Request Suggest mods for creation here

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Golrith

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Nov 11, 2012
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Alright, is there a mod that lets you customize food yet?

As in:
1. Wheat turns to bread at a 1 to 1 rate -- so that wheat used for bread gives more food than steak.
2. Wheat can be ground into flour, and the flour turned into bread -- so that you really get more food this way.
3. Food stack sizes can be limited -- so bread and steak can be limited to 8 per, making the smaller stack size enough of an issue to make a stack of steak significantly better than a stack of bread (going on the assumption of the normal 27 inventory stacks and inventory space has value)
4. Sandwiches -- fish or steak -- can be created to give even more nutrition per stack, but not more total (i.e. -- a bread, plus a steak, would give more nutrition than a steak sandwich, but the sandwich stack has more total value) -- again, relying on small stack sizes to make a factor.

The idea here is to try to bring some better balance and value to vanilla foods, without having to resort to hunger overhaul / pams harvestcraft excess.

Also, this would return a role to mushrooms and mushroom stew -- which went from being the best food (at a cost of at least one extra inventory slot) to not worth the trouble when it got nerfed. (Specifically: the role of excessive total food, at stack sizes of 64).
CustomItems & Minetweaker. Lets you make your own foods, change stack sizes, make your own items for recipes. I don't think it yet has the ability to change existing foods, but with some effort between mob properties & minetweaker, you could change the food drops of animals and the cooking recipes.

Hunger Overhaul has a config option to change stack sizes based on saturation for all foods.

People seem to have this major misconception about hunger overhaul. It works fine without Pams (a mod I hate myself, way too bloated), and lots of stuff can be disabled/changed via configs.


...I'm talking about Enviromine and how there's nothing that can act as support beams...
Enviromine has a config system so you can change the properties of every block in game. If you want one to be more supportive or not fall at all, you can do that. Personally when I was playing around with the Physics sides of things I found the default settings way too fragile and make everything "stronger". (for example, just poking a ceiling in the Nether lead to a massive cave in, not good considering the mobs there and the design of the place).
After a while, I just gave up with that part of the mod, in a big modded environment, it's a major headache.
 

Eruantien

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Jul 29, 2019
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Alright, is there a mod that lets you customize food yet?

As in:
1. Wheat turns to bread at a 1 to 1 rate -- so that wheat used for bread gives more food than steak.
2. Wheat can be ground into flour, and the flour turned into bread -- so that you really get more food this way.
3. Food stack sizes can be limited -- so bread and steak can be limited to 8 per, making the smaller stack size enough of an issue to make a stack of steak significantly better than a stack of bread (going on the assumption of the normal 27 inventory stacks and inventory space has value)
4. Sandwiches -- fish or steak -- can be created to give even more nutrition per stack, but not more total (i.e. -- a bread, plus a steak, would give more nutrition than a steak sandwich, but the sandwich stack has more total value) -- again, relying on small stack sizes to make a factor.

The idea here is to try to bring some better balance and value to vanilla foods, without having to resort to hunger overhaul / pams harvestcraft excess.

Also, this would return a role to mushrooms and mushroom stew -- which went from being the best food (at a cost of at least one extra inventory slot) to not worth the trouble when it got nerfed. (Specifically: the role of excessive total food, at stack sizes of 64).
I believe KawaiiCrops could also help you here.
 

1SDAN

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Jul 29, 2019
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Enviromine has a config system so you can change the properties of every block in game. If you want one to be more supportive or not fall at all, you can do that. Personally when I was playing around with the Physics sides of things I found the default settings way too fragile and make everything "stronger". (for example, just poking a ceiling in the Nether lead to a massive cave in, not good considering the mobs there and the design of the place).
After a while, I just gave up with that part of the mod, in a big modded environment, it's a major headache.


I don't want a simple "Holds others up" boolean, I'm talking about a number of which how far away and how heavy of blocks it can support, a true physics overhaul which allows for tiers of support beams and walls. Enviromine ATM is far too simple for my tastes
 

keybounce

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Jul 29, 2019
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CustomItems & Minetweaker. Lets you make your own foods, change stack sizes, make your own items for recipes. I don't think it yet has the ability to change existing foods, but with some effort between mob properties & minetweaker, you could change the food drops of animals and the cooking recipes.

Hunger Overhaul has a config option to change stack sizes based on saturation for all foods.

People seem to have this major misconception about hunger overhaul. It works fine without Pams (a mod I hate myself, way too bloated), and lots of stuff can be disabled/changed via configs.

My conception of Hunger Overhaul: A complete change in how food works to make all sources of food slower production, all food less filling/satisfying, and make staying full a royal pain. At the same time, a major change to the nature of food in minecraft: Between "hungry means you can't do as much", and "insta-death when you run out", hunger is now a life meter. Changing the healing behavior from "Effectively based on saturation" to "Based on entire food bar" actually changes the nature of food from "Food is valued based on saturation" to "food is valued based on total".

Food/hunger in vanilla minecraft is an interesting thing, and more interesting before the "healing costs hunger"/"Healing is slower" change. You have a scale that runs from 0 to 40, and while the typical game would just say "Stuff stuff into it to keep it close to 40", this says "You can't add to it when it's above 20, and you want to keep it above 18" -- so you have a narrow range of "it's now time to add to it", and the saturation value of food dominates everything. It was *hard* to get the total up to 40, and getting it higher and higher was difficult. Getting it up to 40 meant letting it get down low, which meant having to spend time out of combat because of the healing effect.

Hunger Overhaul basically destroys all of that, with "You want to keep it above about 8", "There is little or no penalty for letting it drop below 18", along with "Since you can now toss a lot more stuff in, getting it up to 40 is no longer hard".

Vanilla hunger made for an interesting game mechanic. Having combat deplete hunger faster, while keeping "rapid" healing, would have made a very interesting PvP mechanic -- whoever was better fed would tend to win. The change we got -- healing is useless in combat, healing environmental damage costs as much hunger as getting into combat -- was a big loss in interesting game mechanics.

Hunger overhaul basically destroys what little is left of the game mechanic. It makes early game more painful, and does nothing to the late game except for the scale of your farm.
 

Golrith

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Nov 11, 2012
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My conception of Hunger Overhaul: A complete change in how food works to make all sources of food slower production, all food less filling/satisfying, and make staying full a royal pain.
Which you can turn off. I use HO and all food is at original vanilla values (I hated that a bit of steak was pretty much useless as a food source). My main use for HO is for the debuffs when food/health get too low, and higher damage if you are starving (not insta death, but more than 0.5 heart). I prefer to use Spice of Life to reduce the value of food and is overall a much more interesting mechanic, as you are forced to explore food options, and with HO's Well Fed buff usually kicking in with every meal, means I don't have to worry about my next meal for a while.
Between the two, each meal I have feels just right in portion size, plus the time between meals also feels right. No frantic stuffing your face every few minutes (which is pretty much the norm with HO by default). I can go off on an adventure, take some food if needed, and get home for a nice meal.

I never knew about Saturation for a long time, because it's pretty much a hidden mechanic. If my hunger was dropping, I ate. That was all my non modded experience of MCs hunger system, but you could pretty much ignore the scaling, since there was no side effects apart from the minor health damage when starving.

I do agree that it would be good if a mod existed that can configure existing foods, and I've asked the question to Otho, author of customItems.
 

keybounce

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Heh. My favorite effect of "saturation being hidden, and not really understood" was the whole "Bait, as a cheap emergency food, will reduce your saturation" idea.

Which was probably OK, it's just that the mod author didn't understand the scale properly ...
 
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jdog1408

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A mod that adds more potions from vanilla status effects. Like resistance hunger and saturation, etc. Although it may be doable with minetweaker because the potions are possible with nbt tags.
 
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RavynousHunter

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A mod that adds more potions from vanilla status effects. Like resistance hunger and saturation, etc. Although it may be doable with minetweaker because the potions are possible with nbt tags.
That's kinda what I'm working on with Lord British's Legacy, only there's gonna be more to it than just new, cool, effing stackable potions.
 

Golrith

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Heh. My favorite effect of "saturation being hidden, and not really understood" was the whole "Bait, as a cheap emergency food, will reduce your saturation" idea.

Which was probably OK, it's just that the mod author didn't understand the scale properly ...
Otho has just added the ability to change foods as part of CustomItems, will be in the next released version.
 
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Zeeth_Kyrah

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My conception of Hunger Overhaul: A complete change in how food works to make all sources of food slower production, all food less filling/satisfying, and make staying full a royal pain. At the same time, a major change to the nature of food in minecraft: Between "hungry means you can't do as much", and "insta-death when you run out", hunger is now a life meter. Changing the healing behavior from "Effectively based on saturation" to "Based on entire food bar" actually changes the nature of food from "Food is valued based on saturation" to "food is valued based on total".
Food/hunger in vanilla minecraft is an interesting thing, and more interesting before the "healing costs hunger"/"Healing is slower" change. You have a scale that runs from 0 to 40, and while the typical game would just say "Stuff stuff into it to keep it close to 40", this says "You can't add to it when it's above 20, and you want to keep it above 18" -- so you have a narrow range of "it's now time to add to it", and the saturation value of food dominates everything. It was *hard* to get the total up to 40, and getting it higher and higher was difficult. Getting it up to 40 meant letting it get down low, which meant having to spend time out of combat because of the healing effect.
Hunger Overhaul basically destroys all of that, with "You want to keep it above about 8", "There is little or no penalty for letting it drop below 18", along with "Since you can now toss a lot more stuff in, getting it up to 40 is no longer hard".
Vanilla hunger made for an interesting game mechanic. Having combat deplete hunger faster, while keeping "rapid" healing, would have made a very interesting PvP mechanic -- whoever was better fed would tend to win. The change we got -- healing is useless in combat, healing environmental damage costs as much hunger as getting into combat -- was a big loss in interesting game mechanics.
Hunger overhaul basically destroys what little is left of the game mechanic. It makes early game more painful, and does nothing to the late game except for the scale of your farm.
Excellent takedown. The change I propose for hunger is simple: Keep normal health regen on no matter how much hunger you have, but limit your max normal health regen to max hunger (items or effects that regen health still do that). That way hunger isn't just about saturation, and you don't need to worry about the tiny band between 18 and 40; let it fall all the way down if you like, you'll still heal at least a bit. So if you get hurt and your hunger is only at 12, your health maxes at 12 until you can eat and/or get a healing item. Combat in this case does tend to end up going to whomever is better fed.
 

keybounce

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Hmm ... that's an interesting take. Going hungry won't affect your health, until you get hurt; then it restricts your ability to heal.
 

The_Real_Gaw8y4

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Jul 29, 2019
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How about a mod that adds a credits button to the main menu? It would be like the credits at the end of the game, but instead of the story, it would list whatever you put in a text file. This could be used to mention pack devs, mod devs, etc. in a mod pack.
 

keybounce

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I like that.
===

A mod to permit removing mods, by substituting blocks. For example, to remove underground biomes, or geostrata, or geologia, by listing the blocks that you want to replace with plain stone, or plain ore.

Some blocks would be easier to replace than others; carpenter's blocks, for example, is all tile entities, so removing would be hard.