Modded UHC tournament

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Should there be a Modded Ultra Hardcore?


  • Total voters
    105

keybounce

New Member
Jul 29, 2019
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Anything that adds dimensions is probably a bad idea for a UHC tournament. The goal is to get people together, not farther apart.

Any mod in that list that is late game stuff -- I'm assuming big reactors as a high-end power source will fit that -- will never be developed. Equally, stuff that is about making a base look prettier ... I don't see that being a thing either. Remember, UHC is fundamentally about the kill.

If you want to look into something to add for modded UHC, how about adding prayers? If you don't kill someone, they'll get away and recover. The "minor nicking to death" that normally features in Minecrack UHC goes away -- you can't count on the caving damage that people will have taken, and people will risk the nether for potions and extra healing in combat.

Blood Magic ... Seriously? How are you going to heal the damage you take just making a level one altar / any stones or tools?

Sync ... WTF?!?? So, if you kill someone, they disappear back to their base, and you actually have to find/hunt down their base to get rid of them for good ...
 

Mevansuto

New Member
Jul 29, 2019
1,739
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Anything that adds dimensions is probably a bad idea for a UHC tournament. The goal is to get people together, not farther apart.

Any mod in that list that is late game stuff -- I'm assuming big reactors as a high-end power source will fit that -- will never be developed. Equally, stuff that is about making a base look prettier ... I don't see that being a thing either. Remember, UHC is fundamentally about the kill.

If you want to look into something to add for modded UHC, how about adding prayers? If you don't kill someone, they'll get away and recover. The "minor nicking to death" that normally features in Minecrack UHC goes away -- you can't count on the caving damage that people will have taken, and people will risk the nether for potions and extra healing in combat.

Blood Magic ... Seriously? How are you going to heal the damage you take just making a level one altar / any stones or tools?

Sync ... WTF?!?? So, if you kill someone, they disappear back to their base, and you actually have to find/hunt down their base to get rid of them for good ...

I've had a look at what you've said. I removed all aesthetics mods. Added Prayers. Removed Twilight Forest, to minimise number of dimensions, but I'm keeping Galacticraft as space battles sound too cool to leave out. I'm keeping Blood Magic in the hopes someone is stupid enough to try it. As for end-game stuff and Sync, we've decided we want to prolong the game as much as possible and if the game is prolonged they're going to need bigger stuff to build. I have remove BR though as it had some overlap we didn't need. I'm tempted to remove TE as I want people to try other mods. I completely forgot better mobs mods. I'm adding Mo' Creatures, Zombie Awareness, Special Mobs, Lava Monsters and Grimoire of Gaia 2. Also the Weather mod and Unlit Torches and Lanterns.

The pack as it stands:
  1. Advanced Terrain Generation
  2. Applied Energistics
  3. ARCHIMEDES' SHIPS
  4. ArmorStatus HUD
  5. Ars Magica 2
  6. Atomic Science
  7. Better Storage
  8. Biomes O' Plenty
  9. Blood Magic
  10. Damage Indicators
  11. DartCraft
  12. Ender Storage
  13. EnderIO
  14. Engineers Toolbox
  15. Enhanced Portals
  16. EVOC
  17. Extra Cells
  18. Extra Utilities
  19. Flat Signs
  20. ForgeIRC
  21. Galacticraft Planets
  22. Galaticraft
  23. Gascraft
  24. Grimoire of Gaia 2
  25. Hardcore Ender Expansion
  26. Hat Stand
  27. Hats
  28. Highlands
  29. ICBM
  30. Infernal Mobs
  31. Infinity Bows
  32. Inventory Tweaks
  33. Jabba
  34. Lava Monsters
  35. Mariculture
  36. Mekanism
  37. MFFS
  38. Minefactory Reloaded
  39. Mo' Creatures
  40. Modular Power Suit
  41. Modular Power Suits Addons
  42. Natura
  43. NEI
  44. NEI Addons
  45. NEI Plugins
  46. Nether Ores
  47. Not Enough Keys
  48. ObsidiPlates
  49. Open Components
  50. Open Computers
  51. OpenBlocks
  52. Pam's Clay Spawn
  53. Portal Gun
  54. Project:Red
  55. Redstone Arsenal
  56. Remote IO
  57. Resonant Induction
  58. Revamp
  59. ServerTools
  60. SortFix
  61. Special Mobs
  62. Steve's Factory Manager
  63. Sync
  64. Thaumcraft 4
  65. Thaumic Tinkerer
  66. Thaumic Tinkerer - KAMI
  67. Thermal Expansion
  68. Tinkers' Construct
  69. Tinkers' Mechworks
  70. Translocators
  71. UNDERGROUND BIOMES
  72. Unlit Torches and Lanterns
  73. W.A.I.L.A
  74. Weather
  75. Witchery
  76. WRCBE
  77. Xenos' Reliquary
  78. Zombie Awareness
 

BreezyTaco

New Member
Jul 29, 2019
252
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0
Any mod in that list that is late game stuff -- I'm assuming big reactors as a high-end power source will fit that -- will never be developed. Equally, stuff that is about making a base look prettier ... I don't see that being a thing either. Remember, UHC is fundamentally about the kill.
Big reactors can actually be achieved pretty early game, just yellorite, iron, coal, some redstone, and a diamond can get you one. They could be a good way to fill up an energy cell to carry around as portable power
 

Mevansuto

New Member
Jul 29, 2019
1,739
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Looks like a decent mod list, so I assume ATLauncher didn't accept the old one since you made this?

It's complicated what happened with ATLauncher, best not go into it.

Big Reactors or Atomic Science?
Bring back Twilight Forest?
 
Last edited:

keybounce

New Member
Jul 29, 2019
1,925
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I'm keeping Blood Magic in the hopes someone is stupid enough to try it. As for end-game stuff and Sync, we've decided we want to prolong the game as much as possible and if the game is prolonged they're going to need bigger stuff to build.

Prediction: Someone with a massive build of sync shells, and either some source of RF (if you have it), or pet dogs (better treadmill producers than pigs, apparently), will have so many life points available from repeated sync shells that they will get up to the level 3 altars. I think it was level two that you could make a mob farm to feed your altar.

This pack becomes all about your ability to hide, long enough, to get a mob farm going. In particular, if you can tame a spawner, you "win".

Equally, you are actually encouraging nether migration. If I can migrate to the nether, with a portal near 0,0, and "Trap" it such that it is almost impossible for someone else to enter the nether, then my chance of being detected is very, very low. A pack of dogs with me, and resources -- and note that you have nether ores, so I'll get more -- oh, bleep -- you have tinkerer's construct, so all the netherrack is tool material -- why not turn this into a race for "who can enter the nether first, and manage to survive"?

MFR lets you make mob spawners. So I can make a zombie spawner while hidden in the nether, and between sync shells, spawners, and blood magic, I get really powerful, while no one can find me (and a good trap on a nether portal should prevent most people from entering the nether to try to track me). I dictate when the battle occurs. Etc.

Is this the type of battle you want to encourage? I think not.
 

Mevansuto

New Member
Jul 29, 2019
1,739
1
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Prediction: Someone with a massive build of sync shells, and either some source of RF (if you have it), or pet dogs (better treadmill producers than pigs, apparently), will have so many life points available from repeated sync shells that they will get up to the level 3 altars. I think it was level two that you could make a mob farm to feed your altar.

This pack becomes all about your ability to hide, long enough, to get a mob farm going. In particular, if you can tame a spawner, you "win".

Equally, you are actually encouraging nether migration. If I can migrate to the nether, with a portal near 0,0, and "Trap" it such that it is almost impossible for someone else to enter the nether, then my chance of being detected is very, very low. A pack of dogs with me, and resources -- and note that you have nether ores, so I'll get more -- oh, bleep -- you have tinkerer's construct, so all the netherrack is tool material -- why not turn this into a race for "who can enter the nether first, and manage to survive"?

MFR lets you make mob spawners. So I can make a zombie spawner while hidden in the nether, and between sync shells, spawners, and blood magic, I get really powerful, while no one can find me (and a good trap on a nether portal should prevent most people from entering the nether to try to track me). I dictate when the battle occurs. Etc.

Is this the type of battle you want to encourage? I think not.

Point proven. Sync shall be removed, but now I see no need to remove BM so it'll stay. Not sure how to solve nether migration though.
 

Eadorimthryth

New Member
Jul 29, 2019
142
0
0
Anything that adds dimensions is probably a bad idea for a UHC tournament. The goal is to get people together, not farther apart.

Any mod in that list that is late game stuff -- I'm assuming big reactors as a high-end power source will fit that -- will never be developed. Equally, stuff that is about making a base look prettier ... I don't see that being a thing either. Remember, UHC is fundamentally about the kill.

If you want to look into something to add for modded UHC, how about adding prayers? If you don't kill someone, they'll get away and recover. The "minor nicking to death" that normally features in Minecrack UHC goes away -- you can't count on the caving damage that people will have taken, and people will risk the nether for potions and extra healing in combat.

Blood Magic ... Seriously? How are you going to heal the damage you take just making a level one altar / any stones or tools?

Sync ... WTF?!?? So, if you kill someone, they disappear back to their base, and you actually have to find/hunt down their base to get rid of them for good ...
for spawn and stuff and maybe prison i would like to be able to use chisel, since it has a looooooot of blocks to make stuff look nice/cool/awesome. Also, but beside the point, i would like to make a modded parkour map with the mods, (but the MUHC has of course a higher priority) and thsi should be accounted with (but i want to say it and if someone objects it is easier for me to know now than later).
And when the players die it is safer to sent them to another dimension and make a nice prison there, with stuff to kill the time idk.
But with your other points i agree, and you have valid points.[DOUBLEPOST=1394878415][/DOUBLEPOST]
Prediction: Someone with a massive build of sync shells, and either some source of RF (if you have it), or pet dogs (better treadmill producers than pigs, apparently), will have so many life points available from repeated sync shells that they will get up to the level 3 altars. I think it was level two that you could make a mob farm to feed your altar.

This pack becomes all about your ability to hide, long enough, to get a mob farm going. In particular, if you can tame a spawner, you "win".

Equally, you are actually encouraging nether migration. If I can migrate to the nether, with a portal near 0,0, and "Trap" it such that it is almost impossible for someone else to enter the nether, then my chance of being detected is very, very low. A pack of dogs with me, and resources -- and note that you have nether ores, so I'll get more -- oh, bleep -- you have tinkerer's construct, so all the netherrack is tool material -- why not turn this into a race for "who can enter the nether first, and manage to survive"?

MFR lets you make mob spawners. So I can make a zombie spawner while hidden in the nether, and between sync shells, spawners, and blood magic, I get really powerful, while no one can find me (and a good trap on a nether portal should prevent most people from entering the nether to try to track me). I dictate when the battle occurs. Etc.

Is this the type of battle you want to encourage? I think not.
can't we nerf all the spawners?
 

Mevansuto

New Member
Jul 29, 2019
1,739
1
0
I believe the addition of these mods should make waiting in the nether too difficult.

AOBD

WeeeFlowers

Harvestcraft

Hunger Overhaul

Thaumcraft Mob Aspects

Iguana Tweaks

Deadly World

Utility Mobs[DOUBLEPOST=1394879133][/DOUBLEPOST]
for spawn and stuff and maybe prison i would like to be able to use chisel, since it has a looooooot of blocks to make stuff look nice/cool/awesome. Also, but beside the point, i would like to make a modded parkour map with the mods, (but the MUHC has of course a higher priority) and thsi should be accounted with (but i want to say it and if someone objects it is easier for me to know now than later).
And when the players die it is safer to sent them to another dimension and make a nice prison there, with stuff to kill the time idk.
But with your other points i agree, and you have valid points.[DOUBLEPOST=1394878415][/DOUBLEPOST]
can't we nerf all the spawners?

The aesthetics mods I removed, were Bibliocraft, Carpenter's Blocks and Chisel, would you like these back?
 

keybounce

New Member
Jul 29, 2019
1,925
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0
Hunger overhaul? That makes plain survival too hard. (Magic farm experience here, and that actually has HO turned down from a 4x factor to a 2x factor on crop growth).

The rest of those new mods I don't know well enough to comment.

===

One thing that I missed on my first "hide in the nether" idea: You have natura in there. Vanilla's nether is easy to hide out in, and you can dig down below the lava zone; solid netherrack, and netherores gives you resources.

Natura changes the nether to the point that there's much less netherrack, it tends to be within the lava area, and there's more ... "painful" stuff in the nether. But, it also gives you wood in the nether ...
 

Mevansuto

New Member
Jul 29, 2019
1,739
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Hunger overhaul? That makes plain survival too hard. (Magic farm experience here, and that actually has HO turned down from a 4x factor to a 2x factor on crop growth).

The rest of those new mods I don't know well enough to comment.

===

One thing that I missed on my first "hide in the nether" idea: You have natura in there. Vanilla's nether is easy to hide out in, and you can dig down below the lava zone; solid netherrack, and netherores gives you resources.

Natura changes the nether to the point that there's much less netherrack, it tends to be within the lava area, and there's more ... "painful" stuff in the nether. But, it also gives you wood in the nether ...

Hunger Overhaul has extremely modular configs. I won't use it to affect crop growth (might actually speed it up). Most of the really hard features maybe disabled, but at least people will need a stable source of food.

Do you consider Natura a good or bad addition?
 

keybounce

New Member
Jul 29, 2019
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I'm not familiar enough with Natura. I have not seen it alone.

What I think I see as being "natura" and not something else:
1. Berry bushes. No effect on UHC.
2. Nastier nether. Not as safe a hiding place in UHC.

Truth is, I don't know what things I've seen come from Natura, Pam's harvestcraft, Hostile worlds, Tinkers' Construct, etc.
 

Mevansuto

New Member
Jul 29, 2019
1,739
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Alright, I made a working version of the pack. However its missing in Calclavia's mods due to a crash. This is a problem as a large part of the PvP was based around the Cal's mods. Another problem is that the pack currently is 150 mods big, and I intend to add more when I can use Cal's mods. This number should be smaller. Should I remove some of the dungeon mods? Biome mods? Other dimensions?

The pack as it stands:
  1. Advanced Genetics

  2. Advanced Terrain Generation

  3. AOBD

  4. Applied Energistics

  5. ARCHIMEDES' SHIPS

  6. ArmorStatus HUD

  7. Ars Magica 2

  8. Atomic Science

  9. Balkon’s Weapon Mod

  10. Better Storage

  11. Bibliocraft

  12. Bibliowoods - Biomes O Plenty

  13. Bibliowoods - Highlands

  14. Bibliowoods - Natura

  15. Big Reactors

  16. Biomes O' Plenty

  17. Blood Magic

  18. Carpenter’s Blocks

  19. Chisel

  20. Damage Indicators

  21. DartCraft

  22. Deadly World

  23. Dungeon Pack

  24. Ender Storage

  25. EnderIO

  26. Engineers Toolbox

  27. Enhanced Portals

  28. EVOC

  29. Extra Cells

  30. Extra Utilities

  31. Flat Signs

  32. ForgeIRC

  33. Galaticraft

  34. Gascraft

  35. Hardcore Ender Expansion

  36. Harvestcraft

  37. Hat Stand

  38. Hats

  39. Highlands

  40. ICBM

  41. Infernal Mobs

  42. Infinity Bows

  43. Inventory Tweaks

  44. Jabba

  45. Journey Map

  46. Lava Monsters

  47. Magical Crops

  48. Mariculture

  49. Mekanism

  50. MFFS

  51. Minefactory Reloaded

  52. Modular Power Suit

  53. Modular Power Suits Addons

  54. Natura

  55. NEI

  56. NEI Addons

  57. NEI Plugins

  58. Nether Ores

  59. Not Enough Keys

  60. Not Enough Keys

  61. ObsidiPlates

  62. Open Components

  63. Open Computers

  64. OpenBlocks

  65. Pam's Clay Spawn

  66. Portal Gun

  67. Project:Red

  68. Railcraft

  69. Railcraft Dusts

  70. Redstone Arsenal

  71. Remote IO

  72. Resonant Induction

  73. Roguelike Dungeons

  74. ServerTools

  75. SortFix

  76. Special Mobs

  77. Steve's Factory Manager

  78. Thaumcraft 4

  79. Thaumcraft Mob Aspects

  80. Thaumic Reliquary

  81. Thaumic Tinkerer

  82. Thaumic Tinkerer - KAMI

  83. Thermal Expansion

  84. Tinkers' Construct

  85. Tinkers' Mechworks

  86. Translocators

  87. Twilight Forest

  88. Utility Mobs

  89. W.A.I.L.A

  90. Weather

  91. Witchery

  92. WRCBE

  93. Xenos' Reliquary

  94. Zombie Awareness
 

lenscas

Over-Achiever
Jul 31, 2013
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Applied Energistics, hats and hats stand don't make a lot of sense for me.
 

keybounce

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Jul 29, 2019
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Isn't AE about using power to store stuff in small spaces?

I mean, it would let you easily move all the stuff you got in caving in one area to another area; it means that you don't have to throw anything out when you are done caving in an area.

I always thought that the question of "what to keep, what to toss" was a big factor in solo UHC, less so in team UHC.
 
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Shazam08

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Jul 29, 2019
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94. Zombie Awareness

After reading into that one a bit, it seems evil and maybe a bit too hardcore for UHC. For one, all hostile mobs have an unlimited path finding radius. As in, they will never stop chasing you. EVER.

Let that sink in.

On top of that, players below 6 hearts drop blood every 30 seconds, which by default will attract all hostile mobs in a 64 block radius.

I will say that the idea of mobs being attracted to a large amount of arrows being fired (for example, a battle) seems cool, as does the "trail of blood" that could allow for tracking a wounded player. Perhaps if you really toned down this mod in the configs, it would work.
 

keybounce

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Jul 29, 2019
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Unlimited pathfinding?

Well, you can always run away, and let the monsters die with distance/time, or put up fences, etc.
The bigger issue is that unlimited pathfinding, without "can you even be sure that there is a path", can quickly turn into a CPU/memory nightmare on the server.

As for "Attract all mobs in range", that's not necessarily a bad thing. It does mean that if you can do a good scratch to someone, and that person does not have backup prayers or other healing options handy, they are in serious trouble / have to wall off. So the whole issue of "The fights will go on forever because someone can disengage, heal, and recover/return" is less of a problem -- since both players have to worry about mutual damage below 6 (Q: Is that 6 hearts, or 6 health? 6 hearts -- you start bleeding at 45% damage taken -- is fairly early/quick), both players have a desire to break off. If anything, arrow sniping / traps become a better option than normal -- bow against a sword, with distance between them, goes to the bow wielder.

===

Wait, GasCraft? Isn't that the mod that just makes mining more dangerous, with gas pockets that can explode from torches, and no real benefits from the gases themselves?
 

Shazam08

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Jul 29, 2019
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Well, you can always run away, and let the monsters die with distance/time, or put up fences, etc.
The bigger issue is that unlimited pathfinding, without "can you even be sure that there is a path", can quickly turn into a CPU/memory nightmare on the server.

The thing is, UHC shouldn't be a game about running away from mobs. Well... maybe werewolves or something crazy, but a horde of boring old zombies?

How lame would it be, after adding loads of ways to diversify PvP, if someone died to a zombie? People want to see interesting kills in a UHC, not ones they've seen a million times before.

As for the CPU thing, good point. It would really come into play when you have more people

(Q: Is that 6 hearts, or 6 health? 6 hearts -- you start bleeding at 45% damage taken -- is fairly early/quick)

6 hearts, which would mean they bleed at below 60% of their maximum health.
 

keybounce

New Member
Jul 29, 2019
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Agreed; UHC should be about dying to players, or dying to blazes/ghasts while trying to power up.

With mobs like that, it seems to be a case of "How to mine safely, so that the mobs can't bother you". That's more-or-less how I mine normally.

But I don't do it to the zero damage level that this needs. I've been known to take 9.5 hearts while recording.

If taking damage means normal mobs will charge you and kill you, then damage becomes unsustainable unless you can recover/repair. Prayers gives you about 3-4 hearts back per day, but only one heart "now".

I suspect this would drive people to dog packs, and a few cats. That becomes a big winning strategy -- a few cats keep the creepers out, the dogs protect you from normal mobs. Lava/cliffs become the big damage for your herd. We'll see people fishing -- boring, but the only way to maintain/increase your cat heard (cat herd ... herding cats was just on Mythbusters ...), and raw meat is plentiful.

And, if I've got a dog herd, and I can sight you, then being able to land an arrow on you to activate my herd is crucial -- so we are back to bows and barks.

I'm imagining atoms with giant electron clouds trying to clobber each other, and it's all about the clouds interacting with each other.

===

I know I mentioned COG for generating veins in the past (about 2 pages back). Good/bad/desired/not?