Request Suggest mods for creation here

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Yusunoha

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Jul 29, 2019
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I mconcur, and it would also have the vanilla map style concept of only seeing the areas you've explored, the rest being black until you go there.

you'd also be able to use entity detection, for ofcourse a higher RF consumption.
if you don't mind the cost, it perhaps also could be possible to mark certain hostile entities that have locked onto your player, warning you if they're getting closer to you
adding waypoints would be relatively free, but it'd be alot more organized then current minimaps, being able to group them together and move them around.

the minimap would also be very customizable in things like shapes, looks, textures and size, this way a player can customize the minimap to their likings and perhaps even have it match the texture/resourcepack they're using.
 
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Golrith

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Nov 11, 2012
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you'd also be able to use entity detection, for ofcourse a higher RF consumption.
if you don't mind the cost, it perhaps also could be possible to mark certain hostile entities that have locked onto your player, warning you if they're getting closer to you
adding waypoints would be relatively free, but it'd be alot more organized then current minimaps, being able to group them together and move them around.

the minimap would also be very customizable in things like shapes, looks, textures and size, this way a player can customize the minimap to their likings and perhaps even have it match the texture/resourcepack they're using.
The way I see it, it could be an addon for an existing minimap. All this mod has to do really is check that you've this gizmo in your inventory, and that is has charge. If both are true, then pressing the mini-map button is allowed, otherwise it does nothing (same with F3 and F9). Then it's just working out the usage rate for whatever features are enabled. As soon as you are out of charge or drop the gizmo, it forces the mini-map (and other features) off.
Don't really see a need to reinvent the mini-map though, there's plenty out there.
 
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Yusunoha

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Jul 29, 2019
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The way I see it, it could be an addon for an existing minimap. All this mod has to do really is check that you've this gizmo in your inventory, and that is has charge. If both are true, then pressing the mini-map button is allowed, otherwise it does nothing (same with F3 and F9). Then it's just working out the usage rate for whatever features are enabled. As soon as you are out of charge or drop the gizmo, it forces the mini-map (and other features) off.
Don't really see a need to reinvent the mini-map though, there's plenty out there.

the thing is, it's true that there are many minimaps, but they all have atleast 1 thing that I'd want from them
if there was a new minimap, containing all the things I want from all the other minimaps, I'd be using that minimap
 

FastTquick

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Jul 29, 2019
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I would like to see an overhaul of the redstone wire and redstone logic gates in ProjectRed and other redstone mods like it to use the new redstone mechanics. Maybe introduce a couple of new logic gates that output redstone signals in the various strengths from 0-15 instead of just all or nothing depending on what settings players use.
 

Eliav24

New Member
Jul 29, 2019
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Speaking about maps, what about a "pseudo-satellite" item that fills in a map for you (at the cost of an expandable, one use item)? It shouldn't be too difficult: just an expensive recipe and a cheap special effects.
 

RavynousHunter

New Member
Jul 29, 2019
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I should really learn to code Java. Too many ideas, not enough execution ability.
If you know how to use any of the C family of languages, then working Java is pretty much the same. Java is one of the net's best-documented languages, one of its strongest points.
 

Eliav24

New Member
Jul 29, 2019
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One more lighting idea (slightly inspired by Vazkii's mod): Glowstone infused blocks: a block crafted with glowstone, which emits light and has the same block's texture apart from small yellow bits (perhaps with some types: dots, square, circle, outline, creepy smile... wait that's in vanilla's pumpkins!).
This way, you can replace logs on trees to make your forest more lighted (inspired by the glowing livingwood), bricks in a castle to keep it from being dim, stones in your mine to give some ambient lighting, and whatever else to use to add sparkles, markings and other thing for whatever place need more magic.

Edit: Also, redstone version, for more ambient lightings (creepy faces in the forest, anyone?)
 
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silentrob

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Jul 29, 2019
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One more lighting idea (slightly inspired by Vazkii's mod): Glowstone infused blocks: a block crafted with glowstone, which emits light and has the same block's texture apart from small yellow bits (perhaps with some types: dots, square, circle, outline, creepy smile... wait that's in vanilla's pumpkins!).
This way, you can replace logs on trees to make your forest more lighted (inspired by the glowing livingwood), bricks in a castle to keep it from being dim, stones in your mine to give some ambient lighting, and whatever else to use to add sparkles, markings and other thing for whatever place need more magic.
Like this?

http://magicalcrops.weebly.com/light-infused-blocks.html
 

silentrob

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Jul 29, 2019
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Not quit- they don't have added texture.

Didn't know about these before, though.
It's got the most important features you were asking for, at least in my opinion. There are other infused blocks in the mod that change the textures, so I'd suggest recommending adding something for glowstone to the developer...
 

Eliav24

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Jul 29, 2019
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3 points about that:

A. straight up lighting is not "the most important feature"- The important feature is having glowstone embedded in materials, not lighting out of thin air in my house- the idea is having the lighting integrated in the environment, indoors and outdoors, in a subtle but clear way, preferably with many option.

B. This is a straightforward type of decorative blocks with obvious crafting- a block with some glowstone dust. Those things are part of an agriculture mod progression, which is a fairly annoying thing to put as a "solution" and then be "that's what you asked for", especially since I'm personally not a fan of these types of mods.

C. On a more practical note: it lacks logs, stone, and hardened clay.
 

TheGreatKamina

New Member
Jul 29, 2019
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I should really learn to code Java. Too many ideas, not enough execution ability.
Likewise, I should really learn how to mod with forge. I know Java fairly well, but modding requires a different skill set than writing something from scratch...
doesn't help that I tend to bite off more than I can chew. But hey, whatever.

An idea I had a while back but never really fleshed out - a mod that adds a "wonder building" mechanic. Essentially, you'd start out by building a large structure with a theme, and by activating some kind of core device within it, it would start influencing the area around it, terraforming it into a special biome with unique mobs and plants. So, for example, if you built a big, whimsical castle, you'd start getting Cheshire Cat mobs and Dr. Seuss trees. The larger the structure, the faster the terraforming would take place, and the farther it would terraform. It would give people a practical reason to make impressive buildings.

Another idea in the same vein, a mod that adds regional mobs to make the world seem more alive. I would like to walk through the world and see a family of beavers gnawing at trees by a riverside, and see deer flee into the forest as they detect a nearby player. The operative word here being regional - ideally the added mobs would only spawn within certain chunks within certain biomes, so you'd have to travel quite a bit to see all of them. This would make different areas of the same biome feel different, as you'd have different animals there. While Mo' Creatures and similar mods exist, I'm not looking to have a huge quantity of new mobs shoved in my face at once - instead, I'm suggesting a light sprinkling of interesting, rare ones around the world to discover at your own pace. Bonus points if the mobs work together to slowly reshape the natural landscape (i.e. beavers chop down trees and deer plant the saplings that drop).

I would also like a simple mod (either a BC addon or some generic storage blocks) that gave you more control over the order your pipes pull stuff out of inventories, and how many items they pull out.

Edit: Oh, another one. A Forestry addon that spawned some of the easier to breed Forestry trees in the overworld (non-fruit bearing for lag reasons). Partly to make the world more pretty, but also to cut down on tedium a bit.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
Here's one specifically for servers: Hubcraft.

In effect, this creates one single dimension which is a void dimension that dynamically generates a single 'hub' when the 'spawn hub' is used. There is no recipe for the spawn hub, it is a Server Op device, you need to spawn it in to use it. It does not stack, and only one may be in existence at any given time.

Players may then craft 'Player Hubs'. This will, when placed, teleport you to spawn when you click on it, with the player's name on it. In the Hub, when a player creates a player hub, and no other player hub with that player's name is in the hub zone, it will create a teleporting block that will port you back to that player's hub in the Overworld.

The Hub has zero mob spawning, and mob spawning is prohibited, similar to peaceful mode but for all mobs not just hostile ones. It is also 'spawn protected' requiring Op privileges to place or remove blocks, is explosion-proof, and in general not permitting people to grief it.

This mod is designed to create a central hub network for servers without needing something as resource-intensive as Mystcraft to be installed. This lets players be connected, but still have room to move around in.
 

varkarrus

New Member
Jul 29, 2019
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I just want more interaction between mods. THINGS THAT COST IRIDIUM IN BUILDCRAFT. USING EMERALDS AND RUBIES IN TINKER'S EXPANSION. ELECTRICAL MACHINERY BUILT WITH MAGICAL COMPONENTS. you know, that kind of stuff.

Also, combat that's more like legend of zelda.
 

Launcelot_J

New Member
Jul 29, 2019
63
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Ok I have one:

The very-limited depth of the world. In "Mine"craft, I should be exploring vertically, not horizontally.

Its for very good performance reasons, but I still wish I could one day say "I delved too deep..." after digging to level 4043 and running into a balrog.

Why isn't this a thing? I need this in my minecraft...
 

Eliav24

New Member
Jul 29, 2019
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It will require really tall and laggy chunks, or a whole new chunk system. It will require some very deep changes to minecraft
 

the_j485

King of the Wicked
Dec 19, 2012
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Look behind you
Maybe chunks could be 16x16x64(deep), so as to not load so much area?
And so we return to the massive argument that happened around cubic chunks. Some people will get massive lag, others will get massively less. Though I suppose having them be each 64 blocks deep, rather than 16 like in the mod that was once made... hmm...
SCREW THIS I'M DIGGING DEEP!
 
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