My Modpack Idea (Changes to ore gen related gameplay)

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xXSpawnXx

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So I've been relatively bored, without motivation to play modded, bored of vannila survival and finding vannila minigame servers having bitchy communitys, I was thinking of how I could put a twist on eighter a vannila, or modded survival. I thought of doing the UHC thing of No-Regen, but meh. So, I kept thinking... I was now thinking pretty much only modded. I was thinking of how I could limit myself somehow, maybe force me to use mods I never used before, and then I had an idea.

What if I made a whole new pack, with no ore generation, not even vannila, and you had to use alternate methods to get ores, aswell as other things. For example, after quickly thinking, I think I'd have HQM for some quests, guiding you through the start to tell you what to do, and have you get bees somehow. You'd slowly get on, and see yourself needing more resources. That's when you learn the power of chemistry with MineChem. There might be a few couple more through, but the last one which I think would be really satisfying/fun is MystCraft Liquid <X Ore> Ages.

Now, I have no problem setting up a modpack, tweaking the configs, making the HQM quests, maybe write MineTweaker scripts for it, but my problem is distribution. When this came to mind, I decided I'd try atleast build it up, but if I manage, I wouldn't know where to put it. Technic Platform, not only has its terrible history, as it's really hard to get your pack known. So... I was wondering about a good platform to use. Along with everyone's opinion, of course.
 
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xXSpawnXx

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Didn't someone post THIS SAME EXACT IDEA HERE ON THESE FORUMS?
Hm? I have never seen that... oops. This is my original idea anyways, I did not copy it. I have had this concept in mind for a while now too, just not as massively changed.
 

RealSketch

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Hm? I have never seen that... oops. This is my original idea anyways, I did not copy it. I have had this concept in mind for a while now too, just not as massively changed.
If I were you, I'd actually make the modpack before showing the idea. That way you'll get so much more appreciation! :)
 

xXSpawnXx

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If I were you, I'd actually make the modpack before showing the idea. That way you'll get so much more appreciation! :)
I'd totally have done that, but I wanted the community's opinion.
title grammar. also, there is a thread already. (still a interesting idea tho)
Yeah I know I was having trouble writing it well I couldn't find a way of explaining myself :/
Well, I didn't know, but now that I have seen it, it's not like that I want it. I want it a little more in-depth, probably not even with ExNihilo. My concept isn't about ore gen being disabled, it's about other ways of getting ores. Ore Gen being disabled is just a small tweak so you have to mess around with the other ways.
Alright, thanks. I couldn't find it when the first person replied to this.
 

xXSpawnXx

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I'm going to start project this pack better, I've been thinking of how I'd want some things to run.
Am I the one that feels that oceans of molten metals is probably one of the most creative, fun and satisfying ways of getting ores?
And with that, I've decided my mind on some major gameplay features. The pack will feature
Quests (HQM)
Tweaked Recipes (MineTweaker)
Strict beggining that will branch out, (?) quests will branch off too to follow each path (?)
 

xXSpawnXx

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Also, as for distribution...

Look at the forums you're on. I hear we have the ability for the public to distribute modpacks....
I am very aware. But I am also aware that not all packs pass, and I'm not certain what makes them pass, or not.
 

buggirlexpres

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I am very aware. But I am also aware that not all packs pass, and I'm not certain what makes them pass, or not.
What makes them pass is whether they have permissions to use the mods in the pack or not. F'rinstance, if you wanted to include,say Xycraft (outdated example, I know), you'd have to look at it's permissions for modpacks. Most mods let you use them without any requirement, or maybe a link to the OP,but some, like Xycraft, don't let you use them without permission. If you tried to submit a pack with Xycraft without Soaryn's permission, your pack would get rejected, because you're not legally allowed to include the mod in the pack.
Back at the beginning of modpacks, Technic got in a lot of trouble because they included mods without creator's permission. In fact, they refused to remove mods from the packs, even when asked by the mod creators. Eventually, Sengir ended up making Forestry crash if it was being run on the Technic launcher, in order to get it off of the Technic pack. Then FTB came along, and started creating maps and packs that not only were equivalent to Tekkit and Technic, but also had permissions from all the mod creators.
These days, almost all launchers require you have permissions before they let you distribute your pack on their launcher. Technic is still a little lax on it, but otherwise you'll need permissions from the creators of all the mods. A good way to check if you have permission, without even going to the mod's thread, is the Mod Permissions Spreadsheet, created by people here at FTB.
 
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RealSketch

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What makes them pass is whether they have permissions to use the mods in the pack or not. F'rinstance, if you wanted to include,say Xycraft (outdated example, I know), you'd have to look at it's permissions for modpacks. Most mods let you use them without any requirement, or maybe a link to the OP,but some, like Xycraft, don't let you use them without permission. If you tried to submit a pack with Xycraft without Soaryn's permission, your pack would get rejected, because you're not legally allowed to include the mod in the pack.
Back at the beginning of modpacks, Technic got in a lot of trouble because they included mods without creator's permission. In fact, they refused to remove mods from the packs, even when asked by the mod creators. Eventually, Sengir ended up making Forestry crash if it was being run on the Technic launcher, in order to get it off of the Technic pack. Then FTB came along, and started creating maps and packs that not only were equivalent to Tekkit and Technic, but also had permissions from all the mod creators.
These days, almost all launchers require you have permissions before they let you distribute your pack on their launcher. Technic is still a little lax on it, but otherwise you'll need permissions from the creators of all the mods. A good way to check if you have permission, without even going to the mod's thread, is the Mod Permissions Spreadsheet, created by people here at FTB.
RedPower 2 is included in that spreadsheet, may I ask what version this is for?
 

xXSpawnXx

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What makes them pass is whether they have permissions to use the mods in the pack or not. F'rinstance, if you wanted to include,say Xycraft (outdated example, I know), you'd have to look at it's permissions for modpacks. Most mods let you use them without any requirement, or maybe a link to the OP,but some, like Xycraft, don't let you use them without permission. If you tried to submit a pack with Xycraft without Soaryn's permission, your pack would get rejected, because you're not legally allowed to include the mod in the pack.
Back at the beginning of modpacks, Technic got in a lot of trouble because they included mods without creator's permission. In fact, they refused to remove mods from the packs, even when asked by the mod creators. Eventually, Sengir ended up making Forestry crash if it was being run on the Technic launcher, in order to get it off of the Technic pack. Then FTB came along, and started creating maps and packs that not only were equivalent to Tekkit and Technic, but also had permissions from all the mod creators.
These days, almost all launchers require you have permissions before they let you distribute your pack on their launcher. Technic is still a little lax on it, but otherwise you'll need permissions from the creators of all the mods. A good way to check if you have permission, without even going to the mod's thread, is the Mod Permissions Spreadsheet, created by people here at FTB.
Well I know that was one of the requirements, I was just wondering if there were any other, and I know about the Technic Drama.
Thanks for linking that Mod Permissions Spreadsheet though, din't know about it, will surely be useful!
 

buggirlexpres

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RedPower 2 is included in that spreadsheet, may I ask what version this is for?
All versions, I assume. The permissions, even when changed, generally apply to all versions of the mod. The hard part about Redpower is that Eloraam requires you get permissions from her, which is a little difficult considering she disappeared.
 
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buggirlexpres

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So, I'm guessing the modpack will be for 1.4.5...nice, old but very unique! :)
Oh I see- The spreadsheet doesn't apply to just one MC version, just so you know. It has mods on there from as old as 1.2.5 to 1.7.2- it's not exclusive to one edition of MC. This spreadsheet is designed to apply to all mods used by FTB (and ones popularly used in Private Packs), not just one pack
 
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RealSketch

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Oh I see- The spreadsheet doesn't apply to just one MC version, just so you know. It has mods on there from as old as 1.2.5 to 1.7.2- it's not exclusive to one edition of MC. This spreadsheet is designed to apply to all mods used by FTB (and ones popularly used in Private Packs), not just one pack
Oh, I see! :p :)
 
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