Oh. Yeah, that's annoying, too.No, I was just saying it's annoying to post the same idea 3 times. 2 links and one straight copy/paste.
Oh. Yeah, that's annoying, too.No, I was just saying it's annoying to post the same idea 3 times. 2 links and one straight copy/paste.
I know about the thaumcraft builders wand feature that lets you swap blocks for other blocks. How about this as a more common feature? Thru enchant or whatever get it so while holding shit you can replace the last few blocks you have mined with others in your inventory. So useful for cavern bases with uniform walls. Even TiCo maybe throw an ender eye on a pick or shovel for this effect.
Ok, so here's my idea.
A mod that makes the overworld seem more like a realistic wilderness with big and small game. Remove Skeletons and Zombies...and replace them with things like skittish deer to hunt, hostile Grizzly Bears, hostile big cats...snakes...badgers maybe. Add recipes for weapons and utilities that are specifically used to hunt...like rifles of varying quality, compound bows, camouflage gear, bait, traps, machete's, nets, tree stands, etc. Drops would be new types of food, pelts for crafting, bones (replacing skelly drop), and venom from snakes (poison tipped arrows for hunting perhaps?). Random carcasses could be found...like a deer that was killed by another predator, that maybe could provide some rotten flesh (replacing zombie drop).
The nether and the end would remain unchanged...they would be the "fantasy mob" elements of the game. Endermen could also still spawn in the overworld as they drop by for visits...but they may just get attacked by some of these new hostile mobs.
Ideally, I'd like to see automation of hunting be difficult/impossible. The goal would be that it would become easier as you get new tools/utility gear/weapons.
Maybe Monsters would still underground though to keep mining quite dangerous and have an even creepier feel.
I really need a mod that lets you customise, create and remove dungeons easily without having to code them yourself for a modpack I'm making, if anyone can take up the offer or tell me if one exists already that'd be great
I recall from... my 1.2.5 days, maybe? A mod that did something similar -- as long as you had a map in your inventory that covered the current area it would show that on your HUD. Sadly, I don't recall what mod it was, and I never actually used that feature.A mod that adds a slot in the inventory for map(s) to be placed in. The map will then show up either on the inventory screen, or as a HUD(like normal minimap mods). It would retain the exact zoom and image from the map. That was it doesn't have to sit in the hotbar, and the player doesn't have to switch and look down to check the map.
Maybe even have a map bag that can only hold maps.
The reason for this as opposed to normal minimaps is to keep some of the mapping restraints and balance in vanilla. With a minimap mod, I never use vanilla maps. It's almost too good. Navigation should be earned, and possibly lost in the event of death.
RFQuarryMod
A mod that provided a BC like quarry, but in the RF framework. Lets be frank, very few want the BC power framework, BCs pipes are laggy and the other "useful" machines have been broken for so long theyve been all but forgotten. The only reason BC continues to be included in a lot of packs is the lack of a viable alternative to the BC quarry.
A mod, in the spirit of Big Reactors, that provided a RF powered quarry, and only a RF powered quarry would be a hit.
Does an Ender Quarry from Extra Utilities not suit this need for you?
Yes, yes it must. Especially since, if memory serves, it no longer requires Universal Electricity to function. Plus, its basically got the old RP2 sorting tube (and sorting machine) system, sans mag-tubes.For some reason, I have never used Mekanism. That must change.