MineTweaker - What recipe changes are you making?

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verid

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Jul 29, 2019
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Thought I might start a thread to discuss how we're all using MineTweaker. It's great that it's made its way into Monster and Horizons; I think we'll start seeing its use become more common amongst those of us who tweak configs ourselves.

I run a private server for friends and we've always wanted to be able to make recipe changes to make FTB more structured (and in most cases, harder). MineTweaker allows us to introduce a more tiered tech tree with cross-mod support/dependencies.

From an overall game design perspective, there are problems with standard FTB packs (particularly Monster):

1) Often there are multiple mods providing similar functionality and inevitably one of them is much easier to craft than the others. MineTweaker lets us selectively nerf that outlier.

2) Once you've advanced in one mod, it often obsoletes parts of other mods, vastly reducing the amount of content available. MineTweaker lets us introduce cross-mod crafting dependencies/options so players explore more of each mod.

I don't yet have a specific recipe list or file I can contribute as it is a work in progress. However, I would encourage anyone else doing similar things with MineTweaker to contribute to this discussion.
 

Golrith

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One idea I tested out was to change recipes that were "techy" (circuits, computer like stuff, etc) that used a piece of redstone to instead use a BC redstone chipset. This "forces" you to build and power a laser assembly table.

I also changed the recipe for the BC quarry to require a chipset, a Chicken Bones chunk loader and a builder. This again pushes back when you can build it, and increases resource cost.

Also added a recipe that used 6 pulv'd silver and a bucket of enderium for 3 enderium dust as an alternative.

But, had to remove minetweaker, one of my server players always had crashes, and it was more important to make the pack playable to all players instead of tweaking recipes.
 
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Eyamaz

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I primarily use minetweaker in the FTB packs to fix overlaping recipes. In BnB, I use it to do a complete recipe rework as well as jaded uses it for a partial recipe rework in MF2.
I contemplated doing immensive recipe rewrites on both Horizons and Monster (and may still do some on Horizons,) but it does create issues on its own. If a player removes a mod that contains a component that a recipe relies on, that recipe and all recipes that load after it, will break. With the ideal that FTB packs are customizable by the users, it's not something easily done (and a recipe rewrite for Monster would be a pita...)
 
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verid

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Jul 29, 2019
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I contemplated doing immensive recipe rewrites on both Horizons and Monster (and may still do some on Horizons,) but it does create issues on its own.

And I think you did the right thing. A pack like Monster needs to be kept as pure as possible. A widespread recipe rewrite might be awesome in a "super hard" Monster pack, though.

We've added a few mods like Mekanism to our Monster server and MineTweaker seems to be a convenient tool to bring Mekanism's recipe difficulty up to par with IC2exp, etc.
 

Mr_Turing

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Jul 29, 2019
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I'm making a new pack for a couple friends, kinda like voltz, but with Ex Nihilo and a couple other mods since we'll be playing in a skyblock with an ultimate goal of living in mars.

Yet, minetweaker is completely unresponsive, i've added lines to add some ores to the ore dictionary (really, why would a dev not register their copper ore and ingot in the dictionary is beyond me) yet, it completely ignores any lines I add to the configs...
Even makde a post on their forum thread but didnt get any responses yet.
Anyone with more experience on it has any idea what could be causing this?
http://www.minecraftforum.net/topic...cipes-make-tweaks/page__st__320#entry28887546
 

Pyure

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How flexible is MineTweaker? If I wanted to make a recipe whereby 9 diamond blocks = 1 Ender Eye or something (theoretically) is that possible?
 

Golrith

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How flexible is MineTweaker? If I wanted to make a recipe whereby 9 diamond blocks = 1 Ender Eye or something (theoretically) is that possible?
Yep.

It's very flexible. You can remove recipes, make new recipes for existing blocks, add new recipes for those that don't have a recipe. Even has mod support, so you can add recipes for things such as BC laser tables.
 

Pyure

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I had no idea. I love the idea of extremely-expensive alternatives to recipes that require something otherwise hard to get for a given start, and now I can do that.
 
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MigukNamja

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Jul 29, 2019
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@Jadedcat uses it extensively in MF2, mainly to remove early-game recipes and then to make sure other mods which use those items as ingredients can still craft using alternative (more difficult) versions.

One thing I don't think Minetweaker can do (yet) though, is affect Infusion Altar recipes.
 

Yusunoha

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@Jadedcat uses it extensively in MF2, mainly to remove early-game recipes and then to make sure other mods which use those items as ingredients can still craft using alternative (more difficult) versions.

One thing I don't think Minetweaker can do (yet) though, is affect Infusion Altar recipes.

that's what I was wondering aswell, if you'd be able to change recipes from mods done through the mod's own crafting system.
 

MigukNamja

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I'm assuming TC4 has an Infusion Alter API since [TT] has Infusion Altar recipes. It may simply be the Minetweaker mod author hadn't had time to get around to TC4 yet. He/she may have to change his/her API to handle the TC4-specific stuff like Essentia requirements and Infusion risk/danger/failure rate.
 

Aladins Justsayian

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Jul 29, 2019
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I am not able to make any recipes with Minetweaker. I tried to add a recipe for the Forbidden Magic Shards, using the shard essence from Magic Crops, but it never works. :\ Don't know what I'm doing wrong.