Request Suggest mods for creation here

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LordSlyFox

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Jul 29, 2019
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agreed, but I guess xcompwiz has his own views on what the mod should be, and thus has not added something like this.
I love Mystcraft, but I just want to have some more control with it.
Completely agree, and maybe he will add something like that, xcomp had been working a lot recently





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Yusunoha

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Jul 29, 2019
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Completely agree, and maybe he will add something like that, xcomp had been working a lot recently





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we can only hope.
then again, xcompwiz doesn't need to be the one to create this, a mod developer can always create an addon for mystcraft that'll do this
 

Yusunoha

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Jul 29, 2019
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I was also hoping someone would create a mod that does the same things as the condensed blocks from Extra Utilities.
you'd be able to tell the mod what blocks you'd like to be able to compress together, what kind of texture overlay the compressed blocks will have and how far the blocks can be compressed

I was hoping for something like this because with all the mods nowadays there's alot of mods that add world generation blocks in the world and at one point it starts being a pain to store it all in a few chests.
an AE2 storage system would solve the problem, but I'm mainly using those compressed blocks early on when I still don't have an AE2 system up yet

it'd also be very nice if you could also compress items together into blocks such as coal into coal blocks and lapis into lapis blocks what you can already do now.
 

roboteng

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Jul 29, 2019
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Ok, So I've got an idea for a mod, and I've done a bit of modding myself, but not enough for a whole mod. I'd like to co-write this mod with some other people. Here is my idea:

A mod exploring the science, engineering, and technology of Minecraft. You would have to watch certain events happen, (like making an infinite water spring) and that would unlock the technology to create a block that produces water. The way I see it is it would mostly be vanilla game mechanics, but I don't see a reason we could have mod integration. Its probably going to end up a bit similar to Thaumcraft, but science instead of magic.

If your interested in helping write this mod, or have ideas for other researchable game mechanics, let me know!
 

Strikingwolf

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Jul 29, 2019
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Ok, So I've got an idea for a mod, and I've done a bit of modding myself, but not enough for a whole mod. I'd like to co-write this mod with some other people. Here is my idea:

A mod exploring the science, engineering, and technology of Minecraft. You would have to watch certain events happen, (like making an infinite water spring) and that would unlock the technology to create a block that produces water. The way I see it is it would mostly be vanilla game mechanics, but I don't see a reason we could have mod integration. Its probably going to end up a bit similar to Thaumcraft, but science instead of magic.

If your interested in helping write this mod, or have ideas for other researchable game mechanics, let me know!
That would be...hard to say the least...unless you used special blocks or something
 

keybounce

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Jul 29, 2019
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For when they steal your finest of dirt?

For when they steal mycelium or grass.
If I want to do some decorating, and I don't have silk touch, I might call in a specialist to help me.

Mycelium, Grass, and TNT are the valuable blocks that they can take. (I don't think they take ice.)
 
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roboteng

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Jul 29, 2019
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I think NEI executes the time set command when clicking on those buttons.


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Clicking the buttons does just run specific commands. So if you modify those, NEI's effect will change. TerraFirmaCraft implements a different time system, that has seasons, years, and the like. Mystcraft also is able to change the rate of time change. I believe both of those mods are open source.
 

Eliav24

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Jul 29, 2019
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Ok, So I've got an idea for a mod, and I've done a bit of modding myself, but not enough for a whole mod. I'd like to co-write this mod with some other people. Here is my idea:

A mod exploring the science, engineering, and technology of Minecraft. You would have to watch certain events happen, (like making an infinite water spring) and that would unlock the technology to create a block that produces water. The way I see it is it would mostly be vanilla game mechanics, but I don't see a reason we could have mod integration. Its probably going to end up a bit similar to Thaumcraft, but science instead of magic.

If your interested in helping write this mod, or have ideas for other researchable game mechanics, let me know!

i can think of a few ways to make research (That aren't thaumcraft clones): Discovery, Experimentation & prototyping, and inspiration.

Inspiration, is a passive way to get research, based on chance, prior progression and infrastructure, Discovery is examining things in the world, and Experimentation & prototyping a more expensive, deliberate form of discovery.

Every X amount of time (say 30 min) the player gets a random score between 0-1. The score is then checked against his tech tree, and he gets a new research.
Simple.

Each research has it's own score level, which the player needs to reach to be able to unlock. knowledge the player already have decrease the scores for relevant researches. This can be prior researches, making an item for the first time, discoveries, experimentation or prototyping.
higher-tech research have a score larger than 1, so the players have to advance through the tech tree to get it below 1 and unlock it, and have a good chance of getting it once they get close to it in the tech tree. If a score is dropped to 0 or less is immediately done. You can also implement tricky researches that are easy to get below 1 but stay at 0.95-0.99 most of the way, so a player can be very lucky and get one of these early, but to get a specific one he"ll have to advance a lot.

Now, you can make the system much more engaging by giving the player ways to make extra inspiration checks for certain actions or increasing their rate:
Key experiments or researches might give a one time extra check, sleeping in a bed and passing the night decrease the time for the next check (sleeping in the Twilight doesn't count), having faster rate of inspiration checks by running computer banks, getting a dungeon-found encyclopedia (which shouldn't stack with others without diminishing return), and using mundane and exotic item, tools and substances for a duration (Though the player might not like the consequences of consuming anything stronger than coffee).

The key here, is that inspiration-based research is fundamentally balanced against time, but the player's chance at any specific research is not random.

On multiplayer, this has another advantage: since the players will gain different researches in the beginning, and all players are limited in their ability to power through the tech tree, players have incentive to interact with each other, by working together on a project that they can't do alone, or work to share that knowledge, making a sort of museum or school of technology.

-Discovery is essentially what you suggested: observing a phenomenon to get research.

The key is examination tools or blocks to measure and record the discovery, from something as simple as a book and quill to cameras to advance stationary spectrometer. Using these give knowledge about items or blocks which decreases the score needed for relevant research, gives a bonus inspiration check, or just give some nice trivia.
This way, the game only needs to check your discovery when you use the tool on something, the player has a pretty good control on what he discovers, and the tools can be used to tier the progression with research and material cost.
The thaumometer and the deconstruction table are a perfect example- scan things to get research points, specific things unlock certain researches, and put items in the machine to get research points.

-An experiment is a structure, process or crafting that have an assigned research, and gives you more advance knowledge for performing, in the same way as discoveries. It is an expansion on discovery: rather than examining things in the world, the player has to create the circumstances.
Simple experiments can be using a book and quill on water while having a bucket, while more advance experiments might require making a multiblock structure, such as a redstone circuit.
As a continuation of discovery, experiments must be activated using a specific tool or machine.
Even if you make a particle accelerator, most of the requirements are complete dummies- using the tool/activating the machines is what really checks for the structure, needed research, other tools in your inventory, consumes materials, and make the thing run, by either a light show or forming a real multiblock machine. Again, this is so the checks for the experiments only happen when needed, and so any structure, phenomenon or crafting could be used as an experiment, without the need to change the blocks themselves.

Experiments give a cost of time and effort to advance in research, engage the player and give him control over his progress (since he can do experiments that lower the score requirements for research he wants).
You could make it so players who already know what they're doing can make the experiments and get it the moment it's research score is below 1 (which decreases it's score to 0).
As the player advance, he"ll have less and less things to easily discover in the world and more and more experiments to do: Think of thaumcraft- in the beginnings, you scan everything, but later you really have to scrounge for things to scans. This is, I personally think, one of the very few things thaumcraft doesn't do well.

-Prototyping is a sub-type of experiment. While experiments mainly meant to advance the player's research, prototyping is meant to give a very specific technological advancement, though they are not exclusive. Prototype require having their specific research, unlike experiments which only need to have their research score below 1.
Rather than making a unique phenomenon and examining it, the player has to craft, build, or use a prototype- a basic, crude, and inefficient version of the technology using tools such as sticks, hammers, or welders to be able to realize his research into actual technologies- everything from basic gears, which are easily crafted, to complex machines.

Besides giving another way to make research cost and engaging the player, prototyping creates more methods to exclude and share knowledge. Unlike regular experiments, which require more basic knowledge to do and only have a specific research to help, players can't make a prototype without it's research- the finalized tech is a black box for anyone else. On the other hand, a working prototype can be examined, giving it's specific research (if it's possible for you to unlock), whether made by another player or naturally generated in the world. This ties to the earlier idea of a museum- players on a server can make a museum with discoveries, experiments and prototypes to allow other players to quickly gain that research.

It's fairly possible to integrate Thaumcraft research.
While inspiration is forming the idea of the research and discovery, experimentation and prototyping is finding more data, thaumcraft research represent the mental effort in understanding the ideas and turning them into actual knowledge, with research points representing your experience and knowledge in specific aspects.

So, simply make inspiration unlock their research as thaumcraft research and all research methods give aspects relating to their researches, it's perfectly possible to integrate on just the surface level.
Of course, you can then have things like infusion experiments, much harder versions of research if you haven't had inspiration, and even clear mind amulet or brains-in-jars for inspiration increase (mind the warp).


I'm sorry that this is a gigantic walls of text- it's a lot of ideas i've had in a fairly connected in-depth form, coupled with bad writing over about a day of writing and re-doing, but as long as anything is useful for anyone, it's great. Read the italics for overview.
 
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jdog1408

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Jul 29, 2019
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A mod that when tools and armor reach 0 durability do not break but have 0 effectiveness so you don't lose any enchantments that you put on, kinda like how ticon weapons become broken but for vanilla armor or maybe even soem integration for other mods
 
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XADSclan

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Jul 29, 2019
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I think this might be a mod but like an ancients mod pack. so something along the lines of Age Of Mythology type thing or like and Age of Empires one as well
 

roboteng

New Member
Jul 29, 2019
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i can think of a few ways to make research (That aren't thaumcraft clones): Discovery, Experimentation & prototyping, and inspiration.

Inspiration, is a passive way to get research, based on chance, prior progression and infrastructure, Discovery is examining things in the world, and Experimentation & prototyping a more expensive, deliberate form of discovery.

Every X amount of time (say 30 min) the player gets a random score between 0-1. The score is then checked against his tech tree, and he gets a new research.
Simple.

Each research has it's own score level, which the player needs to reach to be able to unlock. knowledge the player already have decrease the scores for relevant researches. This can be prior researches, making an item for the first time, discoveries, experimentation or prototyping.
higher-tech research have a score larger than 1, so the players have to advance through the tech tree to get it below 1 and unlock it, and have a good chance of getting it once they get close to it in the tech tree. If a score is dropped to 0 or less is immediately done. You can also implement tricky researches that are easy to get below 1 but stay at 0.95-0.99 most of the way, so a player can be very lucky and get one of these early, but to get a specific one he"ll have to advance a lot.

Now, you can make the system much more engaging by giving the player ways to make extra inspiration checks for certain actions or increasing their rate:
Key experiments or researches might give a one time extra check, sleeping in a bed and passing the night decrease the time for the next check (sleeping in the Twilight doesn't count), having faster rate of inspiration checks by running computer banks, getting a dungeon-found encyclopedia (which shouldn't stack with others without diminishing return), and using mundane and exotic item, tools and substances for a duration (Though the player might not like the consequences of consuming anything stronger than coffee).

The key here, is that inspiration-based research is fundamentally balanced against time, but the player's chance at any specific research is not random.

On multiplayer, this has another advantage: since the players will gain different researches in the beginning, and all players are limited in their ability to power through the tech tree, players have incentive to interact with each other, by working together on a project that they can't do alone, or work to share that knowledge, making a sort of museum or school of technology.

-Discovery is essentially what you suggested: observing a phenomenon to get research.

The key is examination tools or blocks to measure and record the discovery, from something as simple as a book and quill to cameras to advance stationary spectrometer. Using these give knowledge about items or blocks which decreases the score needed for relevant research, gives a bonus inspiration check, or just give some nice trivia.
This way, the game only needs to check your discovery when you use the tool on something, the player has a pretty good control on what he discovers, and the tools can be used to tier the progression with research and material cost.
The thaumometer and the deconstruction table are a perfect example- scan things to get research points, specific things unlock certain researches, and put items in the machine to get research points.

-An experiment is a structure, process or crafting that have an assigned research, and gives you more advance knowledge for performing, in the same way as discoveries. It is an expansion on discovery: rather than examining things in the world, the player has to create the circumstances.
Simple experiments can be using a book and quill on water while having a bucket, while more advance experiments might require making a multiblock structure, such as a redstone circuit.
As a continuation of discovery, experiments must be activated using a specific tool or machine.
Even if you make a particle accelerator, most of the requirements are complete dummies- using the tool/activating the machines is what really checks for the structure, needed research, other tools in your inventory, consumes materials, and make the thing run, by either a light show or forming a real multiblock machine. Again, this is so the checks for the experiments only happen when needed, and so any structure, phenomenon or crafting could be used as an experiment, without the need to change the blocks themselves.

Experiments give a cost of time and effort to advance in research, engage the player and give him control over his progress (since he can do experiments that lower the score requirements for research he wants).
You could make it so players who already know what they're doing can make the experiments and get it the moment it's research score is below 1 (which decreases it's score to 0).
As the player advance, he"ll have less and less things to easily discover in the world and more and more experiments to do: Think of thaumcraft- in the beginnings, you scan everything, but later you really have to scrounge for things to scans. This is, I personally think, one of the very few things thaumcraft doesn't do well.

-Prototyping is a sub-type of experiment. While experiments mainly meant to advance the player's research, prototyping is meant to give a very specific technological advancement, though they are not exclusive. Prototype require having their specific research, unlike experiments which only need to have their research score below 1.
Rather than making a unique phenomenon and examining it, the player has to craft, build, or use a prototype- a basic, crude, and inefficient version of the technology using tools such as sticks, hammers, or welders to be able to realize his research into actual technologies- everything from basic gears, which are easily crafted, to complex machines.

Besides giving another way to make research cost and engaging the player, prototyping creates more methods to exclude and share knowledge. Unlike regular experiments, which require more basic knowledge to do and only have a specific research to help, players can't make a prototype without it's research- the finalized tech is a black box for anyone else. On the other hand, a working prototype can be examined, giving it's specific research (if it's possible for you to unlock), whether made by another player or naturally generated in the world. This ties to the earlier idea of a museum- players on a server can make a museum with discoveries, experiments and prototypes to allow other players to quickly gain that research.

It's fairly possible to integrate Thaumcraft research.
While inspiration is forming the idea of the research and discovery, experimentation and prototyping is finding more data, thaumcraft research represent the mental effort in understanding the ideas and turning them into actual knowledge, with research points representing your experience and knowledge in specific aspects.

So, simply make inspiration unlock their research as thaumcraft research and all research methods give aspects relating to their researches, it's perfectly possible to integrate on just the surface level.
Of course, you can then have things like infusion experiments, much harder versions of research if you haven't had inspiration, and even clear mind amulet or brains-in-jars for inspiration increase (mind the warp).


I'm sorry that this is a gigantic walls of text- it's a lot of ideas i've had in a fairly connected in-depth form, coupled with bad writing over about a day of writing and re-doing, but as long as anything is useful for anyone, it's great. Read the italics for overview.

WOW. This is fantastic! I really like the inspiration mechanic that you mentioned. I like the idea of forcing people to work together early game to get stuff done. I think what appeals to me most out of your ideas is a bit of a combination. Ideally, one would have to discover some kind of mechanic, then after that you have increasingly smaller chances of becoming inspired. Doing the experiment/making the observation more will increase your change of becoming inspired and obtaining the knowledge.

I also think that a museum of sorts would be really fantastic. Being able to see a bunch of useful machines to learn from in one place could look really cool!

I was thinking of adding a clipboard, or other similar item, and if you watch some kind of event with the clipboard in your hotbar, then that counts as "watching the event".

I don't think it would be that bad, basically you set up an event listener for whenever one of these events occur and see if the player was looking at it.

Yeah, I plan on using a TON of EventListeners for this. I don't really know if I'm going to add 'if the player is looking at it' stuff, at least proximity test though. I think in 1.8 they add more things to see if players are looking at blocks (mostly for rendering), so Ill probably be able to use that.
 

Lumaceon

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Jul 23, 2014
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A mod that when tools and armor reach 0 durability do not break but have 0 effectiveness so you don't lose any enchantments that you put on, kinda like how ticon weapons become broken but for vanilla armor or maybe even soem integration for other mods
There are already plenty of mods that add unbreakable tools like this. Like you said, there's Tinker's Construct for the tools. Redstone arsenal has the flux tools, IC2 has the drill and chainsaw. As for unbreakable armor, there's Modular power suits, blood magic bound armor and IC2 has the nano/quantum suits.

Honestly, there's so much fun modded stuff, I'm not sure why you would ever want to save vanilla tools.
 

buggirlexpres

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I wish someone would make an addon for mystcraft that takes out the RNG out of mystcraft
being able to create worlds how you want them to be, being able to create linking books with the exact effects that you want, perhaps even being able to delete ages ingame

ofcourse there would still be instability, but instead of finding out if there's instability after entering an age, you'd now be able to see if there'll be instability in an age before writing it, where it could even tell you what kind of instability there'll be
At least for deleting ages:

If we're going with Myst lore, Ages would die (along with anyone in them) when the original Descriptive Book was destroyed, usually in a fire. It adds more of a reason to keep the original books safe, rather than making the world and then having the book act just like a regular linking book. IIRC, xcomp had plans, at least a while back, for this to be incorporated and have the ages actually be deleted when the Descriptive Books were burned, but he has been busy, so I don't know if it will be added.

EDIT: /me is late
 
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Eliav24

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There are already plenty of mods that add unbreakable tools like this. Like you said, there's Tinker's Construct for the tools. Redstone arsenal has the flux tools, IC2 has the drill and chainsaw. As for unbreakable armor, there's Modular power suits, blood magic bound armor and IC2 has the nano/quantum suits.

Honestly, there's so much fun modded stuff, I'm not sure why you would ever want to save vanilla tools.

1. You underestimate the power of vanilla gear, like enchanted diamond picks. They are very powerful and, relative to mod items, can be made very early in the game.

2. Powered tools and armor are simply different than breakable ones: they are balanced on using power rather than using materials, not being indestructible. Not to mentioned, he's looking for a general solution, which can affect all tools and armor, not just vanilla ones.