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.
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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.