If you could add one thing to any mod...?

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rhn

Too Much Free Time
Nov 11, 2013
5,706
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All mods that add cool building materials that are connected textures need to make them work across microblocks as well like ExU does. What ExU does is amazing and I wish more would do the same(Chisel for example).

Vanilla Vines and Flower Pots needs to be Multiblock compatible. Highly likely completely impossible, but would be nice if it was possible :p Except when you want to stop vines with microblocks...

Ability to "pre-choose" Vanilla Paintings. Hate placing and breaking it 50 times to get the right one, only to learn that I needed to move over one block....
 

Type1Ninja

New Member
Jul 29, 2019
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All mods that add cool building materials that are connected textures need to make them work across microblocks as well like ExU does. What ExU does is amazing and I wish more would do the same(Chisel for example).

Vanilla Vines and Flower Pots needs to be Multiblock compatible. Highly likely completely impossible, but would be nice if it was possible :p Except when you want to stop vines with microblocks...

Ability to "pre-choose" Vanilla Paintings. Hate placing and breaking it 50 times to get the right one, only to learn that I needed to move over one block....
I heard that connected textures don't work so well with microblocks because there's too many calculations to perform, making the lag crippling. To paraphrase-quote Soaryn, from an episode I don't remember of FC2:
"Well, let's say there's two microblocks together. It's like, 'I'm a microblock, and you're a microblock. Should we connect?'" And then the game has to figure out whether they connect, which ends up being hard because there's a VERY large number of potential microblocks inside a single regular block.

For the paintings, I know Bibliocraft adds something like that. You want the painting frame, and then the painting, or something. Look it up. :p
 

Inaeo

New Member
Jul 29, 2019
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Ability to "pre-choose" Vanilla Paintings. Hate placing and breaking it 50 times to get the right one, only to learn that I needed to move over one block....

Have to +1 the nod to BiblioCraft. Painting Frames and Painting Press can do some cool things (although I know you play in 1.6.4, and I'm not sure when this functionality was added).
 
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Salamileg9

New Member
Jul 29, 2019
220
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I want to put Botania's cosmetic baubles on my tiny potatoes. Like the cosmetics for Thaumcraft golems, but for a creature with no purpose other than to love you

I'll always love you Johnson, don't worry.
 
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Lethosos

New Member
Jul 29, 2019
898
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I want to put Botania's cosmetic baubles on my tiny potatoes. Like the cosmetics for Thaumcraft golems, but for a creature with no purpose other than to love you

I'll always love you Johnson, don't worry.
@Vazkii, this one would be awesome.

Sent from my Puzzle Box of Yogg-Saron using Tapatalk 2
 
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Inaeo

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Jul 29, 2019
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I want to put Botania's cosmetic baubles on my tiny potatoes. Like the cosmetics for Thaumcraft golems, but for a creature with no purpose other than to love you

I'll always love you Johnson, don't worry.

A friend of mine automated those and filled my house with them. Funniest gag ever. I almost didn't want to clean it up.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
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For the paintings, I know Bibliocraft adds something like that. You want the painting frame, and then the painting, or something. Look it up. :p

Have to +1 the nod to BiblioCraft. Painting Frames and Painting Press can do some cool things (although I know you play in 1.6.4, and I'm not sure when this functionality was added).
Sounds like a 1.7.10 thing. Can only find the Map Frames in NEI in my 1.6.4 version at least. Looking forward to it in any case :p
 
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malicious_bloke

Over-Achiever
Jul 28, 2013
2,961
2,705
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Cursed sand.

Like cursed earth but it obeys gravity.

Sand being a "non-destructive" projectile in some of my more esoteric cannon designs, the ability to remotely fill someone's base with mobs would be appreciated.
 
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Azzanine

New Member
Jul 29, 2019
2,706
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AE2: I'd like to see something along the lines of a card or bus that will pull/push non stackabe items (e.g armor and swords). Sometimes I'd like to be able to toss my tools in to a terminal or interface and have it go in to it's designated chest so not to clog up a drive. I know you can manage this already with storage busses but they have their limits and you can quickly run out of filter space as you have to set it up for all conceivable equipment, then there's NBT and damage values to consider (which I know is what a fuzzy card is for).
Also I'd like to see an advanced storage bus. Like a normal storage bus it reads X number of touching containers, I'd say 4 is a reasonable number.

Sent from my GT-I9100 using Tapatalk
 

lenscas

Over-Achiever
Jul 31, 2013
2,015
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cc/peripherals++(or whatever mod makes the aebridge happen)/ae2
more integration sure the aebridge is nice and all but it lacks some features.
For example a turtle is not a valid inventory. If I want to know how much I have of for example redstone I need to get a table having all the items in the ae system.
A way to request using the oredictonary would be nice. It would be even better if the aebridge doesn't even need to exist and you could just use an interface or something(safes me a channel).
 

Moonpanda

Active Member
Jul 29, 2019
7
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25
Forge; would be nice if it replaced erroring blocks or whatever with a 'error>!' icon thingy and feedback text(especially rendering errors which occur after the world loads), instead of MC crashing. maybe even keeping data saying what the block is, so if fixed it goes back to what it was.-- probably too hard to code, but would be nice ;)
 

ljfa

New Member
Jul 29, 2019
2,761
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Forge; would be nice if it replaced erroring blocks or whatever with a 'error>!' icon thingy and feedback text(especially rendering errors which occur after the world loads), instead of MC crashing. maybe even keeping data saying what the block is, so if fixed it goes back to what it was.-- probably too hard to code, but would be nice ;)
There is an option in Forge that just removes erroring blocks/tile entities, but it's off by default.
 

epidemia78

New Member
Jul 29, 2019
1,810
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An alternative to Thaumcraft research so I can play around with warp without getting inundated by it when I open the cheat sheet thauminomicon. I wonder if its possible to modtweak it to be dependent on twilight forest progression?
 

Type1Ninja

New Member
Jul 29, 2019
1,393
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Is there a way to disable the configurability of TE Machine inputs/outputs? Like, I know you can remove the module, but I want it disabled from the moment you place it down. That was something that made IC interesting to automate; as much as I don't like the overall "difficultness" of IC, that was something I enjoyed. :p
 

Zelfana

New Member
Jul 29, 2019
813
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Is there a way to disable the configurability of TE Machine inputs/outputs? Like, I know you can remove the module, but I want it disabled from the moment you place it down. That was something that made IC interesting to automate; as much as I don't like the overall "difficultness" of IC, that was something I enjoyed. :p
Yes, the default augments are configurable. Line 340 in /config/cofh/thermalexpansion/common.cfg. You can probably still craft them with those disabled so the recipes need to be minetweaked as augments themselves aren't configurable.
 
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