Hey everyone,
We run a custom modpack, and included is minetweaker and modtweaker. We have been using it to add further compatibility across mods and implement balance and recipes where needed.
A few examples of things we have already done, and plan to do:
Added a recipe for Botania overgrowth seed, using gaia spirits. We wanted overgrowth seeds to still be rare for people early in Botania, but accessible for those who have progressed far enough into it.
We also added TC green heart canisters as a recipe, because who knows if it'll ever become a non creative only item. As for the heart itself, we made it rare dungeon loot.
Then there's ores. I noticed that some of the ores in our modpack could only be 'harvested' via a pickaxe. Since most people with a Mek digital miner use silk touch on ores, it felt kinda bleh having to then place down certain ores and pick them, which was inconvenient for people with ore processing machines. Sure, we have AOBD which aims to automatically add ore processing to some ores, but doesn't work on anything that isn't an ingot, like Thaumcraft's infused ore.
As such, we added recipes for infused ore and Galacticraft silicon ore to be able to be processed in Ender IO's SAG Mill.
As soon as we update modtweaker, we will be implementing Mek enrichment chamber recipes for those as well.
What's neat is that since we have AOBD, if we were to add the proper ore dict values to ores/ingots, then AOBD would auto add Thaumcraft cluster and Mek 8 ore processing items for those. Example - if we were to assign redstone dust with an ore dict value or ingotRedstone, and redstone ore with oreRedstone, then AOBD would add Mek 5x ore processing shards, clumps etc for it. Of course, it's just an example, because there's already 12x processing for redstone with enrichment chambers, but you get the idea.
With this being said, I wanted to know what other people have done with AOBD and mod/minetweaker to increase cross mod interaction and modpack cohesiveness.
Our primary magic/tech mods are Botania, Thaumcraft, Blood Magic, Witchery, EnderIO, TE, MFR and Mek 8. There's also BOP, Natura, Twilight Forest, AE2, Gaalcticraft and Forestry for world gen.
We run a custom modpack, and included is minetweaker and modtweaker. We have been using it to add further compatibility across mods and implement balance and recipes where needed.
A few examples of things we have already done, and plan to do:
Added a recipe for Botania overgrowth seed, using gaia spirits. We wanted overgrowth seeds to still be rare for people early in Botania, but accessible for those who have progressed far enough into it.
We also added TC green heart canisters as a recipe, because who knows if it'll ever become a non creative only item. As for the heart itself, we made it rare dungeon loot.
Then there's ores. I noticed that some of the ores in our modpack could only be 'harvested' via a pickaxe. Since most people with a Mek digital miner use silk touch on ores, it felt kinda bleh having to then place down certain ores and pick them, which was inconvenient for people with ore processing machines. Sure, we have AOBD which aims to automatically add ore processing to some ores, but doesn't work on anything that isn't an ingot, like Thaumcraft's infused ore.
As such, we added recipes for infused ore and Galacticraft silicon ore to be able to be processed in Ender IO's SAG Mill.
As soon as we update modtweaker, we will be implementing Mek enrichment chamber recipes for those as well.
What's neat is that since we have AOBD, if we were to add the proper ore dict values to ores/ingots, then AOBD would auto add Thaumcraft cluster and Mek 8 ore processing items for those. Example - if we were to assign redstone dust with an ore dict value or ingotRedstone, and redstone ore with oreRedstone, then AOBD would add Mek 5x ore processing shards, clumps etc for it. Of course, it's just an example, because there's already 12x processing for redstone with enrichment chambers, but you get the idea.
With this being said, I wanted to know what other people have done with AOBD and mod/minetweaker to increase cross mod interaction and modpack cohesiveness.
Our primary magic/tech mods are Botania, Thaumcraft, Blood Magic, Witchery, EnderIO, TE, MFR and Mek 8. There's also BOP, Natura, Twilight Forest, AE2, Gaalcticraft and Forestry for world gen.