New Modpack Idea: Famine

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Golrith

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This has been on my mind for a while, after seeing a lot of comments like:

"After running a quarry once or twice, I don't need any more resources"
"My <insert storage system> is full of resource <x>, there's nothing I need to do with it"
"It only costs <x> of a <"rare" resource>, make a stack"

Plus, there's no real need for ore doubling, farms, etc, etc with normal world generation/minecraft game rules.

I thought to myself, how about a tech/magi-tech pack that is designed around the idea of resource scarcity? My initial ideal was to turn all smelting of ores/dusts into nuggets instead of ingots, giving a global x9 resource cost to all mods. This didn't work too well in attempted implementation.

Luckily, mekanism now offers a 5x ore processing system, so reducing ore generation drastically is an option, and there is a system you can then build that can get around it, if you can build it.
Combined with some other mods, would make survival more of "a thing" and force you to be really careful with your resources. Crafting the wrong item would be painful. Losing your inventory to lava even more so.
Finding ingots in dungeon loot would be a big boost, instead of "meh, more iron ingots".

These changes would slow down the game start, some people would hate that, others love it.

Below are my ideas being implemented. I'd appreciate any ideas, flaws, loopholes, mod suggestions, etc even if you are not interested in the pack idea itself. There's so much on offer with mods, as much experienced input as possible ensures nothing gets missed.

Hunger Overhaul
This is included (tweaked to be less "evil"), to give hunger+food more meaning

Iguana Tweaks for Tinkers Construct
I like the idea that the Tinkers system is the main source for tools, with a progression type system (tweaked). Tinkers Construct will be your first "technology" system to build to get you out of the caveman era.

FatherToasts Mob Properties
Attempting to randomise stats of mobs, give zombies more access to gear (hopefully overriding the spam of Mekanism equipment on mobs), plus more importantly, expanded loot drops. Mob farms might be a useful source of metals.

Custom World Generation
Thanks to COFH World. 4x less ores (2x less for ores that can't be processed through the 5x system), but slight bonus in ores in mountainous terrain. Diamonds may not always be at the bottom of the world...
Gives more value to oreberry bushes as a result.

Adjusted Tech Trees
Thanks to minetweaker, change various recipes to move "tech tree progression". Biggest change is anything that looks like it needs a "circuit" has to be crafted using a laser assembly table (or a forestry fabricator - if available in minetweaker). Other changes include Enderium Ingots for Ender Tanks/Chests, Reduced wood from logs, reduced torches from coal/charcoal, spreading unique mod resources into other mods recipes (share and share alike).

MFR only Chunkloading
Could be good for a twist. Only chunkloading option that's tech based and needing a good source of power

Zombie Awareness
Fear the night....

EnviroMine
Not only does it add 4 more stats to manage, but it also introduces some Physics to Minecraft. Now you need to be careful how you mine & build.


List of mods
Simple listing of the mods in the pack: https://dl.dropboxusercontent.com/u/46396473/mods.txt


Gameplay progression (in a nutshell):
1) Start out finding base materials to make wood/bone/flint tools, a Smeltery, and get a food source growing. At this stage raiding villages and dungeons would be a big boost (bit like the magic farm start).
2) Progress through the tool material progression system, building basic machines as you go to maximise efficiency.
3) Start of Automation and advanced ore processing.
4) Work towards "end game" goals, such as a 5x ore processing, stargate system, build a spaceship, be a KAMI thaumcraft master, etc.

Known Problems
HungerOverhauls option to slow down tree growth doesn't appear to work. I'd like for Deforestation to be part of the game play. While you can have tree farms, you can't rely on them for a steady high volume income of wood (so charcoal is less of an option).

I'd love an option to add Finite Water. My google fu is weak in finding a mod.


If you've read all the above, thanks for your time!
 
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Zenthon_127

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This may sound silly for a difficulty-based pack, but I think Enviromine might be a bit overkill. It makes caving and construction quite annoying (in a modpack where the former is needed), makes the Nether nigh-unbearable (in a pack where the Nether is needed for basically everything) and in general is just a pain. I mean, I'm all for this kind of modpack but Enviromine, even in base vanilla, is absolute brutality.

Other than that this modpack is amazing.
 

spendabuck

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This is a great idea! May I suggest the More Health Forge mod so you start out with a small amount of hearts (maybe 3 or 5) and as you progress you can earn more hearts? Normally you get another heart every time you get 5 more XP, but you could change it to where it could be every 10 or 20 XP. You could even disable that feature so you'd have to raid dungeons & villages to collect more hearts.

This may sound silly for a difficulty-based pack, but I think Enviromine might be a bit overkill. It makes caving and construction quite annoying (in a modpack where the former is needed), makes the Nether nigh-unbearable (in a pack where the Nether is needed for basically everything) and in general is just a pain. I mean, I'm all for this kind of modpack but Enviromine, even in base vanilla, is absolute brutality.

Other than that this modpack is amazing.

I honestly think that EnviroMine would be very good in this modpack; I haven't come across it in any other modpack so far.

P.S: If you want the full experience with Hunger Overhaul, I would suggest including HarvestCraft.
 
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Golrith

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This may sound silly for a difficulty-based pack, but I think Enviromine might be a bit overkill. It makes caving and construction quite annoying (in a modpack where the former is needed), makes the Nether nigh-unbearable (in a pack where the Nether is needed for basically everything) and in general is just a pain. I mean, I'm all for this kind of modpack but Enviromine, even in base vanilla, is absolute brutality.

Other than that this modpack is amazing.
I'm trying to find out if it's possible to tweak the settings so the world is a big more "rigid/solid". I think default is 3 blocks before things fall, I'd like to boost that to 5. I have noticed trying to do a floor is a bit of a pain, especially if you then break one block to run a pipe, the whole floor could fall.

What I'm finding with these "realism" mods is that I actually want something between what the mod offers as default, and vanilla MC. All the defaults seem quite harsh, I'd like it to be more subtle, something you have to take into account, but not to keep worrying excessively over.

This is a great idea! May I suggest the More Health Forge mod so you start out with a small amount of hearts (maybe 3 or 5) and as you progress you can earn more hearts? Normally you get another heart every time you get 5 more XP, but you could change it to where it could be every 10 or 20 XP. You could even disable that feature so you'd have to raid dungeons & villages to collect more hearts.



I honestly think that EnviroMine would be very good in this modpack; I haven't come across it in any other modpack so far.
Starting with low hearts would be murder, what with the changes to mobs, food, hunger. Thanks for the suggestion.
 

spendabuck

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Maybe you could use Mutant Creatures for mutant versions of normal mobs? Also, Dimensional Doors would be great in this because one wrong step in a pocket dimension and you're stuck in Limbo.

I hope they use this modpack; I've been waiting for a good adventure modpack on FTB
 

Succubism

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Not my cup of tea personally, but a nice idea for those who like a good challenge. Might wanna run your proposal past Jaded. She might get a kick out of this even if it's for a magic farm expansion.
 

YX33A

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Maybe you could use Mutant Creatures for mutant versions of normal mobs? Also, Dimensional Doors would be great in this because one wrong step in a pocket dimension and you're stuck in Limbo.

I hope they use this modpack; I've been waiting for a good adventure modpack on FTB
Yeah, but Limbo is super easy to escape from. Just keep going down until you find some "pools" of eternal fabric. Even easier due to the fact that fall damage doesn't exist in Limbo, plus you keep all of your gear when you die in a pocket dimension.

Also I'd be more inclined to use EnviroMine if it didn't have the "block physics" stuff, or at least if it could be easily disabled/limited on what it affects. If it can, my bad, will have to grab.

Also do tell us all when you have the COFH World configs finalized for the ore generation, I could at the very least benefit from that part.
 

Jadedcat

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Hmmm ... BnB, MF2 , AS ... there seem to be quite a few "limited resource" "tiered resource packs"
 

YX33A

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Have you even tried BnB yet?
I don't think I have the required manliness to use BnB, honestly. From what I've heard it's more evil then Magic Farm 2, more complicated then pretty much everything out there, and makes it light level 0 at night unless you have torches EVERYWHERE.

So while I'm considering it, I'm a tiny bit fearful. I fear no mob or man, but some things still scare me.
 
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Golrith

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Maybe you could use Mutant Creatures for mutant versions of normal mobs? Also, Dimensional Doors would be great in this because one wrong step in a pocket dimension and you're stuck in Limbo.

I hope they use this modpack; I've been waiting for a good adventure modpack on FTB
Mutant Creatures seems to be excessively hard/evil. Along the same lines as Infernal Mobs. Use that in my personal Omega Dawn pack, but have found that some minecraft days are just spent dealing with mob control, which gets annoying. DD I feel won't really add anything. There's no challenge really to limbo.

I'm always interested in hard-mode stuff. I just don't want hunger to be *the* thing that consumes every facet of my Minecraft life.
Agreed. Hunger needs more of a presence in Minecraft. HungerOverhaul allows you to tweak this, personally I find the default settings too harsh, so I'm going somewhere inbetween.

Yeah, but Limbo is super easy to escape from. Just keep going down until you find some "pools" of eternal fabric. Even easier due to the fact that fall damage doesn't exist in Limbo, plus you keep all of your gear when you die in a pocket dimension.

Also I'd be more inclined to use EnviroMine if it didn't have the "block physics" stuff, or at least if it could be easily disabled/limited on what it affects. If it can, my bad, will have to grab.

Also do tell us all when you have the COFH World configs finalized for the ore generation, I could at the very least benefit from that part.
I think I've got the world configs sorted out. It's not "ideal" to my mind, due to a cluster size limit within COFH generation.
You can disable the physics side of things in EnviroMine, and I think they can be tweaked. I too would like to have it a bit more relaxed.

Have you even tried BnB yet?
No, due to it seeming excessively evil :p (good job).

Hmmm ... BnB, MF2 , AS ... there seem to be quite a few "limited resource" "tiered resource packs"
Yes. BnB seems to be focused heavily on survival against mobs, MF2 all to do with Magic and Farming (cunning pack name...) but I can never really get into Magic type mods. I must admit that I have no idea what AS is.

With the Famine idea, the survival elements are more mild then other themed packs, with focus being on Tech mods, along with the ore shortage system designed around Mekansim and a lot of use of Minetweaker.


Happy enough to share configs and the mod list if anyone wants to try it. Just trying to make a pack that I'd enjoy playing for a long time. Sounds like from the feedback here so far there are other people who also would like a pack similar to Famine, something not overly harsh, but with subtle changes to make things feel "fresh"/different.
 

Jadedcat

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Yes. BnB seems to be focused heavily on survival against mobs, MF2 all to do with Magic and Farming (cunning pack name...) but I can never really get into Magic type mods. I must admit that I have no idea what AS is.

Magic Farm actually has nothing to do with Magic... I just suck at names. Its a tech based starvation/survival pack. AS is Agrarian Skies: Hardcore Quest, a skyblock pack and map based loosely off MF2 but going in a different direction. You can pull the 2 "magic " mods out of both packs without breaking or changing the gameplay. The main focus of MF2 is Hunger Overhaul, TinCon Tweaks, Father Toasts mods, Minetweaker to create a fully customized tech tree where all the mods play together and feel like 1 game , Thermal Expansion, MFR and Extra Utilities. AS uses Nether Ores and some evil tweaks to make it a cost/reward decision to use the nether or stay in the skyblock world. It also has quest integration being added. You really ought to try playing those packs before making another along the same theme. Because right now your pack reads like either a mash up of MF2 and BnB or one of the 2 with a few mods added. *shrug*
 
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Golrith

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Magic Farm actually has nothing to do with Magic... I just suck at names. Its a tech based starvation/survival pack. AS is Agrarian Skies: Hardcore Quest, a skyblock pack and map based loosely off MF2 but going in a different direction. You can pull the 2 "magic " mods out of both packs without breaking or changing the gameplay. The main focus of MF2 is Hunger Overhaul, TinCon Tweaks, Father Toasts mods, Minetweaker to create a fully customized tech tree where all the mods play together and feel like 1 game , Thermal Expansion, MFR and Extra Utilities. AS uses Nether Ores and some evil tweaks to make it a cost/reward decision to use the nether or stay in the skyblock world. It also has quest integration being added. You really ought to try playing those packs before making another along the same theme. Because right now your pack reads like either a mash up of MF2 and BnB or one of the 2 with a few mods added. *shrug*
*shrug* back. Trouble is, if I use MF2, there are mods I personally want that are not part of any FTB pack. If I add them, it can throw out that packs design goals, which means adjusting configs and learning those pack design goals. Could be as much effort as starting from fresh.

Agrarian Skies - duoh, off course. Seen that mentioned around, just didn't click. I do want to give that a try at some point, I really enjoyed the FTB challenge map back in 1.2.5, working out how to manipulate resources.