Request Suggest mods for creation here

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Xiaminou

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Jul 29, 2019
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I am looking for a mod that replaces (or deletes) a block with another block, before the world loads. I know there is MCEdit, but I've had bad luck with it, it tends to break modded worlds.

It would be a simple mod where you can put a type of block, or a single block (coordinates) to replace with another block in a config file. It would make debugging worlds much easier.
And more recently I've been wanting to replace the extra ore generation from mods I have added and I forgot to disable oregen with stone.
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
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Might get some hate for this, but I'd love to see a mod that reverts the 1.9 combat system (and health/food regen) back to "normal". I just don't think it does anything for the game, looks and feels really clunky, and gives no way of tackling large groups of mobs.


I'd also like to see a mod for skyblock/skyland type packs where you craft a throwable object (behaviour like egg/snowball), which when thrown into the void, causes a small floating island to randomly spawn at that rough point. Would be a great way of expanding your "base" to a more "natural" look.
 

GreenZombie

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Jul 29, 2019
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Might get some hate for this, but I'd love to see a mod that reverts the 1.9 combat system (and health/food regen) back to "normal". I just don't think it does anything for the game, looks and feels really clunky, and gives no way of tackling large groups of mobs.


I'd also like to see a mod for skyblock/skyland type packs where you craft a throwable object (behaviour like egg/snowball), which when thrown into the void, causes a small floating island to randomly spawn at that rough point. Would be a great way of expanding your "base" to a more "natural" look.

What I would like is a "hold button down to swing weapon at its swing speed" mod. You know - how axes, pickaxes, spades etc work. And almost every other game where the designers have realized that requiring precise timing for click-per-swing attacks is stupid over the internet where the smallest amount of lag can throw it off, its not the actual core skill of combat anyway and simply penalizes less dexterous players, and finally, requiring click per swing severely reduces the lifespan of mouse buttons.
 

Lethosos

New Member
Jul 29, 2019
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I bet it's on the list when Reika gets around to working on LegacyCraft.

Sent from my Puzzle Box of Yogg-Saron using Tapatalk 2
 

jdog1408

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Jul 29, 2019
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Might get some hate for this, but I'd love to see a mod that reverts the 1.9 combat system (and health/food regen) back to "normal". I just don't think it does anything for the game, looks and feels really clunky, and gives no way of tackling large groups of mobs.


I'd also like to see a mod for skyblock/skyland type packs where you craft a throwable object (behaviour like egg/snowball), which when thrown into the void, causes a small floating island to randomly spawn at that rough point. Would be a great way of expanding your "base" to a more "natural" look.
I am not the biggest fan of the new combat system. But I would like to see mods able to rework to fit the game. I would probably still use the Legacy combat mod a lot. The only issue is if everyone uses this mod instead of developing them to the game.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
I very rarely do this, but I suppose I shall make an exception in this case: Hunger Overhaul for 1.9.

HO did a lot of very good things to the hunger management system, things that I feel really should be vanilla. If the original author is not planning on updating, can someone fork the github and update?

We've got Pam's for 1.9, we've got Agricraft with an alpha for 1.8 (so hopefully 1.9 is around the corner). With Hunger Overhaul, I'd finally go ahead and say that I could make at least a basic pack for 1.9.
 

GreenZombie

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Jul 29, 2019
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I just realized that, for immersive engineering, I wanted to use water wheels, and to do that I needed a believable source of water: a dam.

Minecrafts terrain gen creates all rivers with the water surface at y=63, so, I propose a few mods:

* Elevated river biome mod. Seems a bit dubious.
* Highlands lake biome mod. A highlands biome varians that has large bodies of water.

Adding biomes is however quite iffy as finding an elevated body of water to work with might be tricky to depend upon. So perhaps

* A mod that adds terrain manipulation. Not like worldedit where areas are clearly marked, but a set of terrain "nukes" that, when detonated, will perform actions much like the planet editor in Spore: Create a mountain range, - i.e. elevate terrain - extending 100m in a direction, make a basin. All actions would regenerate features - well, plants and trees - and ensure that water levels were appropriate. One of the bombs would create lakes by filling an area in with water, up to the height of the device.
 
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KingTriaxx

Forum Addict
Jul 27, 2013
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Might try Realistic Terrain Generation. I played with it a bit, and it seemed to have some nice mixed level water.

Alternatively, Highlands Flying Mountains biome usually has water coming out of the sides, and also ponds on the tops of the mountains. Wouldn't be much effort to get the water to cascade back and forth past several water wheels.
 
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Celestialphoenix

Too Much Free Time
Nov 9, 2012
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Tartarus.. I mean at work. Same thing really.
The first part you could do with the Streams mod.

I'm not sure how well IE integrates with Streams, but if it works it'll be very realistic given all you then need is a diversion and a sluice channel.
--Edit-- Steams thread mentions steams flowing water turning into regular MC water, you should be able to do something that looks cool ;)
 
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Xiaminou

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Jul 29, 2019
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@Xiaminou Computercraft Command Computers can replace blocks like that. You need to be an op, but Dire showed off how at the end of his latest season.

I know they do, but I want something that can fix blocks that break worlds (makes them crash instantly) which means I can't use anything in-game.
 

GreenZombie

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Jul 29, 2019
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I know they do, but I want something that can fix blocks that break worlds (makes them crash instantly) which means I can't use anything in-game.

in the config folder you can find forge.cfg. This contains two entries that are typically set to false, removeErroringEntities and removeErroringTileEntities. Setting these to true cases forge to wrap accesses to entities in a try catch block that consumes the error, and deletes entities that throw exceptions from the world. This can cause performance issues if left on, and will randombly delete blocks and entities if the game crashes for other reasons, so don't leave them on.
 

Xiaminou

New Member
Jul 29, 2019
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in the config folder you can find forge.cfg. This contains two entries that are typically set to false, removeErroringEntities and removeErroringTileEntities. Setting these to true cases forge to wrap accesses to entities in a try catch block that consumes the error, and deletes entities that throw exceptions from the world. This can cause performance issues if left on, and will randombly delete blocks and entities if the game crashes for other reasons, so don't leave them on.

Does that actually works? I have never heard of anyone using that to fix such problems.
 

KingTriaxx

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Jul 27, 2013
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It's pretty unknown. I didn't know about it until he mentioned it. I suspect the issues it has with breaking things are why it doesn't. Most things like that revert to disabled after one use. Forge's one doesn't.
 

GreenZombie

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Jul 29, 2019
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It's pretty unknown. I didn't know about it until he mentioned it. I suspect the issues it has with breaking things are why it doesn't. Most things like that revert to disabled after one use. Forge's one doesn't.

It can't really revert automatically as it doesn't know if/when you have visited enough of the world to clear out all the faulting entities.