It isn't, but it's a "highly recommended" mod.is custom npcs a necessity for this challenge... I feel like it should be
...once again, for a R2R pack, using the mod already mentioned, that doesn't allow for structure checking... You'd have to make some changes to allow for this to work. If you know if a mod that allows for structure checking, or find one, or make one/request one and it's made, then yeah, all good. If not, the pack would be more like FTB itself was, except less silly.Well if you just want raw materials, that's what detect quests in HQM are for. Assemble the 282 clay blocks 4 doors, trapdoor, two ladders, bed, crafting table, chest, painting, 4 pressure plates, and 4 buttons, (unless I misremember the dirtcore hovel requirements for max points) manually submit, and tadah!
But a crafted "detect" block limits you to only using whatever medium the "house detect" block is (and that's assuming it's de-craftable back to raw materials), or it builds it for you, neither of which are really the point of R2R. It was designed as a creative aid for people that play through mods at a rush and never really accomplish anything. Hence the slow introduction of most of the mod stuff, and the emphasis on the "rule of cool".
What is honestly needed is the ability to define a structure in some way, and then check it for "valid structure" based on a set of rules. Think something along the lines of the Galacticraft air seal checking mechanic; or possibly something more like a World Edit selection with a check for the contents to fit valid parameters or something. If you try for raw material detection alone, then it's too easy to cheese if you're feeling lazy. If you try for too specific a multiblock-type check then you stifle creativity. But if you have a "house checking wand" that drops a block down which can tell you if the structure it is contained inside is valid or not, and why it's likely not valid (not sealed properly, no door detected, roof unsupported at location ____ with particle effect, no bed, stuff like that). Then you're getting somewhere, it's usable for the neophyte and advanced user alike. It can also easily be left there until you click on it again with the wand, or it is used to trigger a quest/progression unlock.
is custom npcs a necessity for this challenge... I feel like it should be
the pack would be optional. Y'know, like all mods for minecraft.
Could you post a current list of your mods sometime? I believe you said it was loosely based on the DW20 pack with "stuff added".237 mods as of today (Just added a couple) That seems to be about my stable and recordable limit.
Could you post a current list of your mods sometime? I believe you said it was loosely based on the DW20 pack with "stuff added".
I also think I recall you mentioning that you took out Ender Zoo, but that's about as far as my memory gets me.
Bah! Tricked by too much Youtube watching! I noted that Regrowth had MagicalCrops so I assumed it was out as a public release.MagicalCrops Beta, or the new version he finally released from out of the Patreon Paywall?
Indeed I have, though I haven't found a new jungle/desert temple since adding it to get the Magic Chalk.Also have you seen Runic Dungeons: http://minecraft.curseforge.com/mc-mods/227065-runic-dungeons
Thanks for that. I'll add it and check it outAlso, you can just use this mod to generate a modlist on boot, it gives us nearly all the relevant information (assuming the mod author didn't derp and put the wrong info in the mcmod.info... which is relatively common, but in nearly all cases it's easy to find the right info with some basic google-fu)
http://www.minecraftforum.net/forum...-mod-lister-lists-the-mods-you-are?comment=37
Yes I linked to a specific comment. That's the 1.7.10+ compatible version, 1.7.2 > 1.7.10 broke an event handler the mod was relying on.
Very nice!Here's the updated list courtesy of ModLoader: http://pastebin.com/i5RA3jf1