Recent Events Discussion (RED) Thread

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VapourDrive

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Jul 29, 2019
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I personally love a balanced modpack that has everything and the kitchen sink in it, I've tried sticking to a themed smaller pack before and most often come out a point where I think "Dang, today would be a perfect day for a build based around -x gameplay feature not included in this pack-". Don't get me wrong, bloat destroys the creative potential of a pack which is also why I encourage smaller mods... but I do like a bit of everything.
I have played TPPI and felt that it was a quality pack I just didn't fit into it well enough.
 
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Yusunoha

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I personally love a balanced modpack that has everything and the kitchen sink in it, I've tried sticking to a themed smaller pack before and most often come out a point where I think "Dang, today would be a perfect day for a build based around -x gameplay feature not included in this pack-". Don't get me wrong, bloat destroys the creative potential of a pack which is also why I encourage smaller mods... but I do like a bit of everything.
I have played TPPI and felt that it was a quality pack I just didn't fit into it well enough.

I've tried playing some kitchensink modpacks that tried to be balanced, but it often lead me to changes that could be quite frustrating
for example recipes changed so if you need item a from mod 1, you'd first need to craft item b and c from mod 2 and 3. but to craft item b from mod 2 you first need to craft item d from mod 4 and to craft item c from mod 3 you need to craft item d and e from mod 5
to me a kitchensink mod is really just a very big modpack with some small changes so you either get more ways of crafting an item, or makes crafting items a bit easier. if you really want to try and balance a modpack with custom recipes and such, it's better to not do it with a kitchensink mod because things could get complicated really fast

but that's just my opinion, other people love really complicated things of doing things, but for me it gets kind of boring with kitchensink mods because it doesn't give you as much options anymore to do things
 

Golrith

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I've tried playing some kitchensink modpacks that tried to be balanced, but it often lead me to changes that could be quite frustrating
for example recipes changed so if you need item a from mod 1, you'd first need to craft item b and c from mod 2 and 3. but to craft item b from mod 2 you first need to craft item d from mod 4 and to craft item c from mod 3 you need to craft item d and e from mod 5
to me a kitchensink mod is really just a very big modpack with some small changes so you either get more ways of crafting an item, or makes crafting items a bit easier. if you really want to try and balance a modpack with custom recipes and such, it's better to not do it with a kitchensink mod because things could get complicated really fast

but that's just my opinion, other people love really complicated things of doing things, but for me it gets kind of boring with kitchensink mods because it doesn't give you as much options anymore to do things
That's totally the wrong approach for a modpack. They should give you alternative recipes, and the alternatives should be slightly more expensive than the original recipe. Thus if you only need one item from a mod, but don't want to progress through it, you can obtain that item using another mod that you have progressed with, but it'll cost you more. Fine for a few items, but if it's something you'll need a lot of, it's better to progress down the mod that item is from.

Been trying that in my mod pack, giving a few multiple "paths" in the "progression".
 

Dorque

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Jul 29, 2019
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That's totally the wrong approach for a modpack. They should give you alternative recipes, and the alternatives should be slightly more expensive than the original recipe. Thus if you only need one item from a mod, but don't want to progress through it, you can obtain that item using another mod that you have progressed with, but it'll cost you more. Fine for a few items, but if it's something you'll need a lot of, it's better to progress down the mod that item is from.

Been trying that in my mod pack, giving a few multiple "paths" in the "progression".
I feel that @Jadedcat does it quite well, actually, if you've ever played Magic Farm 2. It tends to make a "pack" feel more cohesive, more like a single, integrated game, which is often part of the point of a strongly-themed or focused pack.

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Yusunoha

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That's totally the wrong approach for a modpack. They should give you alternative recipes, and the alternatives should be slightly more expensive than the original recipe. Thus if you only need one item from a mod, but don't want to progress through it, you can obtain that item using another mod that you have progressed with, but it'll cost you more. Fine for a few items, but if it's something you'll need a lot of, it's better to progress down the mod that item is from.

Been trying that in my mod pack, giving a few multiple "paths" in the "progression".

I love when a modpack developer gives you the option of getting an item through several options, instead of forcing you to go down a specific route
if a modpack developer wants me to try out new mods I'd much rather prefer they'd add HQM to the pack and create quests with rewards that you can follow to let you try out new mods, it's also a much better way of bringing new mods to people instead of forcing them to use other mods and having them figure it all out by themselves...
 

Chaka

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I love when a modpack developer gives you the option of getting an item through several options, instead of forcing you to go down a specific route
if a modpack developer wants me to try out new mods I'd much rather prefer they'd add HQM to the pack and create quests with rewards that you can follow to let you try out new mods, it's also a much better way of bringing new mods to people instead of forcing them to use other mods and having them figure it all out by themselves...
I dont know the specifics of the literary team but i guess they will be making HQM quests so that we will have the option to go multiple routes. @Jadedcat would know.
 
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VapourDrive

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Jul 29, 2019
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A quick question, hopefully you've seen my screenshot in the wnimmt thread; what should a potential crafting recipe be for the vitalized soil? I'm hoping to have a number and allow the user to chose in the config file. the most basic one is three dirt on the bottom, three bonemeal in the middle row, and three seeds in the top row for three vitalized soil.
 

Eruantien

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Jul 29, 2019
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A quick question, hopefully you've seen my screenshot in the wnimmt thread; what should a potential crafting recipe be for the vitalized soil? I'm hoping to have a number and allow the user to chose in the config file. the most basic one is three dirt on the bottom, three bonemeal in the middle row, and three seeds in the top row for three vitalized soil.
P'raps some zombie flesh, or raw beef/porkchop/chicken for "nutrients"? 2 buckets of water (e.g. infinite source)? An egg or two?
 
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Scott DTA

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Jul 29, 2019
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A quick question, hopefully you've seen my screenshot in the wnimmt thread; what should a potential crafting recipe be for the vitalized soil? I'm hoping to have a number and allow the user to chose in the config file. the most basic one is three dirt on the bottom, three bonemeal in the middle row, and three seeds in the top row for three vitalized soil.

How are you supposed to get bone meal on peaceful? Unless it is expected to have another mod that can provide it.
 

VapourDrive

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Jul 29, 2019
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P'raps some zombie flesh, or raw beef/porkchop/chicken for "nutrients"? 2 buckets of water (e.g. infinite source)? An egg or two?
I like this, I think I might have a "Condensed Drop Slurry" Block or something crafted with a mix of some of these and then some in world wonder botania style, surround it with dirt and it converts 26 dirt into vitalized soil.
How are you supposed to get bone meal on peaceful? Unless it is expected to have another mod that can provide it.
I'm having difficulty brainstorming methods for drop gathering in peaceful :( This kindof stumps me, I don't want to add in recipes for the drops... they act as significant bloat in dungeon chests if I add them in as loot, and world-gen possibilities would mostly seem out of place in the game (ore that drops flesh, bones and blaze rods :p). Adding mobs is more difficulty than I want in what is supposed to be a "small" mod (and it goes out of my current modding ability scope - not that I'm opposed to learning).
What makes you think his post has anything to do with peacefull mode?
I do want to reach those also playing in peaceful mode but I am focusing on the idea of expanding the resources that you do have instead of pulling new ones out of thin air. Edit - namely the fact that you can't get any bones or spider eyes etc whilst in peaceful...
 

Dorque

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Jul 29, 2019
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I like this, I think I might have a "Condensed Drop Slurry" Block or something crafted with a mix of some of these and then some in world wonder botania style, surround it with dirt and it converts 26 dirt into vitalized soil.

I'm having difficulty brainstorming methods for drop gathering in peaceful :( This kindof stumps me, I don't want to add in recipes for the drops... they act as significant bloat in dungeon chests if I add them in as loot, and world-gen possibilities would mostly seem out of place in the game (ore that drops flesh, bones and blaze rods :p). Adding mobs is more difficulty than I want in what is supposed to be a "small" mod (and it goes out of my current modding ability scope - not that I'm opposed to learning).

I do want to reach those also playing in peaceful mode but I am focusing on the idea of expanding the resources that you do have instead of pulling new ones out of thin air.
Why not do something with gravel? I always have entirely too much of that. Like you can use one stack in something to create saltpeter, which you then use in fertilizer.

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