Request Suggest mods for creation here

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RavynousHunter

New Member
Jul 29, 2019
2,784
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Yeaaaaaaah...just because something doesn't immediately disclose its source doesn't mean that it'd be a bear to utilize. Admittedly, it'd be a bit of a problem if someone were to import large files, but I'm sure there's a way around that. I would like an in-game editor with a bit better resolution, if nothing else. As it stands, it displays far too few lines for my liking, and the font size is far too large.

I wouldn't be adverse to an external program for writing CC-specific code. It wouldn't need to be a full-featured IDE, but something with syntax highlighting, error marking like what you see in VS, and some basic debugging. Maybe a package for an existing Lua IDE or somesuch.
 
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Eunomiac

New Member
Jul 29, 2019
188
0
0
Mod Suggestion #1: Empty-My-Hand --- A lot of mods require clicking things with an empty hand, which often requires opening your inventory and juggling things around to free up a hotbar slot. How about a mod that temporarily "fades out" my current hotbar slot (mimicking an empty hand) for as long as I hold down a key? (As a failsafe, if some interaction actually requires that slot to be empty, you could either shift whatever's in the slot into the player's inventory, or just dump it on the ground.)

Mod Suggestion #2: Mouse Gestures --- With so many mods, hotkeys are in short supply. I'd love a mod that allowed binding a sequence of mouse gestures to an action---in a simple, granular way that wouldn't require a lot of precision. E.g.: To configure a gesture, Ctrl+Shift+MiddleMouse brings up a 5x5 grid of squares on the screen. You then move your mouse through the squares to define the gesture, and release MiddleMouse when you're finished. The gesture would then appear as a "hotkey" in the options (e.g. "Gesture1")---or, if that's not possible, perhaps the mod would then ask you to link the gesture to an allowable keyboard shortcut (likely one you wouldn't generally use because it's impractical, like NumpadMinus, or "+"). In-game, you'd start a gesture by holding down MiddleMouse, move through the same sequence of squares, release MiddleMouse, and bam: Hotkey fires.

Mod Suggestion #3: Precision Unloading & Locking --- Precision Unloading: Face an inventory, press a key, and any items in your inventory that match items in the target inventory are immediately transferred over. Locking: Hover over an item in your hotbar or inventory, press a key, and lock it in place, so that it cannot be moved until you unlock it. Taken together, these two functions would make it a lot easier to clear out a full inventory without having to manually sort everything into chests or worry about accidentally Trash Can'ing your pimped out TiCo Hammer---especially at the beginning of the game when you're doing a lot of manual mining and don't have an AE system or the equivalent.
 

RavynousHunter

New Member
Jul 29, 2019
2,784
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1
I'd like to see a mod where you could remotely control another player, kinda like being possessed, only it'd have to be consensual. Think about it, you and Dude are on a server, but on opposite sides of the world, or even alternate dimensions. Dude needs help with something, but is having a hard time describing his problem, so instead of having to travel thru a nexus or somesuch (you're just a player, so no commands other than /home), you just temporarily take over his character so you can see what he sees and he can watch as you help him thru his problem. Oh! I know what it'd be like, it'd be like getting help thru a remote desktop service of some variety.
 
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LostContact

New Member
Jul 29, 2019
7
0
0
My mod suggestion would be a cave in mod I don't have to explain much because most people know what it would do and also you would be able to prevent them. I got this idea off of TerraFirmaCraft but as a stand alone mod and of course it would make mining a bit more risky.
 

1SDAN

New Member
Jul 29, 2019
1,189
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My mod suggestion would be a cave in mod I don't have to explain much because most people know what it would do and also you would be able to prevent them. I got this idea off of TerraFirmaCraft but as a stand alone mod and of course it would make mining a bit more risky.

Enviromine
 
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Sigma85

New Member
Jul 29, 2019
182
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0
Bulletin Board/Doodle mod.

A "Bulletin Board" Block thats 3x3 flat on a wall like pictures or frames. People can take paper + special pen/ink and "write" messages or even maybe doodle on them, then hang them on said board in-game ! Maybe make it so in world the message paper looks like scribbles, but click on it and it will show the actual message ? Each board could display 6 messages idk...But I think it would be cool for servers...
 

Zeeth_Kyrah

New Member
Jul 29, 2019
307
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0
Bulletin Board/Doodle mod.

A "Bulletin Board" Block thats 3x3 flat on a wall like pictures or frames. People can take paper + special pen/ink and "write" messages or even maybe doodle on them, then hang them on said board in-game ! Maybe make it so in world the message paper looks like scribbles, but click on it and it will show the actual message ? Each board could display 6 messages idk...But I think it would be cool for servers...
Hm. That wouldn't necessarily be hard to do. Block name: Corkboard or message board. Hangs like item frames, possibly connected-texture blocks for larger boards. Recipe: shapeless: book and quill, log (any wood block), slime ball. Right-click to add, read, and edit/delete notes (if you own the board, left the note, or have server op/admin status); and each board block can hold a handful of notes (clickable list). Notes should say who left them (config setting to allow anonymous use). Texture should change between empty, a couple of notes, and many notes (with a number somewhere to show how many notes on that block).

This would make a good Bibliocraft addon, I think.
 
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Tylor

Well-Known Member
Nov 24, 2012
500
120
68
How about a mod that brings back the original way of brewing potions? Fill cauldron with water, put items in, and scoop out potions with bottles. Also should require a heat source underneath. It would be way cooler than the brewing stand, but less automatable.
I think it's called Thaumcraft
 

Yusunoha

New Member
Jul 29, 2019
6,440
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Thaumcraft doesn't do potions. ...but maybe it should. Throw in your aspects, cap it with a bit of Salis Mundus, right-click with empty bottles to get potions out.

come on, this is Thaumcraft we're talking about, it'll have alot more jazz then just that
 

1SDAN

New Member
Jul 29, 2019
1,189
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I think it's called Thaumcraft

Okay, let me make this easier for you brainiac, how about a SMALL mod that ONLY adds a small but fun feature known as the original brewing back to the game. Maybe with some small twists.

Also, IIRC you cannot brew potions with a cauldron in Thaumcraft.
 

Eliav24

New Member
Jul 29, 2019
213
0
0
Mod suggestion (or just a piece of one): Nugget ore spawn.

Essentially, an additional type of low-yield ore for generation of "rich" earth formation- gold-bearing river bed, exposed copper veins, caves with walls full of iron deposits, very rare titanic biome-wide rich mines with a spawn of many tin nugget ores per chunk... etc.

Why? To make mining more interesting and less random, or more precisely, more controllable by player action while still having scarcity. Controllable- you can set out to find small amounts of ores by actively exploring the world and set up specific mines at area with the ores you want, Scarce- because it's not guarantied you'd find what you want, and since players will end up with widely different resources, it encourages different play styles (such as using different tech mods), trading, and some more exploring.

As for the block(s) themselves, I'd expect something with the textures of smooth stone, sand stone, or dirt with the texture of the nugget imposed on some of the sides depending on the type of structure (river beds will have dirt texture with nugget texture above and on the sides, cave walls having smooth stone texture with nuggets on the sides, rich mines having them at random sides to encourage stripping the area like in a real mine).
Extra possible features: hitting with a pickaxe on the nugget side removes the nugget and leaves the block, fortune giving more nuggets, silk-touch allows for slightly better processing with machines.
 
C

chbachman

Guest
Mod suggestion (or just a piece of one): Nugget ore spawn.

Essentially, an additional type of low-yield ore for generation of "rich" earth formation- gold-bearing river bed, exposed copper veins, caves with walls full of iron deposits, very rare titanic biome-wide rich mines with a spawn of many tin nugget ores per chunk... etc.

Why? To make mining more interesting and less random, or more precisely, more controllable by player action while still having scarcity. Controllable- you can set out to find small amounts of ores by actively exploring the world and set up specific mines at area with the ores you want, Scarce- because it's not guarantied you'd find what you want, and since players will end up with widely different resources, it encourages different play styles (such as using different tech mods), trading, and some more exploring.

As for the block(s) themselves, I'd expect something with the textures of smooth stone, sand stone, or dirt with the texture of the nugget imposed on some of the sides depending on the type of structure (river beds will have dirt texture with nugget texture above and on the sides, cave walls having smooth stone texture with nuggets on the sides, rich mines having them at random sides to encourage stripping the area like in a real mine).
Extra possible features: hitting with a pickaxe on the nugget side removes the nugget and leaves the block, fortune giving more nuggets, silk-touch allows for slightly better processing with machines.
Rail craft poor ores
 

Eunomiac

New Member
Jul 29, 2019
188
0
0
Mod suggestion (or just a piece of one): Nugget ore spawn.

Essentially, an additional type of low-yield ore for generation of "rich" earth formation- gold-bearing river bed, exposed copper veins, caves with walls full of iron deposits, very rare titanic biome-wide rich mines with a spawn of many tin nugget ores per chunk... etc.
Rail craft poor ores
Just to elaborate, because it's a really nifty new RailCraft feature---it pretty much does exactly what you describe: Creates large veins of "poor [x] ore" that smelt into nuggets. The objective is to make big mining operations with rails and minecarts and the like more worthwhile/appealing. I don't know how big the deposits get, but I assume rather big given the stated goal of making it worth your time to set up a rail network.

Another related feature comes from GregTech, which has done some really interesting things with ore generation lately---instead of ores being sprinkled about the world, they appear in much larger veins, but fewer and farther apart. In addition to being more "real-world realistic", it's robustly configurable and adds a lot more value to caving/exploration over simply setting up a quarry: Once you spot an ore, you can be sure you'll find plenty more behind/around it... whereas a quarry will have variable and unpredictable output (e.g. a TON of redstone... but no Iron, or vice-versa, depending on the veins it hits).

By and large I've come around quite a bit with GregTech---I used to really dislike it, but it really does implement a ton of solid ideas that prolong the end-game (and add to it, once you're there), and recent changes have deviated quite a bit from adding "grindy" difficulty, to doing clever little "indirect" nerfs like this one, and there's no arguing with its extremely customizable configuration files. (I'm really hoping the temptation of AE2 convinces GregT to release a 1.7.10 version.)
 

1SDAN

New Member
Jul 29, 2019
1,189
-15
0
How about a mod that balances animals?

Each animal has:
  • 1 Meat item, 1 Produce Item or use and 1 Secondary Drop item
    • Meats are well, meat! Drops when killed.
    • Produce are like the Milk of Cows or Wool of Sheep
  • Secondary Drop items are like the Leather of Cows or Wool from when Sheep are killed
  • Squids can be bred and do not des pawn if born or used to reproduce.
    • All other animals work this way too
  • Different Animals give Birth in different ways
    • Squids must be given Fish
    • Chicken only drop eggs randomly like in vanilla if bred together. No more live chicken births.
    • Sheep gives birth to Twins
    • Pigs give birth to Triplets
    • Chickens may lay anywhere between 2 and 6 eggs
    • Squid give birth to quadruplets
    • Cows and Horses only give birth to single young
  • Produce meat and Secondary Drops:
    • Sheep drop Wool and can be sheared for wool as usual also drops mutton
    • Pigs Drop Pig hide, which can be tanned for leather rode and also drops Porkchops
    • Cows drop cow hide which can be tanned for leather, can be milked for milk and also drops beef
    • Squids drop ink sacs which can be squeezed into 3 ink, can be milked for ink and also drops calamari
    • Chickens drop feathers, lays eggs instead of young and also drops chicken
    • Horses drop horse hide which can be tanned for leather, can be risen and also drop horse meat
  • Horses have hunger bars and will buck you off if not fed, right clicking the horse at any while you're not riding it works. Horses will need constant feed, about half a hunger shank per 50 blocks. Pigs do not need to be fed however, as they move so slow they can eat on the go. Feed muzzles can be given to horses for feeding on the go.
  • Leads can be connected between any two entities, allowing horse-drawn carts and other nifty contraptions.
  • All options are configurable.
 

Celestialphoenix

Too Much Free Time
Nov 9, 2012
3,741
3,204
333
Tartarus.. I mean at work. Same thing really.
I was thinking more of an expanded config to drop modded mobs into the food chain.

You know how zombies attack villagers?
This'll allow you to add extra mobs to the zombie menu- cows/sheep/chickens/Twilight Forest rams/Thaumcraft golems ect
Likewise you can add vanilla/modded monsters (pigmen/brainy zombies/heatscar spiders/hecates ect) to target/eat other animals (or monsters).
(It'll be pretty cool if pigmen dropping into the overworld develop a blood-lust for all the fresh meat on offer)
 
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dmillerw

New Member
Jul 29, 2019
255
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Mod Suggestion #1: Empty-My-Hand --- A lot I'm of mods require clicking things with an empty hand, which often requires opening your inventory and juggling things around to free up a hotbar slot. How about a mod that temporarily "fades out" my current hotbar slot (mimicking an empty hand) for as long as I hold down a key? (As a failsafe, if some interaction actually requires that slot to be empty, you could either shift whatever's in the slot into the player's inventory, or just dump it on the ground.)

Mod Suggestion #2: Mouse Gestures --- With so many mods, hotkeys are in short supply. I'd love a mod that allowed binding a sequence of mouse gestures to an action---in a simple, granular way that wouldn't require a lot of precision. E.g.: To configure a gesture, Ctrl+Shift+MiddleMouse brings up a 5x5 grid of squares on the screen. You then move your mouse through the squares to define the gesture, and release MiddleMouse when you're finished. The gesture would then appear as a "hotkey" in the options (e.g. "Gesture1")---or, if that's not possible, perhaps the mod would then ask you to link the gesture to an allowable keyboard shortcut (likely one you wouldn't generally use because it's impractical, like NumpadMinus, or "+"). In-game, you'd start a gesture by holding down MiddleMouse, move through the same sequence of squares, release MiddleMouse, and bam: Hotkey fires.

Mod Suggestion #3: Precision Unloading & Locking --- Precision Unloading: Face an inventory, press a key, and any items in your inventory that match items in the target inventory are immediately transferred over. Locking: Hover over an item in your hotbar or inventory, press a key, and lock it in place, so that it cannot be moved until you unlock it. Taken together, these two functions would make it a lot easier to clear out a full inventory without having to manually sort everything into chests or worry about accidentally Trash Can'ing your pimped out TiCo Hammer---especially at the beginning of the game when you're doing a lot of manual mining and don't have an AE system or the equivalent.
I'm actually liking these ideas...
 
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