EXBL textures more original and pleasing while using faithful 32 pack, than the BoP textures). Also, of all the biome mods, this one has the best config options I've seen so far. There was a private pack that someone made for mariculture in 1.6 and exbl was his only choice because of the config options provided and the customisation he could achieve for his quest map.
  2. Why not Natura as well here? It would make the Nether a little more "interesting", and the worldgen is very helpful. Just one example, Ghostwood is wonderful for obelisks (any place, any time spawn set - even in the nether!), and for making a lot of arrows w/o having to kill chickens for feathers.
  3. Have you heard of the antique atlas mod? It is a minimap, and it fits your pack theme. And no mod pack is complete without a map mod that helps you remember waypoints. How the hell do you want us to remember all those aura node locations? ;) @Golrith was making wonderful textures for 1.7.10, a while ago. And they did enhance the look and feel of the map. Maybe you could ask him nicely if he's willing to share that one.
  4. I am sure you have good reason for not going with growthcraft, as it would be lovely in this pack? ;)
  5. TiC tooltips and WAILA Harvestability complement Iguana tweaks very well.
  6. Dynamic lights?
  7. Underground Biomes Construct which is working in 1.7.10 according to author?
  8. I hope player graves are enabled? Like random things, if you were only looking for some dedicated functionality from openblocks like the grave only, there's BaM's grave that does the same thing as open blocks graves. ;)
  9. Why no enchridion with this pack? It would be good to store all my manuals in one place and free up inventory space? Seems you have it in pack, but not in the list yet
  10. There's Charlotte's utilities, which isn't ported to 1.7.10 yet, so this one's for the future. What's it all about? Here's a spotlight by vayggggrrrrrrimmmmm ;)
I have run out of patience with typing now, so I'm done. :p

EDIT: Forgot to say, it's not personal, but I hate you for removing the moss modifier. :p I might leave it disabled though, as I like to respect the pack maker's vision for the pack. :)
 
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Havanacus

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Nice. I was hoping someone might resurrect the spirit of the "Life in the woods" modpack in 1.8/1.7.10 releases. Thanks for doing so ;). I might download it and give it a try. I love your selection of mods. :) Now, I am not sure if you've considered these mods before, or if it's all new. Either way, a few other mod suggestions from me that I felt would go well with the mood of this pack. Feel free to throw it in the rubbish bin. :)

Very quickly, yes, thaumic tinkerer would be a wonderful addition, and is a wonderful means to incentivise players like me who put off Thaumcraft forever. ;) And well done, on taking the objective view of not having blood magic in the pack. I see ATG has already been discussed here (and I am OK with it either in or out of the pack :D). I would have recommended the PFAA mod for some cool looking world aesthetics, but at present, the only other mod that does full justice to wonderful this mod is GregTech. However, in the spirit of iguana tweaks that makes the players work on their tool skills, there's a means to make them work for their ore exploration also -- take a look at this mod.

  1. I am the "unofficial" ExtraBiomesXL used car salesman here... :) The 1.7.10 version was released very recently. It doesn't put out too many fantasy/fantastic biomes like BoP and isn't aggressively "in-your-face" with its worldgen like BoP. Most of the time, it actually generates some wonderful vegetation of its own in vanilla biomes (I find EXBL textures more original and pleasing while using faithful 32 pack, than the BoP textures). Also, of all the biome mods, this one has the best config options I've seen so far. There was a private pack that someone made for mariculture in 1.6 and exbl was his only choice because of the config options provided and the customisation he could achieve for his quest map.
  2. Why not Natura as well here? It would make the Nether a little more "interesting", and the worldgen is very helpful. Just one example, Ghostwood is wonderful for obelisks (any place, any time spawn set - even in the nether!), and for making a lot of arrows w/o having to kill chickens for feathers.
  3. Have you heard of the antique atlas mod? It is a minimap, and it fits your pack theme. And no mod pack is complete without a map mod that helps you remember waypoints. How the hell do you want us to remember all those aura node locations? ;) @Golrith was making wonderful textures for 1.7.10, a while ago. And they did enhance the look and feel of the map. Maybe you could ask him nicely if he's willing to share that one.
  4. I am sure you have good reason for not going with growthcraft, as it would be lovely in this pack? ;)
  5. TiC tooltips and WAILA Harvestability complement Iguana tweaks very well.
  6. Dynamic lights?
  7. Underground Biomes Construct which is working in 1.7.10 according to author?
  8. I hope player graves are enabled? Like random things, if you were only looking for some dedicated functionality from openblocks like the grave only, there's BaM's grave that does the same thing as open blocks graves. ;)
  9. Why no enchridion with this pack? It would be good to store all my manuals in one place and free up inventory space? Seems you have it in pack, but not in the list yet
  10. There's Charlotte's utilities, which isn't ported to 1.7.10 yet, so this one's for the future. What's it all about? Here's a spotlight by vayggggrrrrrrimmmmm ;)
I have run out of patience with typing now, so I'm done. :p

EDIT: Forgot to say, it's not personal, but I hate you for removing the moss modifier. :p I might leave it disabled though, as I like to respect the pack maker's vision for the pack. :)
I like the idea of mods like PFAA: Geologica, I love Geology more then any non-Geologist should, but I don't like them in practice. Somehow adding varieties of stone types to Minecraft always makes things feel cluttered and busy to me. I'm not even entirely happy with the way Basalt, Marble, and Limestone currently generate in the pack, but those make very good building materials.

I don't think I need to stray from Vanilla ore gen. The next release will remove all ore doubling because that's something balanced for tech mods. Also, I've added Minetweaker and removed the ability to smelt ores in a furnace. :)

I think as of the next release we'll be sticking with Vanilla Terrain-gen with ATG as an option. I had Natura in the prerelease version, but for the life of me I can't remember why I removed it. I've re-added it with all clouds disabled and Redwoods seriously rarefied.

I didn't know Asie ported Antique Atlas to 1.7.10, it's not mentioned on their site. I'll add Golrith's textures as soon as they have something they think is fit for a public release.

I need explicit permission before I can include Growthcraft. I sent the author a PM today, but if I don't hear back before we leave Beta, I won't be adding it even with permission. Though I love Growthcraft's Vines and Brewing, it's not worth changing worldgen after release.

Dynamic Lights is cool, but I didn't want to include it in case it affected players with weaker hardware. One of the benefits to a slim, exclusive modpack is the increased performace so I didn't think it would be worth it.

OpenBlock graves are enabled to counter some of the difficulty I added. I even changed the configs to allow them to overwrite blocks if they otherwise can't find a spot. I figured with the absence of crazy expensive machines, it's unlikely any single block will ever hold more value then the player's inventory. It's also not the only reason I included OpenBlocks. Have you even used the Hang-glider without any Jetpack? OpenBlocks is sometime a bit on the silly side, but it doesn't add anything that threatens the balance or play-style I was aiming for the way RandomThings did.

Actually, I only included Enchiridion because Mariculture seems to require it. The modlist in this thread is intended to give the reader a simple view of what they can expect from the modpack. A comprehensive modlist with links to the sources can be found on the Launcher. I'll try to make that more clear next time I edit the OP.
 
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buggirlexpres

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I've been avoiding watching videos cause it's such a slow way to learn about a mod. Seeing as there's next to no text-based documentation, I'll go ahead and watch some videos and consider it.
There's actually a lot of documentation, in-game. Grab a Lexica Botania, and literally everything will be explained.
I don't know what Phoenix Configs are, and I can't find any information through Google. As for Minetweaker, I don't expect I'll ever need to go that far. RusticCraft isn't a Hardcore or Challenge pack, so changing recipes is going a bit too far. I haven't even had much need to even change from mods default configs. As long as it remains impossible to automate Mining and Farming, there's a wide margin where I'd consider the balance to be okay.
PhoenixConfigs are pre-prepared Minetweaker scripts and various config files for 1.7.10. I lead the project, and the configs cover a vast variety of mods. You can check them out here.
  1. Dynamic lights?
EDIT: Forgot to say, it's not personal, but I hate you for removing the moss modifier. :p I might leave it disabled though, as I like to respect the pack maker's vision for the pack. :)
Dynamic Lights has extreme restrictions on the modpacks it can be used in. You need to have a mod of your own in there or you won't be allowed to use it.

The Mossy modifier is amazing, but with things like Chisel that make it too easy to get, I can understand @Havanacus 's sentiment there. Via Minetweaker, though, we could change the recipe for the Moss Balls, and make them harder to obtain.
 

AlCapella

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*snip*
A comprehensive modlist with links to the sources can be found on the Launcher. I'll try to make that more clear next time I edit the OP.

I like your approach. Regardless of the other mods in a pack, TiCo always provided a way to double the ores. IMHO, you should keep it. With the "deadly things" mod present in the pack, it wouldn't behove to torture the players and make them mine any more than necessary :D

You didn't mention anything about EXBL, which was probably unintended, or perhaps to indicate you didn't want it in. I see that you want to roll with vanilla, which is very good lately. I would still request recommend that you just play with EXBL mod, and include it if you think it adds some unobtrusive "exploration incentive" to the worldgen. So far, in my early testing, I have liked what it does with the world.

The one last thing that you should think of adding is a dungeon mod. Doomlike, greymerk or one of the other popular ones that has since ported to 1.7.10. Any of them, all of them, or at least one of them. :D None of them, would be a sad panda option. ;)

EDIT: Minor modification to reply wrt EXBL mod
 
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buggirlexpres

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I like your approach. Regardless of the other mods in a pack, TiCo always provided a way to double the ores. IMHO, you should keep it. With the "deadly things" mod present in the pack, it wouldn't behove to torture the players and make them mine any more than necessary :D
Deadly World. Amazeballs mod.
 

AlCapella

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Dynamic Lights has extreme restrictions on the modpacks it can be used in. You need to have a mod of your own in there or you won't be allowed to use it.
I am aware of it. It was either that ^^, or you need to show that you modpack has a unique gameplay outside of run-of-the-mill packs. I felt this second could make the pack qualify for distributing it (like how Eyamaz got it inside BnB).

The Mossy modifier is amazing, but with things like Chisel that make it too easy to get, I can understand @Havanacus 's sentiment there. Via Minetweaker, though, we could change the recipe for the Moss Balls, and make them harder to obtain.

^^ One spawner room, or a visit to one of the vanilla mushroom type biome (taiga?) is all one needs for mossy stones... Dungeons also supply them a lot. I always knew that it makes the class of weapons/tool much too powerful. I don't think I begrudge his removing it actually. After playing the mod with that auto-repair option enabled since get-go, it's me that is spoiled and feels entitled... Maybe those emoticons didn't communicate this sentiment well.
 

O-120

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Is there any chance that you will add forestry? (and no i'm not dumb i know it is much about automatination but wait!) Maybe you can disable all farms and automatic stuff? Because i LOVE mixing whit bees! PLEASE ?!:p (And if it was bad english excuse me!)
 

Havanacus

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There's actually a lot of documentation, in-game. Grab a Lexica Botania, and literally everything will be explained.

PhoenixConfigs are pre-prepared Minetweaker scripts and various config files for 1.7.10. I lead the project, and the configs cover a vast variety of mods. You can check them out here.

Dynamic Lights has extreme restrictions on the modpacks it can be used in. You need to have a mod of your own in there or you won't be allowed to use it.

The Mossy modifier is amazing, but with things like Chisel that make it too easy to get, I can understand @Havanacus 's sentiment there. Via Minetweaker, though, we could change the recipe for the Moss Balls, and make them harder to obtain.
Too late, I already spent 44 minutes listening to some British guys slowly explain what the mod has to offer. While it's a close thing, I don't think I'll add Botania. It looks like a very well put together mod and I look forward to using it someday, but I don't think it'll fit the gameplay I'm looking for. Plus, RusticCraft already has so many plants and flowers spawning. Any more and it may explode!

Are there any scripts in particular you had in mind? I don't want to do too much tweaking, but I did add Minetweaker to the test version just now to remove smelting ores in furnaces.

I don't like Repair at all. No matter how hard it is to get, it's very desirable therefore most players will strive to it very quickly. I hate the Ultimate Tool effect you get with plain Tinkers, so I made modifiers 100% random and disabled mossy (also Diamond and Emerald which didn't add anything that Reenforced didn't). It's closer to Vanilla enchanting this way, but you still get the extra personality of Tinkers Tools.
Back on the topic of Repair, you don't have much else to spend metals on and you can do the repairing in your inventory crafting grid. Also, this gives durability a purpose. I imagine Auto-smelting will also be more desirable.

I like your approach. Regardless of the other mods in a pack, TiCo always provided a way to double the ores. IMHO, you should keep it. With the "deadly things" mod present in the pack, it wouldn't behove to torture the players and make them mine any more than necessary :D

You didn't mention anything about EXBL, which was probably unintended, or perhaps to indicate you didn't want it in. I see that you want to roll with vanilla, which is very good lately. I would still request recommend that you just play with EXBL mod, and include it if you think it adds some unobtrusive "exploration incentive" to the worldgen. So far, in my early testing, I have liked what it does with the world.

The one last thing that you should think of adding is a dungeon mod. Doomlike, greymerk or one of the other popular ones that has since ported to 1.7.10. Any of them, all of them, or at least one of them. :D None of them, would be a sad panda option. ;)

EDIT: Minor modification to reply wrt EXBL mod
I think 1x ores is better considering how little use there is for them, and Deadly World is configured for 50% generation. I did encounter some silverfish in one of my test worlds while digging in for the first night though.
I'm particularly interested in hearing how my configs for Deadly World, Spice of Life, and IguanaTweaks are treating everyone.

I've used EBXL in the past. I even hung out in the IRC for a while. It is a good mod and definitely more Vanilla style then Biomes 'o Plenty, but it would probably present the same problem with Harvestcraft Gardens. Besides, Vanilla Minecraft has new worldgen in 1.7.10.

I don't think adding either Doomlike or Rougelike Dungeons is a good idea. Both of them come off a bit strong in my opinion. I do like the idea of expanding Minecraft's own dungeons a bit, but I couldn't find any mods that fit the bill. Also, I tested Rougelike a bit and it adds it's own Loot Chests. It's not a major issue by far, but the tools found it it's loot are unusable. All other Loot Chests have had their Vanilla Tools replaced by random Tinkers Tools because Boni is awesome like that.
Also, for the Dungeon Crawling types, I dare you to tackle Twilight Forest without jetpacks and Techmod supersuits.

Is there any chance that you will add forestry? (and no i'm not dumb i know it is much about automatination but wait!) Maybe you can disable all farms and automatic stuff? Because i LOVE mixing whit bees! PLEASE ?!:p (And if it was bad english excuse me!)
I also love Forestry Bees. I know there are Dev builds available for 1.7.10, but I never hear anybody talking about them. Maybe I'll ask around.
 
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O-120

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I think 1x ores is better considering how little use there is for them, and Deadly World is configured for 50% generation. I did encounter some silverfish in one of my test worlds while digging in for the first night though.
I'm particularly interested in hearing how my configs for Deadly World, Spice of Life, and IguanaTweaks are treating everyone.
Yeah, well i build a base in a mountain. Just started digging and then had a ton of silverfishes after me. are it gonna be so? And the worst part is that they now are in the forest where i chop wood!!:eek:
 

AlCapella

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I've used EBXL in the past. I even hung out in the IRC for a while. It is a good mod and definitely more Vanilla style then Biomes 'o Plenty, but it would probably present the same problem with Harvestcraft Gardens. Besides, Vanilla Minecraft has new worldgen in 1.7.10.

I don't think adding either Doomlike or Rougelike Dungeons is a good idea. Both of them come off a bit strong in my opinion. I do like the idea of expanding Minecraft's own dungeons a bit, but I couldn't find any mods that fit the bill. Also, I tested Rougelike a bit and it adds it's own Loot Chests. It's not a major issue by far, but the tools found it it's loot are unusable. All other Loot Chests have had their Vanilla Tools replaced by random Tinkers Tools because Boni is awesome like that.

If you are serious about adding forestry, this is the "new", "hip" and "happening" Forestry now. ;)

Regarding dungeons, I understand that people feel strongly one way or another about it. Well, if people wish to, they could add that in their own packs if they choose to. Anyway, speaking of milder variants of dungeons, how about adding Floating ruins then? :D People can pillar up to it, and return below with an open blocks rope ladder ;)

Last time I speak about this, I promise. I know everyone refers to EXBL in past tense, and I'm sure they've used it too. But, regarding the present concern, I've actually used Pam's and EXBL together in my "throw random mods together for testing 1.7.10" modpack. There hasn't been any issues in pam's trees and plants spawning in a "Birch wooded forest" "forested hills" or an "autumn woods forest", to quote a few as random examples. I agree that the 1.7.10 vanilla biomes are looking very nice compared to 1.6.4, for example. But, you should look at EXBL for yourself once.

^^ Previous post on silverfish has given me the chills! :eek: hehe :)
 

lumien

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I like the idea of mods like PFAA: Geologica, I love Geology more then any non-Geologist should, but I don't like them in practice. Somehow adding varieties of stone types to Minecraft always makes things feel cluttered and busy to me. I'm not even entirely happy with the way Basalt, Marble, and Limestone currently generate in the pack, but those make very good building materials.

I don't think I need to stray from Vanilla ore gen. The next release will remove all ore doubling because that's something balanced for tech mods. Also, I've added Minetweaker and removed the ability to smelt ores in a furnace. :)

I think as of the next release we'll be sticking with Vanilla Terrain-gen with ATG as an option. I had Natura in the prerelease version, but for the life of me I can't remember why I removed it. I've re-added it with all clouds disabled and Redwoods seriously rarefied.

I didn't know Asie ported Antique Atlas to 1.7.10, it's not mentioned on their site. I'll add Golrith's textures as soon as they have something they think is fit for a public release.

I need explicit permission before I can include Growthcraft. I sent the author a PM today, but if I don't hear back before we leave Beta, I won't be adding it even with permission. Though I love Growthcraft's Vines and Brewing, it's not worth changing worldgen after release.

Dynamic Lights is cool, but I didn't want to include it in case it affected players with weaker hardware. One of the benefits to a slim, exclusive modpack is the increased performace so I didn't think it would be worth it.

OpenBlock graves are enabled to counter some of the difficulty I added. I even changed the configs to allow them to overwrite blocks if they otherwise can't find a spot. I figured with the absence of crazy expensive machines, it's unlikely any single block will ever hold more value then the player's inventory. It's also not the only reason I included OpenBlocks. Have you even used the Hang-glider without any Jetpack? OpenBlocks is sometime a bit on the silly side, but it doesn't add anything that threatens the balance or play-style I was aiming for the way RandomThings did.

Actually, I only included Enchiridion because Mariculture seems to require it. The modlist in this thread is intended to give the reader a simple view of what they can expect from the modpack. A comprehensive modlist with links to the sources can be found on the Launcher. I'll try to make that more clear next time I edit the OP.

Just wondering, how exactly did Random Things "threatens the balance or play-style" ?
 

CaptPanda

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Yes. All of my yes.

I was thinking about making a modpack that was similar to this, albeit themed slightly differently. But the mod list isn't overwhelming, it's not focused around pumping as much metal from the ground as possible, and decor mods are underrated. I look forward to playing this modpack, especially if you get a server running at some stage.[DOUBLEPOST=1410206992][/DOUBLEPOST]
Just wondering, how exactly did Random Things "threatens the balance or play-style" ?
I guess it'd have some utilities for pretty cheap while other mods have it insanely expensive, See: the block mover.

Also, Personally, I wouldn't have TT in this pack, because I don't really think 'godhood' mixes well with 'shack in the woods'. just my preference is all.
 
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buggirlexpres

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Too late, I already spent 44 minutes listening to some British guys slowly explain what the mod has to offer. While it's a close thing, I don't think I'll add Botania. It looks like a very well put together mod and I look forward to using it someday, but I don't think it'll fit the gameplay I'm looking for. Plus, RusticCraft already has so many plants and flowers spawning. Any more and it may explode!

Are there any scripts in particular you had in mind? I don't want to do too much tweaking, but I did add Minetweaker to the test version just now to remove smelting ores in furnaces.
You could do something similar to what I did with the Blood Magic/Botania script. Disable the spawning of Botania flowers, and then have some recipe that can be made to produce a Jaded Amaranthus and EndoFlame, so that the Flowers will not spawn, but the player can create them. You'll need recipes for the basic Mana Pool and Mana Spreader as well, but that is easier.
For example (obviously not final)
Code:
/*Script speed-written for a RusticCraft example
*Mistakes were made
*Author: Gideonseymour
*Required modpack: RusticCraft
*This particular script will make the Jaded Amaranthus and EndoFlame drop from Tall Grass, and provides a recipe for Livingrock and Livingwood in a furnace.
*/
##Botania Values
val jadedAmaranthus = <Botania:specialFlower>.withTag({type: "jadedAmaranthus"});
val endoFlame = <Botania:specialFlower>.withTag({type: "endoflame"});
val livingRock = <Botania:livingrock>;
val livingWood = <Botania:livingwood>;

##Vanilla Values
val stone = <minecraft:stone>;
val wood = <minecraft:log>;

##Recipes
furnace.addRecipe(livingRock, stone);
furnace.addRecipe(livingWood, wood);

##Tall grass drops
vanilla.seeds.addSeed(jadedAmaranthus.weight(100));
vanilla.seeds.addSeed(endoFlame.weight(100));
Of course the recipes can be changed. That was just an example script. If you want, I can do these for you.
I think 1x ores is better considering how little use there is for them, and Deadly World is configured for 50% generation. I did encounter some silverfish in one of my test worlds while digging in for the first night though.
I'm particularly interested in hearing how my configs for Deadly World, Spice of Life, and IguanaTweaks are treating everyone.
I support having everything in Deadly World spawn as much as possible, except for the boss mobs. Those will fill up the amount of entities per chunk fast, and that is not fun.
Unless I'm trying to make it super-hardmode, I'll usually just have the Deadly World defaults, but up the amount of Dungeon place attempts, as I find that they spawn far too little in vanilla Minecraft.
I've used EBXL in the past. I even hung out in the IRC for a while. It is a good mod and definitely more Vanilla style then Biomes 'o Plenty, but it would probably present the same problem with Harvestcraft Gardens. Besides, Vanilla Minecraft has new worldgen in 1.7.10.
I've actually really enjoyed the 1.7.10 world gen, and playing around with presets has been a lot of fun too.
I don't think adding either Doomlike or Rougelike Dungeons is a good idea. Both of them come off a bit strong in my opinion. I do like the idea of expanding Minecraft's own dungeons a bit, but I couldn't find any mods that fit the bill. Also, I tested Rougelike a bit and it adds it's own Loot Chests. It's not a major issue by far, but the tools found it it's loot are unusable. All other Loot Chests have had their Vanilla Tools replaced by random Tinkers Tools because Boni is awesome like that.
IIRC, there's a way to configure what spawns in Rougelike Dungeon chests, however it is a very long, complicated, hard to understand, and hard to test process. But, as I stated above, using the Deadly World config to up the amount of dungeon place attempts may be a good idea.
Also, for the Dungeon Crawling types, I dare you to tackle Twilight Forest without jetpacks and Techmod supersuits.
famous-characters-troll-face-challenge-accepted-256559.jpg
I also love Forestry Bees. I know there are Dev builds available for 1.7.10, but I never hear anybody talking about them. Maybe I'll ask around.
As for Forestry, there's a version (3.0.0) that, like Buildcraft, is moving into RF territory. You could disable everything but Bees, Bee Houses, and Apiaries, as none of those require power. Using Minetweaker, you could give the Apiary a recipe that does not need machines, thereby allowing players to breed bees without having to use any machines whatsoever.

[DOUBLEPOST=1][/DOUBLEPOST]

If you are serious about adding forestry, this is the "new", "hip" and "happening" Forestry now. ;)

Regarding dungeons, I understand that people feel strongly one way or another about it. Well, if people wish to, they could add that in their own packs if they choose to. Anyway, speaking of milder variants of dungeons, how about adding Floating ruins then? :D People can pillar up to it, and return below with an open blocks rope ladder ;)
I actually recommend using GenCreator if you want to add custom dungeons. It provides an easy to use and understand in game method of adding structures to world gen. One can even specify the biomes it is added into, and create custom mobs to spawn with the structure.
^^ Previous post on silverfish has given me the chills! :eek: hehe :)
You should see the pack I'm working on. 90% of stone is Silverfish blocks.
Just wondering, how exactly did Random Things "threatens the balance or play-style" ?
Things like the Lily Pad of Growth could make it too easy to farm crops, f'rinstance.
Yes. All of my yes.

I was thinking about making a modpack that was similar to this, albeit themed slightly differently. But the mod list isn't overwhelming, it's not focused around pumping as much metal from the ground as possible, and decor mods are underrated. I look forward to playing this modpack, especially if you get a server running at some stage.
Agreed.

EDIT: That merge from 1969 tho

Happy New Year. Can't wait 'till 1970.
 

lumien

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Jul 29, 2019
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Yes. All of my yes.

I was thinking about making a modpack that was similar to this, albeit themed slightly differently. But the mod list isn't overwhelming, it's not focused around pumping as much metal from the ground as possible, and decor mods are underrated. I look forward to playing this modpack, especially if you get a server running at some stage.[DOUBLEPOST=1410206992][/DOUBLEPOST]
I guess it'd have some utilities for pretty cheap while other mods have it insanely expensive, See: the block mover.

Also, Personally, I wouldn't have TT in this pack, because I don't really think 'godhood' mixes well with 'shack in the woods'. just my preference is all.

See: The Block Mover doesn't exist in the 1.7 version

Things like the Lily Pad of Growth could make it too easy to farm crops, f'rinstance.
Not sure how Random Things influences something from another mod.
 

Havanacus

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Jul 29, 2019
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I just submitted version 1.0.3 to be approved. It will probably be available to download in a day or two. It is still Beta.
Changes:
There's only code for one spoiler here...

Added:
-FastLeafDecay
-ATG
-MineTweaker
-Antique Atlas
-Natura
-Bibliowoods Natura​
Removed:
-RandomThings
-TooMuchLoot
-Biomes 'o Plenty​
Updated:
-Iguana Tweaks​

ATG:
-0,0 is always Temperate climate​
ExtraUtilities:
-Disabled Angel Ring​
Thaumcraft:
-Changed research difficulty to Hard​
Tinker's Construct:
-Disabled Ore Doubling.​
MineTweaker:
-Removed Ore recipes from furnace.​

Yeah, well i build a base in a mountain. Just started digging and then had a ton of silverfishes after me. are it gonna be so? And the worst part is that they now are in the forest where i chop wood!!:eek:
Default Deadly World silverfish spawn rate is 0.15. In the version you were playing, I lowered it to 0.10. In 1.0.3, I lowered it a bit further to 0.07.
Just wondering, how exactly did Random Things "threatens the balance or play-style" ?
Random Things adds silly things like an item that teleports you to another player. Fun in a pack like Monster, but not elsewhere. At least it was easy to disables all the unwanted things though the configs, else it wouldn't have been in the pack to begin with.
If you are serious about adding forestry, this is the "new", "hip" and "happening" Forestry now. ;)

Regarding dungeons, I understand that people feel strongly one way or another about it. Well, if people wish to, they could add that in their own packs if they choose to. Anyway, speaking of milder variants of dungeons, how about adding Floating ruins then? :D People can pillar up to it, and return below with an open blocks rope ladder ;)

Last time I speak about this, I promise. I know everyone refers to EXBL in past tense, and I'm sure they've used it too. But, regarding the present concern, I've actually used Pam's and EXBL together in my "throw random mods together for testing 1.7.10" modpack. There hasn't been any issues in pam's trees and plants spawning in a "Birch wooded forest" "forested hills" or an "autumn woods forest", to quote a few as random examples. I agree that the 1.7.10 vanilla biomes are looking very nice compared to 1.6.4, for example. But, you should look at EXBL for yourself once.

^^ Previous post on silverfish has given me the chills! :eek: hehe :)
Yeah, if I add it, I may have to use the RF Fork, thanks for linking. Though I would be disabling Farms for sure, Carpenters and Squeezers may be okay. I'll have to think about it.

Floating Ruins is definitely less intrusive, but is there really a point to adding floating blobs of dirt with a mobspawner in a box on top? Can you even call that a ruin? Also, I don't like that all of these Dungeon mods add loot like glowstone and blaze rods.

I'll play with EBXL a bit tomorrow.
You could do something similar to what I did with the Blood Magic/Botania script. Disable the spawning of Botania flowers, and then have some recipe that can be made to produce a Jaded Amaranthus and EndoFlame, so that the Flowers will not spawn, but the player can create them. You'll need recipes for the basic Mana Pool and Mana Spreader as well, but that is easier.
For example (obviously not final)
Code:
/*Script speed-written for a RusticCraft example
*Mistakes were made
*Author: Gideonseymour
*Required modpack: RusticCraft
*This particular script will make the Jaded Amaranthus and EndoFlame drop from Tall Grass, and provides a recipe for Livingrock and Livingwood in a furnace.
*/
##Botania Values
val jadedAmaranthus = <Botania:specialFlower>.withTag({type: "jadedAmaranthus"});
val endoFlame = <Botania:specialFlower>.withTag({type: "endoflame"});
val livingRock = <Botania:livingrock>;
val livingWood = <Botania:livingwood>;

##Vanilla Values
val stone = <minecraft:stone>;
val wood = <minecraft:log>;

##Recipes
furnace.addRecipe(livingRock, stone);
furnace.addRecipe(livingWood, wood);

##Tall grass drops
vanilla.seeds.addSeed(jadedAmaranthus.weight(100));
vanilla.seeds.addSeed(endoFlame.weight(100));
Of course the recipes can be changed. That was just an example script. If you want, I can do these for you.

I support having everything in Deadly World spawn as much as possible, except for the boss mobs. Those will fill up the amount of entities per chunk fast, and that is not fun.
Unless I'm trying to make it super-hardmode, I'll usually just have the Deadly World defaults, but up the amount of Dungeon place attempts, as I find that they spawn far too little in vanilla Minecraft.

I've actually really enjoyed the 1.7.10 world gen, and playing around with presets has been a lot of fun too.

IIRC, there's a way to configure what spawns in Rougelike Dungeon chests, however it is a very long, complicated, hard to understand, and hard to test process. But, as I stated above, using the Deadly World config to up the amount of dungeon place attempts may be a good idea.


As for Forestry, there's a version (3.0.0) that, like Buildcraft, is moving into RF territory. You could disable everything but Bees, Bee Houses, and Apiaries, as none of those require power. Using Minetweaker, you could give the Apiary a recipe that does not need machines, thereby allowing players to breed bees without having to use any machines whatsoever.

[DOUBLEPOST=1][/DOUBLEPOST]


I actually recommend using GenCreator if you want to add custom dungeons. It provides an easy to use and understand in game method of adding structures to world gen. One can even specify the biomes it is added into, and create custom mobs to spawn with the structure.

You should see the pack I'm working on. 90% of stone is Silverfish blocks.

Things like the Lily Pad of Growth could make it too easy to farm crops, f'rinstance.

Agreed.

EDIT: That merge from 1969 tho

Happy New Year. Can't wait 'till 1970.
Yeah, I'm not going to add Botania, it's just too much of it's own gameplay and less expanding on Minecraft's gameplay.

Haha, I definitely won't be cranking Deadly World up, feel free to tweak that on your own if that's what your into. This should be a mostly relaxing modpack with just enough extra danger to keep the player engaged.

GenCreator looks like more trouble then it's worth.

You should see the pack I'm working on. 90% of stone is Silverfish blocks.
o.o;
 
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CaptPanda

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Nov 20, 2012
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See: The Block Mover doesn't exist in the 1.7 version


Not sure how Random Things influences something from another mod.
Oi, don't be snarky with me! besides, mods can easily affect other mods. Watering can from extra utils can make crops from all mods grow faster, so why couldn't RT?
 

lumien

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Jul 29, 2019
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Oi, don't be snarky with me! besides, mods can easily affect other mods. Watering can from extra utils can make crops from all mods grow faster, so why couldn't RT?

I'm confused now o_O, the Lilypad of Fertility is not from Random Things, and RTs Fertilized Dirt works with stuff thats planted on dirt / farmland.
 

CaptPanda

Well-Known Member
Nov 20, 2012
409
182
68
Britland
oh, whoops, lilypad of fertility's from Reliquary. But my primary example was the block mover, since it could move spawners and such, where the more mainstream mods had that moving spawners was really complex/expensive, due to spawners being rather potent. The rest of the mod has some interesting things in it, but not really things that would fit in that well, at least with this modpack in particular.

Also, didn't quite realize you were the dev either, sorry 'bout that.