Modded CTM maps

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yep! say do you know how to duplicate a chest filled with items?
Dartcraft? Force-wrenching them and via creative placing down a bunch, that might work. That's the first thing coming to my mind.
Another thing that works would be mcedit (maybe even worldedit), but I have no idea how this works.
 
Dartcraft? Force-wrenching them and via creative placing down a bunch, that might work. That's the first thing coming to my mind.
Another thing that works would be mcedit (maybe even worldedit), but I have no idea how this works.
yeah i decided to install that the other day, but it won't be a requirement mod
 
yeah i decided to install that the other day, but it won't be a requirement mod
I distinctly remember having to duplicate via ctrl-click picked up chests to place down multiples. Something about how dartcraft does things making the item get used up in creative mode. That may have been fixed, though.
 
I distinctly remember having to duplicate via ctrl-click picked up chests to place down multiples. Something about how dartcraft does things making the item get used up in creative mode. That may have been fixed, though.
i just use the ol save inventory duplication trick
 
I've done some tests with various mods in CTM maps. Namely, tinkers construct, primative mobs, thaumcraft, and portalgun. Here are my findings:
PortalGun:
  • Rules
    • Start out with a portalgun and a pair of long fall boots.
    • when you die, you can give yourself a fresh portal gun and boots.
    • When you die, you must reset your portals immediately.
    • You cannot have more than one portal gun/long fall boot combo.
    • (optional) you must bring back the entire wool chest to the monument, not just a wool. (iron chests helps with placing the chests on the monument.)
  • Observations
    • It is a lot of fun to hop around with a portalgun in one of these maps.
    • The maps are also made really easy with a portalgun.
    • This pairing is one of the few cases when you actually get to use the full potential of a portalgun.
Primative Mobs:
  • Observations
    • Not much changed, just a few neat new mobs.
    • A few of the drops make it easier to progress, but it is not too game-breaking.
    • Festive creepers suck.
Tinkers Construct:
  • Observations:
    • Not much changed in the maps, just more variance in tools.
    • Knapsack helps transfer goods and is just another inventory within your inventory.
    • No guarantees on being able to build a smeltery. In Lengendary, your main bottleneck is gravel.
    • low-tier tools don't break much at all, although the longsword makes a great travelling tool.
Thaumcraft 1:
  • Rules
    • An altar is placed at spawn.
    • A totem is placed at each wool.
    • One of each crystal type is given to you at start.
  • Observations
    • Thaumcraft weapons are overpowered.
    • Boots of the meteor are amazing and fun.
    • Teleportation also helps a lot for travelling from your main base to an away base. So much.
    • Portable Holes can break things.
Thaumcraft 2:
  • Rules
    • One of each crystal cluster and a self-repairing crystalline bell is given to you at start.
    • Additional clusters are found at each flag.
    • Choose a dark, spooky place or a light, cheerful place and nuke it with taint, as well as place some tainted villagers in the taint zone to help spread it along.
  • Observations
    • TC2 seals are OP. Place a long-range offensive seal and it nukes everything.
    • Research is hard. Really. You mainly rely on researching valuables you find along the way and angry zombies.
    • Sword of the Zephyr is game-breaking on these maps. As well as flight in general.
    • See observations on TC1
Thaumcraft 3:
  • Rules
    • Retrogen ores. All of them.
    • Place silverwood trees in dungeons and greatwood trees wherever forests are. If there are no forests, include a stack of saplings whereever you normally get a sapling from.
    • Start with a thaumonomicon (optionally)cheat sheet, a scribing tools, and a wand of the apprentice.
  • Observations
    • The sword of the Zephyr kills dungeons. It tears through hordes and stops mobs from even touching you.
    • Iron golems are a formidable fighting force, especially when you have a lot of them.
    • The wand of fire destroys hordes like you wouldn't believe.
    • thaumostatic harness sort of kills the game when you get it.
    • If thaumic tinkerer is installed with it, the nitor gas thing also kills the game a bit.
Thaumcraft 4:
  • Rules
    • See thaumcraft 3 rule 1 and 2.
    • Start with a thaumometer, a thaumonomicon, scribing tools, and an iron capped wooden wand.
  • Observations
    • Still in testing. Playing it on Spellbound caves.

Your portalgun ruleset inspired my next let's play