Request Suggest mods for creation here

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Yusunoha

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Jul 29, 2019
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Do you know Easy Crafting?

Easy Crafting does all the work for you by skipping the steps of creating the items yourself. I would like a mod that tells me the resource cost, but still allows me to create the items myself, otherwise you might aswell throw out any autocrafting mod that you have in a pack

Looks like this may do most if not all of what you're looking for. I haven't tried it myself yet, so no idea how well it works.

http://minecraft.curseforge.com/mc-mods/224427-craftingcosts

well, that's really interesting.
though it does seem to need a bit of tweaking and such... for example this item from Mekanism...

xNdTDIW.png


1188 iron oreberries seems a bit silly, 132 ingots would be a better option xD
the smashes ores also seems to be a bit of a weird choice ;)
the mod also seems to be missing mod compatibility, for example when hovering over a Chalice from Witchery, it says I need an attuned stone, but doesn't calculate the cost for making an attuned stone.

but this is basically the mod I'm looking for, but it requires a bit more tweaking, hopefully the mod developer is willing to make some improvements ;)
 

Pyure

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Aug 14, 2013
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Does the attuned stone get consumed in that recipe?

I ask because I was honestly thinking to myself "I hope that non-consumed items don't get broken down recursively too" but it seems you want the opposite.
 

Yusunoha

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Jul 29, 2019
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Does the attuned stone get consumed in that recipe?

I ask because I was honestly thinking to myself "I hope that non-consumed items don't get broken down recursively too" but it seems you want the opposite.

the attuned stone is used up in the recipe. when I hover over the attuned stone and press alt (the hotkey) it does tell me the cost of the attuned stone.
though the attuned stone does have a recipe that has a lava bucket that doesn't get used up in the recipe
 

nightharvester

New Member
Jul 29, 2019
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The recent thread by mDiyo got me thinking about what to do with tons of energy and resources, and I had an idea.

How about a mod that makes villagers highly dependent on you for their survival and expansion? You could have villagers require food, armour, weapons, light, heat, healing potions and so on, and make all of those things require a constant supply of energy. Villagers would reproduce, increasing village size, meaning they would require ever more resources and you have to keep increasing the power output of your factory. Eventually you could have huge cities populated by as many citizens as your PC can handle.

There would need to be some conflict too, something that makes a large city meaningful. Zombie invasions perhaps?
 
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1SDAN

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Jul 29, 2019
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A mod that allows you to configure what damage types each mob can or cannot take.

ex: Endermen who cannot take fall damage or creepers who cannot take bladt damage.

Maybe it could also have a random chance of happening even! So you can have a chance of zombies not taking fire damage.

I can only imagine the carnage this would produce in hardcore packs...
 

Pyure

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Aug 14, 2013
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The recent thread by mDiyo got me thinking about what to do with tons of energy and resources, and I had an idea.

How about a mod that makes villagers highly dependent on you for their survival and expansion? You could have villagers require food, armour, weapons, light, heat, healing potions and so on, and make all of those things require a constant supply of energy. Villagers would reproduce, increasing village size, meaning they would require ever more resources and you have to keep increasing the power output of your factory. Eventually you could have huge cities populated by as many citizens as your PC can handle.

There would need to be some conflict too, something that makes a large city meaningful. Zombie invasions perhaps?
I've always wanted to see something like this.
 

RavynousHunter

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Jul 29, 2019
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I'd actually like some D&D-style damage typing for Minecraft. Things like sticks and shovels would deal 1d2 bludgeoning, arrows would be 1d4 piercing, an iron sword would be 1d6 slashing, a flaming bow would add +1d3 fire damage to arrows, and so on. Hell, a D&D mod for Minecraft sounds pretty awesome. It'd add a whole new set of possibilities! Zombies have DR 3/slashing, skeletons have DR 3/bludgeoning, slashing, and that'd open up the floodgates for new, unique weapons.

(Or, if you wish, your damage codes could instead be ballistic, serrated, and pneumatic.)
 

Pyure

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Aug 14, 2013
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I'd actually like some D&D-style damage typing for Minecraft. Things like sticks and shovels would deal 1d2 bludgeoning, arrows would be 1d4 piercing, an iron sword would be 1d6 slashing, a flaming bow would add +1d3 fire damage to arrows, and so on. Hell, a D&D mod for Minecraft sounds pretty awesome. It'd add a whole new set of possibilities! Zombies have DR 3/slashing, skeletons have DR 3/bludgeoning, slashing, and that'd open up the floodgates for new, unique weapons.

(Or, if you wish, your damage codes could instead be ballistic, serrated, and pneumatic.)
Does it really need to be dnd style? That style was created explicitly to make randomizing with dice intuitive. Nowadays it typically makes more sense to express 1d2 as 1-2damage, 2d6 as 2-12 damage, etc.
 
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LivingAngryCheese

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Aug 22, 2014
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Does it really need to be dnd style? That style was created explicitly to make randomizing with dice intuitive. Nowadays it typically makes more sense to express 1d2 as 1-2damage, 2d6 as 2-12 damage, etc.
They actually would generate different numbers in programming if you program it the DnD way, not that it would change the gameplay, just they'd generate differently...
 
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RavynousHunter

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Jul 29, 2019
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Does it really need to be dnd style? That style was created explicitly to make randomizing with dice intuitive. Nowadays it typically makes more sense to express 1d2 as 1-2damage, 2d6 as 2-12 damage, etc.
No, that's just how I refer to it in my head. I tend to think of the "5-13 damage" style as Diablo style, not that its a bad thing, just not my personal default. Besides, if its a D&D mod, it'd make more sense to use dice notation, since that's like, the thing that's most associated with D&D.
 
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Pyure

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No, that's just how I refer to it in my head. I tend to think of the "5-13 damage" style as Diablo style, not that its a bad thing, just not my personal default. Besides, if its a D&D mod, it'd make more sense to use dice notation, since that's like, the thing that's most associated with D&D.
You did explicitly say d&d mod, fair enough :)
 

RavynousHunter

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Jul 29, 2019
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Could you imagine how cool that would be, though? Like, D&D with a Minecraft twist to it, where you can spend experience to purchase feats and class levels, with each feat and class level being more expensive than the last. Get surrounded by a gang of zombies, and unleash a Great Cleave on 'em, killing them all in one fell swoop! Let's not forget the shenanigans wizards and sorcerers can get up to in later levels... EEE! I could be a sorcerer! Someone must make this now! I love playing a sorcerer!
 
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HeilMewTwo

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Jul 29, 2019
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Could you imagine how cool that would be, though? Like, D&D with a Minecraft twist to it, where you can spend experience to purchase feats and class levels, with each feat and class level being more expensive than the last. Get surrounded by a gang of zombies, and unleash a Great Cleave on 'em, killing them all in one fell swoop! Let's not forget the shenanigans wizards and sorcerers can get up to in later levels... EEE! I could be a sorcerer! Someone must make this now! I love playing a sorcerer!
More like die because you tripped over a tall grass. :p
 

Eruantien

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Jul 29, 2019
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I guess it's time to throw this to the winds; who knows, somebody might enjoy working on something like this. PM me if you want to chat.

A "Charms" mod. What good is a mage or a wizard if they're wholly dependant on their wands, tomes, or staves? Why can't we work magic without such mundane equipment? Such spells, being cast without a magical instrument, are noticeably weaker than other disciplines' methods, but they do work quite well for those who left their abode underprepared.

Features:
  • With an empty hand, sneak and hold the RMB. Then move your mouse around in specific directions (arrows could pop up, like with Witchery's wand) to exercise various charms. (Suggested directional keys are in the fancy brackets.) This is by no means a comprehensive list, just a couple of things I was thinking about.
    * Some of these are probably OP.
    ** If you have another idea than mouse motions, let me know. These just seemed cool.
    *** The potion effect charms could be stackable, up to level III / 3 minutes of time; however would cost more hunger/energy...?
    **** If looking at a block or null object, potion effects will be cast on the player; if looking at another entity/player, effects will be cast on that entity/player.
    ***** Charms that "backfire" would cost the player 25% of max health; need to work out how backfiring would work, though...
    ****** Six asterisks! I'll stop now...
    • Charm of Magnesia {U, L, D, R, D}: Gives a 1-minute potion effect of magnetism, which pulls in all items within a configurable radius.
    • Charm of Vitality {D, L, R, U}: Heals 5 hearts of the player's health; otherwise, heals 5 hearts of the target's health.
      (Can be used to damage undead!)
    • Charm of the Mariner {L, R, R, R, D}: Gives a 1-minute potion effect of water breathing.
    • Charm of Evasiveness {L, R, L, R, D}: Gives a 1-minute potion effect of invisibility.
    • Charm of Piercing: {L, R, R, L, U}: Fires a projectile that deals 2.5 hearts of damage (bypasses armor protection).
    • Charm of Strength {D, R, L, U}: Gives a 1-minute potion effect of strength.
    • Charm of Swiftness {L, R, U, U, U} Gives a 1-minute potion effect of speed.
    • Charm of Ender {D, D, L, R, U}: Targets the block that the pointer rests on last and teleports the player there. (Within reasonable limits, of course.)
    • Charm of Resistance {R, L, L, R, D}: Gives a 1-minute potion effect of resistance.
    • Charm of Healing {U, U, L, R, D, D}: Clears all potion effects, and gives a 1-minute debuff that prevents the accumulation of more potion effects.
    • Charm of the Vajra {U, U, U, D, D, D, L, R, L, R}: Instantly harvests any block that is targeted - including (but not limited to) bedrock.
    • Charm of Flight {D, L, R, L, R, U, U}: Gives a 1-minute potion effect of creative-mode flight.
    • Charms of Poison/Harming/Weakness/Slowness/Wither {various undefined; I'm getting lazy}: Gives a 20-second potion effect on the target; if you miss a target, though, it backfires on yourself!
  • Be careful when casting charms; a misplaced direction could cost you an arrow to the knee. Such a possibility of danger is why charms are used only by the bravest... or the most foolhardy.
  • Charms have to learned, memorized, and practiced to get their full effect. Common charm instructions can be found in libraries, while the more powerful ones are found in stronghold chests; these are used to craft an item that the player right-clicks and "memorizes" (a separate GUI might be helpful to keep track of all these charms; or a book. Trying to avoid books though...) so that they always have it ready to use.
  • Adds an extra hotbar slot, "0". This slot can be used only for food. ...why? Because everybody eats, you fool. Also, constant use of charms will require you to eat more often, so it's convenient to always have food on "hand". ...get it?
  • Baubles? Baubles. Baubles...?
  • Customizable wands?
    • If you use a wand to perform a charm, your hunger level only goes down half of the standard amount, plus there is a 50% power/duration increase on the charm cast.
    • Sneaking isn't necessary when wandcasting.
    • Made from a length of wood, two metal caps, and a magical core (phoenix feather [a new mob?], dragon heartstring [defeat the Ender Dragon, the egg can be smashed into a bunch of these], Netherium shard [a Nether Star can be crafted into 9 of these, and vice versa], and the like).
    • Not trying to rip off Azanor... but the idea of customizable wands has me enthralled. Plus Hogwarts reasons. So the library of wand materials could be expanded to include copper, tin, bronze, silver, MITHRIL, willow, bloodwood... basically any mod that has a wood or metal component.
 
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ChatFawkes

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Jul 29, 2019
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Hmm well this really isn't a mod, but basically something like AMIDST except it adds mapping capabilities for modded biome generation (BOP, EBXL, Highlands etc).
It should also allow you to map biomes added by mods (Magical Forest, Oil Biome, etc) in all vanilla generation mapping modes.