Extending Early GamePlay

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Golrith

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I added the following in Omega Dawn for early game food:
Bashing grass can drop wild onions and edible tubers which can be eaten directly. Or mix with some vanilla dandelions for a "Forest Salad"
2 seeds (or almost any type) combined made an Edible Seed Mixture. This mixture could be ground into seed flour, 3 seed flour to make a loaf.
 

Yulife

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I added the following in Omega Dawn for early game food:
Bashing grass can drop wild onions and edible tubers which can be eaten directly. Or mix with some vanilla dandelions for a "Forest Salad"
2 seeds (or almost any type) combined made an Edible Seed Mixture. This mixture could be ground into seed flour, 3 seed flour to make a loaf.
S-Seed flour? o_o The idea sounds interestering but I'm not sure if it is that... sensible xD Don't get me wrong, I like custom ideas but wouldn't it make more sense to grow wheat for a loaf?
 

Golrith

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S-Seed flour? o_o The idea sounds interestering but I'm not sure if it is that... sensible xD Don't get me wrong, I like custom ideas but wouldn't it make more sense to grow wheat for a loaf?
You can make flour out of almost any seeds, and you get different types of bread.
But, the idea is, do you plant the seeds and wait for them to grow, or are you starving enough to sacrifice those seeds to make a loaf (or eat the seeds directly)? A vital decision especially if using Spice of Life / Hunger Overhaul.
 

VapourDrive

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There will be food, berries that spawn in the world, wild vegetables and stuff like that. Simple to grow food that don't need tilled soil but won't provide all that much sustainance.
 
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GreenZombie

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There will be food, berries that spawn in the world, wild vegetables and stuff like that. Simple to grow food that don't need tilled soil but won't provide all that much sustainance.

On the one hand, make the world pretty. On the other hand, don't dedicate to many resources (and dev time) towards a gameplay feature that lasts all of 10 minutes until the first crops come through. Unless berries have a clear ongoing purpose in later recipes, they run the risk of being bypassed entirely by players that can't find them, can find them but spawn near a village or are "efficient" and rush through to some kind of agriculture.

I can't recall how the start of agriculture coincided with the development of flint tools - my thought is that flint tool use predates agriculture by quite a lot, so gating agriculture until "later" is not inappropriate or inaccurate.
 

VapourDrive

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On the one hand, make the world pretty. On the other hand, don't dedicate to many resources (and dev time) towards a gameplay feature that lasts all of 10 minutes until the first crops come through. Unless berries have a clear ongoing purpose in later recipes, they run the risk of being bypassed entirely by players that can't find them, can find them but spawn near a village or are "efficient" and rush through to some kind of agriculture.

I can't recall how the start of agriculture coincided with the development of flint tools - my thought is that flint tool use predates agriculture by quite a lot, so gating agriculture until "later" is not inappropriate or inaccurate.
Implementing worldgen isn't to terrible difficult once you have it down, and it isn't fairly game-resource intensive if you do really simple conditionals and few calculations. The idea of scavenging does need to be a thing though, before you can till the ground or process meat you need a source of food. I like the idea of food from seeds for sure.
 

epidemia78

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I *may* consider legit compatibility but not an addon.
The reason I suggest this is because a smeltery is so different from other crating mediums. Simply making it a requirement for making ingots would immediately add hours to early game. Same with metal blocks and nuggets. All it needs to feel complete is an anvil like the one from Mariculture that you place items on and have to hit with a hammer and maybe some kind of sifter like Exnihlo.
 

GreenZombie

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The reason I suggest this is because a smeltery is so different from other crating mediums. Simply making it a requirement for making ingots would immediately add hours to early game. Same with metal blocks and nuggets. All it needs to feel complete is an anvil like the one from Mariculture that you place items on and have to hit with a hammer and maybe some kind of sifter like Exnihlo.

Add hours to the early game? Making a smeltery requires sand - available from the surface. Gravel - available from the surface, and Clay - available from the surface. Unless you are unlucky and spawn with no water bodies nearby.

In TiC enabled modpacks I can have ore doubling "ready" before sunset day 2 - the only problem then is actually doing enough digging to get some starting coal, and 3 iron ore to make a bucket and find some lava. There is no penalty for digging straight to the bottom of the world so lava is free and plentiful. (Could you implement a set of mining fatigue based penalties based on the quality of the headgear worn? i.e. wear a mining helmet to "go deep" which could gate lower level resources a bit).
 

epidemia78

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Add hours to the early game? Making a smeltery requires sand - available from the surface. Gravel - available from the surface, and Clay - available from the surface. Unless you are unlucky and spawn with no water bodies nearby.

In TiC enabled modpacks I can have ore doubling "ready" before sunset day 2 - the only problem then is actually doing enough digging to get some starting coal, and 3 iron ore to make a bucket and find some lava. There is no penalty for digging straight to the bottom of the world so lava is free and plentiful. (Could you implement a set of mining fatigue based penalties based on the quality of the headgear worn? i.e. wear a mining helmet to "go deep" which could gate lower level resources a bit).


Sure, everything you need to make a smeltery can be acquired with stone age tools. Which only makes sense because what I proposed is to make them the only way to craft ingots. What they need is a new fuel source in the form of manually operated bellows and have the whole lava nonsense disabled. Later on some kind of steam powered bellows contraption could be used. I should get into modding.
 

Golrith

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Add hours to the early game? Making a smeltery requires sand - available from the surface. Gravel - available from the surface, and Clay - available from the surface. Unless you are unlucky and spawn with no water bodies nearby.

In TiC enabled modpacks I can have ore doubling "ready" before sunset day 2 - the only problem then is actually doing enough digging to get some starting coal, and 3 iron ore to make a bucket and find some lava. There is no penalty for digging straight to the bottom of the world so lava is free and plentiful. (Could you implement a set of mining fatigue based penalties based on the quality of the headgear worn? i.e. wear a mining helmet to "go deep" which could gate lower level resources a bit).
Day 2? Took me at least day 7 before my smeltery using my mod pack. Delay caused by limited resources, survival, and harder blocks in the deeps (that I can't mine without a better tool). There are different ways to "force" delays, but I do agree, for what is pretty much surface resources (after all, you can get gravel ore and lava lakes at surface) the 2x bonus is too early. That should really be a 2nd tier smeltery (somehow).
 

VapourDrive

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Day 2? Took me at least day 7 before my smeltery using my mod pack. Delay caused by limited resources, survival, and harder blocks in the deeps (that I can't mine without a better tool). There are different ways to "force" delays, but I do agree, for what is pretty much surface resources (after all, you can get gravel ore and lava lakes at surface) the 2x bonus is too early. That should really be a 2nd tier smeltery (somehow).
I know I always get the smeltery too fast for my liking. Here would be my idea for smelteries:
Tier one:
  • Limited to one block high
  • No lava mechanic.
  • The base blocks (3x3) would be different than basic grout bricks, maybe hollow grout bricks or something the reason being:
  • You need to fill the bottom with solid fuel to heat the smeltery, starts of with wood and can use coal etc later on, vanilla registered fuels.
  • Result is only 1x multiplication.
Tier 2:
  • Can be higher.
  • Made with hardened grout bricks, need extended gameplay, likely nether access.
  • Has 2x bonus.
  • Works on lava but consumes at faster rate than current tic smeltery does.
  • Lava render wouldn't be in the little side tank but in the smeltery base, this just always bugged me.
 

VapourDrive

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All this thought about smelting and furnace recipes really makes me wonder why they never added different processing times for the various furnace recipes. Baking a loaf of bread honestly shouldn't take as much time as melting ore down... It would be cool to make an oven that fetches furnace recipes that result in a food item and register recipes for it with varying processing times. Thoughts?
 

Strikingwolf

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All this thought about smelting and furnace recipes really makes me wonder why they never added different processing times for the various furnace recipes. Baking a loaf of bread honestly shouldn't take as much time as melting ore down... It would be cool to make an oven that fetches furnace recipes that result in a food item and register recipes for it with varying processing times. Thoughts?
Sounds cool
 

GreenZombie

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All this thought about smelting and furnace recipes really makes me wonder why they never added different processing times for the various furnace recipes. Baking a loaf of bread honestly shouldn't take as much time as melting ore down... It would be cool to make an oven that fetches furnace recipes that result in a food item and register recipes for it with varying processing times. Thoughts?

I think my wife would complain if I smelted iron in the same oven she makes her cakes. I also doubt it can hit the 1200 degrees required to melt iron.

I.e. I don't think that simply altering cook times is enough: I think food preparation and smelting should be done in different furnaces. Furthermore smelting iron should be much harder than gold or copper - use more fuel to attain higher temps.
 

Golrith

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All this thought about smelting and furnace recipes really makes me wonder why they never added different processing times for the various furnace recipes. Baking a loaf of bread honestly shouldn't take as much time as melting ore down... It would be cool to make an oven that fetches furnace recipes that result in a food item and register recipes for it with varying processing times. Thoughts?
Thermal Expansion basically did this with the Redstone Furnace, less RF for food compared to ores.

Although, I'm not sure I'd want to cook a loaf of bread in the same furnace/oven that's just cooked up some iron ore. Maybe two types of "furnace", one low temperature for food (1 coal = 16 items, not 8), and high temperature (1 coal = 8 items).
The existing 8 cobble furnace could be the "low temperature", and something more sturdy (aka higher tech) for the "high temperature". Maybe even make it a 2x1x1 multiblock to represent that it holds "bigger" blocks for processing.
 

Golrith

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Also, with ore progression, it would be nice if iron could be somehow gated behind copper/tin/bronze. Even though mods add these resources, iron is still really your tier 1 resource, with the others just "kinda there".
I'd say the goal is to make bronze, which gives you the ability to construct a furnace that can melt Iron and above. Pistons could have an alternative recipe that uses a bronze ingot, a hopper could be tin, a copper bucket, etc. Basically re-jig the vanilla "tech" and mining requirements to match the new progression, which then does lead you directly into mod tech, most of which need iron.
Basically adding in a bronze age which will be short, but not as short as the existing minecraft "stone age" (which should be flint).
 
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