Hardcore Modpacks and NAM

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1SDAN

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Jul 29, 2019
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Just so everyone knows, I haven't stopped working on this pack. While I had took a small 3-4 day break, I'm back in the saddle with a few new features. For one, I am assembling the recipes of the tools and weapons that players will use. I'll put more info on this tomorrow hopefully in the form of a few images. I also am planning to add world-gen ruins that is necessary to explore to obtain one's first pieces of flint so that they may craft their first flint shovel. (Which is used to get gravel) Additionally, getting access to wood does not mean you get access to a crafting table, that comes after you obtain metal. Once you get a flint Axe you can break logs which can then be crafted with an axe for a plank or two. Planks are useful for a variety of wooden items such as shields, doors or Plank Armor. Other types of early game armors include Hide Armor (made from Cow Hide, Sheep's Fleece, Pigskin, Wolf Pelt, Ocelot Pelt etc) and Ancient Armor which is only found in ruins. Speaking of hides, all animals get their own. Both Cow Hide and Pigskin are used for leather, Sheep's Fleece is used for Wool and warmth and Wolf and Ocelot Pelts are used for warmth and trading with Villagers (if I can find a way to edit default trade options)


Now for my completley inconsiderate and improbable current mod wishlist:

  • Mod to edit default Villager trades
  • Mod to edit what you can break with what (not sure if tinker's tweaks does this for non-pick breaking)
 
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1SDAN

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Jul 29, 2019
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So, I didn't get to finish everything I was hoping to as I came up with a new system for crafting Shafts and some tool/weapon balances that took up most of my day, but I hope to have NAM in a good enough state to show my current progress by the end of Monday.

It is in no way a playable state however, and the absence of my much requested block breakability config mod means one can currently collect logs far before they're supposed to, which makes collecting saplings way too easy and is just a balancing headache. Also due to this is the fact that without said mod, players have no way to break cobble and can currently break both sand and gravel, which just ruins the entire early early to mid early game. Then there's the fact that I have yet to implement Hide, Bone or Sapling Armor which means night time will be a pain. And then without enough variety in food products Spice of Life would make the pack far too hard in it's current state.

I'm basically saying that while I hope to release some screens ofNam monday, all of the above problems will most likely still be in it.
 

Golrith

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Just a crazy idea, what if the mod pack required you play in adventure mode? That stops you break blocks without the right tools. You just then need some way of providing the materials to get the first set of tools.
 
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KaosRitual

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Jul 29, 2019
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Just a crazy idea, what if the mod pack required you play in adventure mode? That stops you break blocks without the right tools. You just then need some way of providing the materials to get the first set of tools.
Could just start the player with a wooden axe or something.
 

1SDAN

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Maybe, though dirt and leaves are essential early game and sand is able to be broken before gravel so that's out unless there's those 'can break tags' are a 1.7.10 feature... is it?

@KaosRitual You DO know a key feature in my pack is that players cannot punch wood at the start, right?
 

1SDAN

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Sadly, I haven't gotten any work done today as I am visiting my mom and the computer there is less than optimal. Expect work to continue monday.[DOUBLEPOST=1413130920,1413075524][/DOUBLEPOST]Got permission to use Hungry Animals in my pack:

upload_2014-10-12_12-21-38.png
 

1SDAN

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Jul 29, 2019
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I am Pleased to announced that NAM is finally at a point where I can put out an official "Alpha Build." However, I am unsure whether or not this deserves a Github page or just a simple Google Drive download, as all I'm really ready to release is a Resource Pack, a CustomItems config folder and my scripts. So in the meantime, I'll go the safe way and put out a GD download:

Gallery:
jufu6a.png

Let's start with getting some Saplings, punching wood is just too hard

qs5j04.png

Now, lets turn those to sticks

othp8o.png

As you can see, it's a shapeless recipe that uses the sapling's Ore Dictionary

210lm60.png

This nasty little crook may be easier to make than you're used to, but it's also smaller and less durable

2v1p8c4.png

Crooks are very useful for getting saplings, apples and silkworms, especially since leaves take much harder to break in my pack

jadswk.png

Git a little hungry so I took a bite out of that floor apple... I need moar!

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Look ma! I found food in this here tall grass! (Warning! Tall Grass not yet dropping food, code is applied but there's a bug causing a bit of a problem)

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I wonder what this is...

2gvoj6a.png

OM! NOM! NOM!

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OUCH! Stupid Roundworms...

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Now this is the good stuff Jim! Om! Nom! Earthworms!

m9uoeh.png

Grasshoppers are fun to eat also!

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I've got a tingly feeling going on up in this his-house!

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Foods that are high in Vitamin 6 or B-12 give Regeneration.

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Our first real weapon! If only it didn't have just 5 uses...

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Now, let's get to crafting a shaft. It costs 5 durability from our dagger.

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This one has 15 durability.

2014-10-13_14.52.09_2.png

Has anyone ever told you to buy in bulk?

2014-10-13_14.52.13.png

Because order now and you'll get 3 Shafts for only 13 durability! YOU CAN SAVE 2 DURABILITY, FREE!!!

2014-10-13_14.52.30.png

Should I make a sword...

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... Or a Club?

2014-10-13_14.52.57.png
Ooh, what a Large Shaft this is!

Google Drive DL:
https://drive.google.com/file/d/0B8GPmOdcLf_fZnpRdmRwdjRzU3c/view?usp=sharing
 

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1SDAN

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Jul 29, 2019
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GL with the modpack, good customization from what I know

Thank you very much, and about the customization, I actually chose to do such heavy amounts of it as I had been growing bored of the Vanilla Style of playing MC, so I decided to build something a little more complex and interesting.

Additionally, my next goal is to add some more foods, some new substitutes for sticks and new weapons.[DOUBLEPOST=1413769381,1413311761][/DOUBLEPOST]Tomorrow it'll be a week since the first alpha release and as such I believe a status report is far overdue...

Sadly I have made no progress outside of adding one of Vazkii's commissioned mods. (The water bottle nerf one) I mulled around in my pack running and jumping randomly for about 30 minutes (it's how I come up with ideas) and showed one of my friends the pack for 30 more.

My main problem lies in two things:
One, I really don't want to work on coding bone and reed versions for all of the early game weapons and tools and Two, I have no idea how to balance them. Sugar Cane is something rarer than leaves but able to be grown, and Bone is able to be collected from animals (Currently not implemented) and since you can breed chickens you've also able to farm them.

So excuse me as I ramble to myself about probability and junk

Let's say Sticks are worth 1s with s being a variable greater than zero that will be a type of valuation. That means saplings are worth 0.5s. And since they have a 5% drop rate from leaves, that means each leaf block is worth 0.5s(0.05s) which equals a 0.025s valuation. If we were to base the value of a crook then, it would be 3s as it requires 3 sticks. However, this is where I get confused and as such I will be visiting mcEdit for some help with rarities and such.

I have also noticed mealworms and caterpillars aren't giving their second effects. I'll be getting onto all of this tomorrow (hopefully).
 
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1SDAN

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Jul 29, 2019
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It's been quite a while hasn't it? Sadly I've burned myself out for now on NAM. The release of Beyond Earth got me into playing CiV again and I've been planning a Castlevania Rom Hack. It's sad but I won't be working on this for at least a week or two until I get motivated again.

I'm also having a little derp with figuring out how to bring CustomItems items into the new CI version... still very confused.