Recently I've seen at least two threads pop up in the forum discussing the potential of using Ex Nihilo and Aliquo to produce a pack where all worldgen of ore was disabled. The idea of a pack with a lack of ore is something I've played with a little bit in the past, but due to lack of time was founded on self-restraint rather than fiddling with configs. However, with the advent of HQM, and approaching winter break, I've decided to try approach the design in the format of a pack, especially since others have shown interest in a similar concept.
To summarise; I'm building a HQM pack centred on a lack of ore generation
Key points:
Ideally, I'd like this to work as a pack rather than a map, so that everyone wasn't restricted to the same terrible seed, but at the time of writing, HQM doesn't seem to want to let the player spawn holding the quest book, even when employing the use of other mods such as bspkrs starting inventory. Whether this is a bug related to the 1.7 version of HQM or not I'm unsure, but any suggestions on this problem would be great, and would help keep this project on track to working as a pack rather than as a specific map
To summarise; I'm building a HQM pack centred on a lack of ore generation
Key points:
- No ore gen!
- I'm trying to build this pack in 1.7.2, though at this stage am missing some of the mods I feel are key to how I want progression in this pack to work.
- While others discussed using ExN&A, this pack will hopefully be based around progression with Magical Crops (which happens to be one of the mods I'm missing right now), aided by Quest rewards when necessary
- Heavy focus on magic and a degree of exploration, especially early on, with complex tech becoming available further down the line.
- Tech is currently MJ based for middle tech levels, once Mekanism updates I will hopefully be able to use that as the late-game be and end all tech.
- I'm trying to keep the pack fairly light as the bigger it gets, the harder it is to maintain and balance progression and material availability
- However, at this stage I am leaving out forestry as with the lack of extra bees and Magic bees in 1.7, there is little to no point including it, especially alongside magical crops
- I'm currently using Custom Ore Generation to allow for the removal of all ore gen, but am having difficulty figuring out how to use the xml files to do this globally; if someone could talk me through this or provide a preconfigured set that would be amazing.
- I'm happy to take mod suggestions, but if you could come up with a good reason for it to be included, I'd be much more inclined to add it.
- Bibliocraft
- Biomes O' Plenty
- Blood Magic
- Botania
- Buildcraft
- Carpenter's Blocks
- Chisel
- Custom Ore Generation
- Enchiridion
- Extra Utilities
- HQM
- JABBA
- Mariculture
- Modular Flower Pots
- Natura
- Nether Ores
- Plant Mega Pack
- Railcraft
- Roguelike dungeons
- Thaumcraft
- Advanced Thaumaturgy
- Thaumic exploration
- Thaumic tinkerer
- Forbidden Magic
- Twilight forest
- Tinker's Construct
- Tinker's Mechworks
- WAILA
- Witchery
- various dependencies and utility mods (eg NEI)
- Magical Crops - very much necessary for the progression I have planned. Forum thread seems to suggest it will be updated fairly soon
- TiC Tweaks - Would be nice for use in conjunction with nether ores to restrict access to materials
- Mekanism - not necessary initially, but would be nice to have as the late game progression
Ideally, I'd like this to work as a pack rather than a map, so that everyone wasn't restricted to the same terrible seed, but at the time of writing, HQM doesn't seem to want to let the player spawn holding the quest book, even when employing the use of other mods such as bspkrs starting inventory. Whether this is a bug related to the 1.7 version of HQM or not I'm unsure, but any suggestions on this problem would be great, and would help keep this project on track to working as a pack rather than as a specific map
Last edited: