Hardcore Modpacks and NAM

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1SDAN

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Jul 29, 2019
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For botania, you might be able to disable flower generation or disable flower to petal and change it to use some machine of some sort (would say at the same time then BM)

Pack sounds quite fun :p an hardcore blood and bones! But I don't see how it will be feasible without pam's harvestcraft...

I'll be adding custom foods to make up for it. Only two things I'm waiting on for this is a way to tweak block drops and create crops.

What I have in mind is an 8 class food system where Spice of Life diminishes those 8. In exchange, foods will restore much more food than you may be used to. There will be no way to avoid diminishing returns, instead you must balance what foods you eat at what time. Another thing is that the basic foods don't give saturation and hunger, depending on the type of food you're eating you may gain saturation only, hunger only, both, or any combination with a status effect (good or bad). Status effects won't last long and are only on the most advanced types of food but they are immensly useful both in combat and day-to-day situations.

(Hopefully CustomItems allows foods to give status effects)

@Qazplm601 It was something about backpacks. CovertJaguar says it's due to a outdated Forestry API according to a bug report I found on Github. He closed the report saying it was resolved but I have no idea if it's in any version that's publicly released.
 
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Qazplm601

Lord of the Tumbleweeds
Sep 21, 2013
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Where else?
I'll be adding custom foods to make up for it. Only two things I'm waiting on for this is a way to tweak block drops and create crops.

What I have in mind is an 8 class food system where Spice of Life diminishes those 8. In exchange, foods will restore much more food than you may be used to. There will be no way to avoid diminishing returns, instead you must balance what foods you eat at what time. Another thing is that the basic foods don't give saturation and hunger, depending on the type of food you're eating you may gain saturation only, hunger only, both, or any combination with a status effect (good or bad). Status effects won't last long and are only on the most advanced types of food but they are immensly useful both in combat and day-to-day situations.

(Hopefully CustomItems allows foods to give status effects)

@Qazplm601 It was something about backpacks. CovertJaguar says it's due to a outdated Forestry API according to a bug report I found on Github. He closed the report saying it was resolved but I have no idea if it's in any version that's publicly released.
it is fixed, but if it is still happening with the latest version, just turn off the forestry module in the railcraft/modules.cfg
 

1SDAN

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Jul 29, 2019
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It does (or at least it should)

Okay good, I haven't really started using it as I literally just started the 1.7.10 version of my pack 2 days ago. Day 1 was assembling the mods and fixing crashes, day two was the previous status report and day 3 is today. In retrospect I should have looked that up XD!
 

madnewmy

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Jul 29, 2019
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I'll be adding custom foods to make up for it. Only two things I'm waiting on for this is a way to tweak block drops and create crops.

What I have in mind is an 8 class food system where Spice of Life diminishes those 8. In exchange, foods will restore much more food than you may be used to. There will be no way to avoid diminishing returns, instead you must balance what foods you eat at what time. Another thing is that the basic foods don't give saturation and hunger, depending on the type of food you're eating you may gain saturation only, hunger only, both, or any combination with a status effect (good or bad). Status effects won't last long and are only on the most advanced types of food but they are immensly useful both in combat and day-to-day situations.

(Hopefully CustomItems allows foods to give status effects)

@Qazplm601 It was something about backpacks. CovertJaguar says it's due to a outdated Forestry API according to a bug report I found on Github. He closed the report saying it was resolved but I have no idea if it's in any version that's publicly released.
I am so pumped for this right now :D
 

1SDAN

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I am so pumped for this right now :D

I'm starting work on MineTweakering the early game. My plan is to have players start by Punching leaves for saplings to craft into sticks so that they may then move onto crafting a Crook for Saplings and String. Then they will build an Ex Nihilo Sieve for seeds to breed chickens for (food, bones and feathers). Stones however are not available yet. Instead you will need to start exploring the various biomes for... well that's the problem, I want a nice hunter-gatherer-herder type early game but so far I cannot figure out what to do after that, any ideas? In 1.6.4 I just had a two in-game day grind for logs but I've decided I wanted something really special to start the game off, something that says this isn't a normal modpack. Suggestions?

Oh, and I've decided to hide the health and hunger bar so you only have those "peckish/dying" texts to guide your eating habits. I'm only just now testing it but it's pretty cool fighting mobs while unaware of what would happen when you're hit next. Oh, but I kept the Spice of Life Hunger Usage Bar (the black mesh that increases over time)

P.S. Anyone know of a way to increase mining level of non-pick blocks?
 

1SDAN

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Jul 29, 2019
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Tabula rasa can do this i think

For stone, what about breaking grass/dirt with a flint?

Vanilla Blocks that are already in game? I thought it only did custom blocks... I learn something new every day.

Well, I'm trying to make stone more long-term. You know, where early game is less mining and more exploring for new items and weapons and such.

edit: I got stuck adding config files for MineTweaker in the scripts folder, is it the same as 1.6 where I only need to use the include "[filename].cfg;" into main.cfg or is there more to it now? My recipe isn't appearing and no error messages appear when in chat when I enter a world.
 

InfinityRaider

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Jul 29, 2019
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Vanilla Blocks that are already in game? I thought it only did custom blocks... I learn something new every day.

Well, I'm trying to make stone more long-term. You know, where early game is less mining and more exploring for new items and weapons and such.

edit: I got stuck adding config files for MineTweaker in the scripts folder, is it the same as 1.6 where I only need to use the include "[filename].cfg;" into main.cfg or is there more to it now? My recipe isn't appearing and no error messages appear when in chat when I enter a world.

it's .zs files now, and they go in the scripts folder in your mc instance directory
 
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1SDAN

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Today's Progress:

  • [FUN] Goofed off a little in-game to learn some more about the mods I'm using.
  • [DOH!] Remembered that there's a "Save-As" feature in most applications.
  • [PROGRESS] Started up work on Minetweakering the game.
  • [RECIPE] Made a recipe for sticks from saplings
  • [RECIPE] Made a alternate recipes for a Crook in a 2x2 grid
  • [OPTIONAL DIFFICULTY] Added Ultracore and Lowcore difficulty alternative recipes (disabled by default)
  • [IDEA] Players start the game off with breaking some leaves until one can get a crook so they can obtain silkworms to collect string which is then used to make a Sieve.
  • [IDEA] Logs will require an Axe
  • [IDEA] Sieves will be possible to craft in a 2x2 grid
  • [IDEA] Sieved dirt will rarely give Seeds or saplings
  • [IDEA] During the Dirt Age players go around eating seeds and herding chickens as the roam the land to find [something, suggestions are welcome]
  • [IDEA] Sieved Sand will give stones
  • [IDEA] Sand requires a Tier 1 Shovel to mine, Gravel Tier 2 and Clay Tier 3
  • [IDEA] Sieved Gravel gives Flint Shards, four of which can be combined into a Flint (Only way to get Flint early game)
  • [IDEA] Chicken meat can be crafted into 2 bones