I'm getting the Urge

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fullphaser

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Jul 29, 2019
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Well thanks to a comment, and the fact that each of the modpacks I'm looking at really don't offer me the feel to the game that I'm looking for, I keep itching to throw together my own mod pack. One that would focus on of course Exploration and a Diverse enough set of monsters to always keep you on your toes.

At the very core of it (Building the world) we'd have

  • Deadly World
  • Dungeon Mobs
  • Lycanite's Mobs
  • Dark Menagerie
  • Primitive Mobs
  • Dr Zhark's Mo Creatures ( I guess scratch that one, the Mod Author appears to have a stick up their bum)
  • Special Mobs
All aimed at making the world a diverse, but very dangerous place to live. That way the player is always on their toes about what could be lurking in the shadows or the forest. There's always a new creature to find or battle, and they would all have their own mechanics and ways of moving about the world.

That way the environment remains hostile, but not so hostile that you don't want to be a part of it, not so hostile that you feel like you need to just find the first spot of ground that won't murder you brutally and plop yourself down. For instance, I enjoyed Hubris BUT I found it far to brutal from just an environmental prospective, that it really killed my will to explore the world. At the same time I like a challenge, but a balanced challenge. So Mods like

  • Hunger Overhaul
  • Spice of Life
  • Zombie Awareness
  • Weather
  • Random Things (For Leaf Decay and Blood Moon Effects)
Beyond all that I'd want to encourage the player to move about the world, that if they do explore and get into trouble there will be rewards for that exploration with mods like

  • Roguelike Dungeons
  • Ruins
  • Battletowers
  • Pam's Harvest Craft
Anyway I've made a modpack before, just a small one so I have a fair idea of the config editing that would be required, but it does make me wonder about other things. For instance I'd love to do the progression involved like you see with Tinker's construct in terms of the metals. So that it goes Flint > Copper > Iron > Bronze > Nether > etc. but at the same time I feel like there's way to much about Tinker's that simply makes it overwhelmingly good. Is there a way to strip Tinker's of it's ability to smelt down Ores and it's response to enchanting? I don't know... It's one of those things I keep rolling around in my head. How do you add these core mods and keep them balanced?

For instance I'd love to add Botania, but only if I can sizeably reduce (or even make Botania's flowers mob drop only), so one can't just rush into things, because while Botania works fine on it's own, this world is supposed to be harsh and savage. So I guess... my question then becomes where's the best place to go to get help with the scripting portion of things? Or Is there a community of mod pack creators where I could pester them about questions. Because anyone can throw a bunch of mods in a mod folder and call it done, but if you don't tie them together, balance their configurations, and give the player a reasonable guide to what you've done, you really haven't made a mod pack.
 
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fullphaser

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Jul 29, 2019
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Um, okay then. Get ready to get sued.

*reads up on Mo Creatures*
Disclaimer
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The only package that can currently distribute this mod is the YogBox. Please do not contact us asking for permission to add the mod to your modpack, the answer is 'No'.

Huh... that's... kind of sad. Well I guess I'll just have to keep it a private mod pack then and not distribute it. Has that always been like that? I could have sworn the license was different at some point. Oh well point remains the same. I wonder how Jadedcat got permission for Magic Farm 3
 
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ICountFrom0

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Aug 21, 2012
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Right, yes you can turn down the insanity in tinkers. You want igunia's tinker's tweeks. You can disable any material (turn off anything more powerful then manyleium, including platnum, bedrock and magical wood.) You can turn off quite a few of the various enchantability things too, diable the ability to upgrade with the gold block, make you have to earn the tool unlocks. It's very powerful. Download inginuity and have a look at the CFG there, as they disabled the ore duplication in tinkers construct.


I'd suggest adding floating islands. I use them in mine and it's a rather lovely experiance. Because you have special mobs, they'll spawn special mob powered creepers, and few things are quite as spooky as a charged drowning creeper spawner that's protected by obcidian blocks so you can't get to it to break it. The difficulty can be turned up even further then this too.

I'd include a few other worlds for additional progression. Sending them through the twilight forest with all those other monsters turned up to 11 while trying to solve what twilight forest wants you to solve.....

If you slow down progression, give something back. With having to earn the ability to mine iron, because of igunia disabling picks from other mods, give them another early game armor. Pam's gives the chance of heavy leather, but candleberries are hard to find. Add the pam's mod that lets you have bone armor and fossles.

Botania, no you can't make the flowers monster drop only, not without assigning the drops yourself, and then people could just farm the flowers from the monsters and it would actually make botania EASIER. Instead make botania into it's hard settings. Enforce passive plant decay, turn down the durration on passive plants to ONE DAY so nobody can make just a hydro farm. Take flower rarity and decrease it so that you won't get enough flowers without having to really WORK for exploration. Take the recipy for floral fertalizer, use a reciepy mod and make it cost 4 petals, 3 bonemeal, and perhaps a rich phytogrow. This locks botania behind a good amount of progress in COFH. You could also, theoretically, require that the floral apothicary require a diamond in it, further slowing down botania progression.

Oh, and you've got the overworld fully populated with evil, don't be afraid to add natura to evil up the nether.
 
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Azzanine

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Jul 29, 2019
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Pro tip for Lycanites. Don't build near lava. You want to be at least 150 blocks away.
Otherwise you ens up with a lava lobber covering you base with lava.

Sent from my GT-I9100 using Tapatalk
 

Brenn_

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Jul 29, 2019
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~Stuff~
For instance I'd love to do the progression involved like you see with Tinker's construct in terms of the metals. So that it goes Flint > Copper > Iron > Bronze > Nether > etc. but at the same time I feel like there's way to much about Tinker's that simply makes it overwhelmingly good. Is there a way to strip Tinker's of it's ability to smelt down Ores and it's response to enchanting? I don't know... It's one of those things I keep rolling around in my head. How do you add these core mods and keep them balanced?

For instance I'd love to add Botania, but only if I can sizeably reduce (or even make Botania's flowers mob drop only), so one can't just rush into things, because while Botania works fine on it's own, this world is supposed to be harsh and savage.

You should be able to fix the tinkers' issues mainly via the configs for Tinkers' and Iguana tweaks. If I remember correctly, you should be able to change the number of bonus modifiers you get. (Though they could use the ways to add a modifier, but those are balanced enough)
You should also be able to use modtweaker to mess with smeltery recipes, as well.

I think I read something which indicated that you could lower Botania flower spawn rate via the config. Mob drops would be tough... I doubt minetweaker would help there (though it wouldn't hurt to check).

In other words, you typically have 2 options:
1. Hope there's a config setting for what you want to do.
2. Use minetweaker to balance/gate access.
 

Watchful11

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Nov 6, 2012
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I wonder how Jadedcat got permission for Magic Farm 3
Just to address this one point, Mo Creatures is on curseforge. As long as Jadedcat only distributes her pack through the curse client, she doesn't need permission for the mods in it. That's one of the benefits of that system.