Request Suggest mods for creation here

Rowlanm

New Member
Jul 29, 2019
21
0
0
Hi,

I have seen this mentioned before on various threads but could not see anything mentioned here.
( I claim no credit to the original idea but have always thought it was strange it was missing)

mod: Environmental effects
When Burning fuels such as coal or oil/fuel/biogas there is no environmental fallout, TC3 makes motions towards this kind of with flux, I think it should go further than that in that it there are visible effects like mist/ smog. maybe even steam from railcraft?

eg: when burning coal or other "dirty fuels" you would get a black smog that may even go as far as to leave a residue on the surface of blocks.
It could create a black smog that if strong enough, causes a VERY weak blindness that reduces view range a bit, that will then persist until you leave the affected area.
Perhaps the more fuel used, the more intense the effects could become? maybe even to the leave of starting to "kill" off nature like grass or leaves from trees in its worst form. maybe even occur if you have 100 furnaces running at one time could cause a kind of "scortched earth" effect killing of plants and making the atmosphere more dangerous for the player if run continuously for weeks?

with other "waste" effects like with Flux maybe have a coloured smog that pulses different colours that varies based on the essential making up that flux. maybe it could even be the level plus 1 or 2 levels thick and then any lower would drop down a few blocks, not too many but a couple and it have a fluctuation where it changes a bit.

I don't mean for the above to be blocks as such ( except for the residue) but some kind of changing entity that can't be harvested by normal means.

with the idea of having a smog that causes minor effects on the player comes the idea of piping it elsewhere, so how about chimneys. not chimneys that can just be piped a million billion blocks away to somewhere no one cares about.
Chimneys could be restricted to a minimum and maximum length? say minimum of 5 blocks, max of 20?
maybe to help prevent "wind" blowing the wrong way down the chimney" add the metal spinney things that cause a suction up the chimney?

Filters:

Maybe also include a filter that can be made from reasonably basic materials, such as a sheet of wool 2-3 wool in a line with sticks in each corner? that can collect the "waste" material such as carbon sludge from coal, or essence goop from Flux. maybe even use 3 white wool as a standard filter and then different colours for different things, like 3 red wool for say the "weapon essentia" or 3 green for the "tree essentia".

Water collector, like the filters but collected steam to create water blocks but only works at a certain level of steam in the vicinity.

going back to the carbon sludge, it could then be put to other uses like cooked in a furnace to make carbon shared then multiple shards could be combine to make a block of carbon cooked the make a Graphite chunk which could then be used as a kind of whetstone for sharpening certain tools like swords, it could only have a few uses before it has lost its sharpening ability and is destroyed, but isn't possible to completely repair any single item?

the essence goop could be filtered into some kind of thaumic sieve to get 2-3 compressed essences which could then be made into a pure essence ball that can be placed in the crafting grid to make a vial of essence.

If there are other mods that include power generation, you could also include a kind of powered filter that works slightly better than the basic filters. maybe with higher tech filters make them more specialised as in if you have a high tech water collector, it would break if you let smog or flux clouds in? or maybe create poisoned water instead of normal water that flows the same as water like in natura? :)

My thoughts for the entity smog thingy is that it can be gathered but no more than 1 fifth of what was burnt can be collected, so people cant just abuse the system ( particularly for flux).

I think I have more to add but im at work and will update later on if I can think of something else to add :)
 
  • Like
Reactions: Smiletactician

Caaameron

New Member
Jul 29, 2019
16
0
0
I wonder how difficult coding in a new damage type would be. I had an abstract idea for a mod that revolves around magic spells that would counter tech armor (iron, bronze, steel, and EU-powered armor) as well as add new dimensions, end-game bosses, and gear.
 
  • Like
Reactions: Smiletactician

Malexion

New Member
Jul 29, 2019
263
0
0
Should take a look at the Ars Magica 2 - Idea thread, it will have fully customized spells and so on. He also mentioned something about making magic tech equivalents after AM2 was out and something about a magic quarry.

Otherwise i've been toying with the ideas of a few mod concepts that would do something similar and I suppose this might be an good place to dump the dimension idea, but I fully intend on attempting a magical modular armor concept that I've had for awhile now, with its base in AM2 and some cross mod linking into Thaumcraft and Thaumic tinker. Base plan is to give at least the base affinities 3 sets of armor to choose from with slight benefits and unique abilities including fusing created spells into the armor.

Fear the Dark: Mod Concept - https://drive.google.com/folderview?id=0B-qfhj8XDxgDRkdCa0FMcWl1RFk&usp=sharing

I also have an idea to readjust game progression and change the way servers implement towns and economic systems.
 
  • Like
Reactions: Smiletactician

Chrissy

New Member
Jul 29, 2019
460
0
0
"Nightvision" Client Side mod a key, (By default N) makes the overlay green, Turns the brightness up in settings, And makes the NVG noise. Dunno if it would be considered, Because it would accomplish the same thing as turning your brightness to maximum
 

Wekmor

New Member
Jul 29, 2019
939
0
1
Fog mod:

Makes a fog overlay in the distance, like this:
minecraft_foggy_mountains_by_dunkindonuts_64-d6h5otd.png


I don't know if this is even possible to make, but it would be cool. (Screenshot was made with photoshop)
 

Caaameron

New Member
Jul 29, 2019
16
0
0
Should take a look at the Ars Magica 2 - Idea thread, it will have fully customized spells and so on. He also mentioned something about making magic tech equivalents after AM2 was out and something about a magic quarry.

No disrespect to AM2, but I had a different vision for a magic-based mod with a worthwhile endgame. I envisioned a combination of Mystcraft book-writing (for spells), twilight forest bosses (to get specific items for spells), and TiCon customization for armour and spells.
 
  • Like
Reactions: dgdas9

RavynousHunter

New Member
Jul 29, 2019
2,784
-3
1
I just had an interesting, probably novel idea for item storage, inspired by a bug my server's admin encountered when trying to add a mod: liquid items! They can be stored the same way as any other liquid; BC tanks, Railcraft, XyCraft, GregTech, whatever you want. All you need in a little interface block on an access port which can read the amount of items stored in a particular buffer and you can (perhaps for a nominal energy cost of EU/MJ/whatever) order up any number of items, and it'll spit 'em out. Perhaps have the ratio of items to millibuckets of liquid item configurable all the way down to a 1:1 ratio, for maximum compression.

Liquid circuits, liquid machine blocks, liquid tanks (tankception?), liquid sticks! That'd be sooooooooo cool!
 
  • Like
Reactions: ApSciLiara

Smiletactician

New Member
Jul 29, 2019
100
0
0
Right Folks,

Since this thread now exists I figured I'd post my idea here as well.

Basically, one of the things I find missing in MC, especially for cool and creative builds, is atmospheric lighting possibilities. I know that RP2 adds the very nice (inverted) lamps which definitely are a huge step forward but merely "tiered" lighting is missing. Here are the details of what I'd love to see in MC:

- tiered lights; 3 tiers of lights with the lowest tier being slightly better than torches and which are quite cheap to make. Highest tier lights are relatively expensive and a capable of producing much more light (thinking in terms of the wrath lamp).
- light dimmers; as in real life you may want to dim the lights in certain areas for aesthetic purposes.

Now the trick in my idea is that all these items require some kind of power (EU, MJ, etc.) in order to function. It wouldn't make much sense for a light to be dim-able without having some kind of power circuit connect to it, which is essentially my problem with RS signals and lights.

Obviously, the power consumption of each tier of lights should be more than the previous tier but all the power costs should be relatively low seeing as it's only lighting and not a machine that needs lots of EU/MJ to make something.

I haven't fully thought all the ins and outs through but I hope this idea could be picked upon by a modded since I cannot code at all.vheck, I don't even have a clue whether my idea is even possible.

I any modded is interested in this idea and would like to ping pong some ideas about it back and forth then please drop me a forums message.

Cheers,
Bel*.


Hey,

i don't know if this has actually already been answered and/or you've found this out for yourself but a these types of lighting have been introduced in the 1.5 packs in FTB. the GlowstoneIlluminator (not exactly sure which mod mod sorry friend :)): very much like RP2 lighting combined with actually red power interactivity for e.g. dimming (as they react to the power redstone distributed to them, utilising other mods i.e. MFR (rednet, again this is another improvise idea based on the RP2) can control the strength and or the length at which you place redstone connections from the lamp. with the possiblite of customisation e.g. colouring etc... also, albeit EXTREMELY expensive chandeliers and even more expensive magnum torch have been added from ExtraUtilities.
 

Smiletactician

New Member
Jul 29, 2019
100
0
0
Dont know about you guys but I would kill for a mod that adds planet traveling with their own resources and stuff and you must build its own multiblock structure that is unique for each planet

hey,

i liked before i made some addage to your post. definitely like the idea of going to different planets and/or accessing different dimension via means of "planet traveling" (could you explain here, i certain your on about space flight but i'm not entirely clear. it would give you a great reason to build GT stuff as powering a space would probably need a fusion generator to power it). mainly to resource some resource that is maybe a rare resource therefore making other resources rare. although i feel this idea has already been done with the end, astroid fields and such. what would disparage people from just jet packing it to other planet/planetoid? and the spawn world that you play in is VERY big and i don't think most people even explore 1/4 let alone an 8th. would it not be better to have the world spawn to other "one off" hard to access places (much like Mushroom island sort of thing with greater difficultly (obviously there's nothing difficult about mushroom island but i think you know what i mean)) which might take some advance means to a) get to b)access?

i will probably mention a lots of these things again cause i'm just browsing thing people have thought of, just in case some "genius" had had the same/similar idea's to my own.
 

Smiletactician

New Member
Jul 29, 2019
100
0
0
But a mod would always be better!

hey,

this is a maybe and again you may have heard the rumours (and this by no means is fact, just things i've caught on to while reading or watching DW20) and anyone is free (mods, devs, forum masters and/or/either forum member) to correct update my post here. i think due to the conflicting impact of GT, in the "soon to come launcher update there will be an easy access to GT config for the the level of gameplay you want. ya know, customisable difficulty setting. which i imagine will have a on/off as well as a low>high.
 

Smiletactician

New Member
Jul 29, 2019
100
0
0
Modular boats like Steve's carts but with boats.

i think its self explanatory but i remember someone (maybe slowpoke) on a DW20 mentioning they would like to see some water base things happen. harbours... i would love to work with subs, yachts and other flying and water based vessels. then this reminds me that a means to actually get numerous shifting blocks is known to be problematic and no one has yet solve (to my knowledge). closest so far was RP2 frames. i also have a suggestion for this. i'm not a coder, so i expect to get shot down.
 

Smiletactician

New Member
Jul 29, 2019
100
0
0
I like to see a mod that could change the flow of time in the since that, a 24h minecraft day take 1,2 or 4 hour to rotate instead of the 20mins. and keep in the bed thing though to have to become day again.

hey,

yeah, especially when you SMP. real arse having to ask everyone to jump into the sack with you (especially every 20mins) get really old, really fast. on a more constructive not. we know that time can actually be affected (i hope i used the right one affect/effect cause i really i can't tell the difference even after reading the descriptions in thesaurus) as mystcraft have shown so maybe a addition to mystcraft madding machine that works like a theraformer and/or atmosphere conditioner. at we currently have anyway, right?[DOUBLEPOST=1376378042][/DOUBLEPOST]
I just have a single block suggestion (maybe two). A Vacuum Chamber, which would pull from any inventory on five sides of it, and output to one side. I'd suggest it work at about the same speed as a redstone engine but be upgradeable to work faster. You could also make a Pressure Chamber that would work in reverse (input to one side, output to many) but that's basically what pipes and tubes do.

Some ideas to go along with the above:
- Configurable sides: Allow each side to be configured as output or input.
- Configurable sequence: Allow the player to decide in which order the sides are activated, or all at once.
- Configurable thoroughness: Finish with one inventory before moving on to the next.


hey,

MFR maybe.
 

Smiletactician

New Member
Jul 29, 2019
100
0
0
If this already exists or has been suggested before I apologize but i have read through the thread and can't see anyone else mention this.

My suggestion may either be really simple or a total nightmare but since I'm no coder I don't know. Right time to get tot he point!

Someone once said "A block only has so many sides"and I had been thinking about this for a while. Is it possible to create a block that could connect to any single block such as a chest or a squeezer that would extend it's properties? This would effectively turn a single block into a multi-block and allow people with pipe OCD to keep it all neat. I'd like the mod to work with the pipe plugs and also be able to connect to itself.

I can see it's sort of a utilities thing but it's also a pipes type thing but could easily be a mod on it's own.

First post hoping for some good feedback

Coalshed.


hey,

MFR, again, i believe have this covered. albeit i'm not sure if that block works with pipes etc but i'm pretty damn sure it expects form one side and outputs form the others.[DOUBLEPOST=1376379408][/DOUBLEPOST]
My friend and I were talking about a mod that uses projected graphical images to interface with inventories. (Think Iron Man hologram screens that he flicks around and pokes)
Basically, how it would work is you would move your cursor over a block and hit a certain key (click middle mouse?) and that blocks inventory (if applicable) floats onto the screen above the block. You could do this for multiple blocks near you and then hold down a different key (or the same) and you cursor would become unlocked from the center and could move around the screen. You would be able to interact with these inventories and you hotbar in the same way you would if you opened their inventories manually.

Applicably useful? Probably not. Faster than normal inventory interacting? Probably not. Freaking super awesome and amazing? Definitely!


hey,

hey,

this or a limited form of this, i believe, have been added in certain mods which have been recently spotlighted on DW20 spotlight and are active in the 1.5. pack i believe. one that comes to mind is LogisticsPipes (glasses). but see what you mean though, it would be mint for intense if there was a mod that interacted with the other mods (i'm not say this would be easy (by construction or mod authorisation) in the slightest. tech piece or item (possible a form of glasses) that allows you to see into the inventory when looking at it. so., not exactly what you were thinking but close and/or also maybe a another way of look at your/the idea e.g wearing the item would give you the ability to not only look into whatever GUI/inventory but also interact with it. that would speed up the cogfigs you have to do and everything. i like this very much.
 

Smiletactician

New Member
Jul 29, 2019
100
0
0
I would like a mod that adds structures to the world that are mod centered. it's not that each mod should add their own, but rather a single mod that checks what mods are installed, and will generate custom structures based on that mod.
these structures contain most of the blocks and items of the mod it's generated for. to prevent making things to easy, these structures are protected to a similar way as Ars Magica does with it's structures. you can walk into the generated structures, and you can open chests and inventories, but you can not break any blocks. meaning a mod generated structure can be made very fancy looking with all kinds of blocks and machines, but you cannot collect them. you could also make it so that you can break the blocks in the case that the structure is in the way, but the block doesn't drop. and you might even go as far as actually making some tutorial structures for the mods. the reason I am suggesting a mod like this because I like mods that add structures to the world, making it more fun to explore your world, and it's also an alternative way of finding certain items that can only be found in dungeon chests, because as minecraft is, you sometimes just can't find an item you're looking for.

hey,

yup, i thought i something similar ut different. so a bit of addage need here :) like thaumcraft's totems and the obilix (not that i have ever... nor do i know how to spell) so you can see some interest stuff whil eyou explore. i also, if there there occaisonally there might be a chance that they point out something. lets say that mod's structure direction. but they could be like the wonders of the world. lines of bid heads, gigantic walls etc... i would however like twilight forest have block that are a)craft able (if not after doing or getting something) b)are mine-able (only in those aera's/structures) c)and occasionally having treasure chests under/near the not so exploratory structure e.g. like the great wood spider trees in thaumcraft.
[DOUBLEPOST=1376380971][/DOUBLEPOST]
I have always wanted this, Music disks you can put your own music on, it would probably not work in multiplayer, but it would be sweet for single player

yes,

being able to access your tunes from a craftable item :D majour like
 

Smiletactician

New Member
Jul 29, 2019
100
0
0
What I'd like is a mod that turns most underground resources like iron into veins.

I don't mean increasing the amount of resources in the world. I just mean that instead of finding 2-9 pieces of whatever resource, you instead find a vein the size of a coal vein. So the veins would be farther apart than the current clusters, but you'd find more of it when you did find some.


hey,

i'm not sure that thats really a mod but more to do with ore distribution. and from what i know, i believe that is changed quite frequently. what you may like though is that there are a pair of glasses you can get that will show you how much of what your look and and where it is. os you can mine it quicker. you however, need less light to use these glasses so more chance of being creeper ninja'd.