Request Suggest mods for creation here

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lenscas

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Jul 31, 2013
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a mod that disables all tinkers' parts, modifiers, and most the tables( leaves the tool forge/station so the items can be repaired. Then adds random tinkers' tools to chests, or a crate with random tools in them that can be found in chests. It would have weighted rarity values or procedural generation to make it more likely to get a likeable or unlikable result.

I've played with a mod that adds crates with random weapons in them to chests. It uses its own basic weapons system and ends up with interesting tools. I just think this would be a interesting variation on finding tinkers tools.
you can already disable everything with minetweaker. This leaves only the generating of the loot, thus I would suggest a mod that allows you to add items to dungeon loot but in a way more like minetweaker, thus allowing you to give the items random NBT tags and the like.
 
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sgbros1

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Jul 29, 2019
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you can already disable everything with minetweaker. This leaves only the generating of the loot, thus I would suggest a mod that allows you to add items to dungeon loot but in a way more like minetweaker, thus allowing you to give the items random NBT tags and the like.
If it's 1.10 (1.9?) you can add a json file of chest loot to a config file (or somewhere).
 
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DeathOfTime

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you can already disable everything with minetweaker. This leaves only the generating of the loot, thus I would suggest a mod that allows you to add items to dungeon loot but in a way more like minetweaker, thus allowing you to give the items random NBT tags and the like.
If it's 1.10 (1.9?) you can add a json file of chest loot to a config file (or somewhere).

I know there is a mod for everything already. I thought this was the request a mod thread. Not the "how to do it" thread. Thanks though. I do understand you are both just being helpful.

I have found some mods and well try and combo them together. 1.10 is still to unstable and lacking option right now. Sticking with 1.7.10. Especially as there are tons of mods for it and many still seem to be coming out. Trying out a mod that allows for custom loot, a loot case mod, and minetweaker. Still got to get the pack up and running though. Still working out all the initial crashes. Getting past the server side crashes now. Then I just got to make sure I can load a world in single player. After that I should be able to finally start on the configs.

Trying to make a pack thats' focus is forcing exploration. Though it does having plenty of random stuff thrown in to give a reason to have a base and go out exploring.
 

DeathOfTime

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Jul 29, 2019
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you can already disable everything with minetweaker. This leaves only the generating of the loot, thus I would suggest a mod that allows you to add items to dungeon loot but in a way more like minetweaker, thus allowing you to give the items random NBT tags and the like.
If it's 1.10 (1.9?) you can add a json file of chest loot to a config file (or somewhere).
Just occured to me you were both likely just suggesting work arounds. Not instead ofs. Thanks for that. It is always good to have others input.

I lost interest in finishing the pack. It was going to have no ores. finding all resources in chests, using a deconstruction table to pull out the basic components that were needed. Tougher mobs. Mods focused around gaining more power to fight those mobs as one explored and found more stuff in chests. The tinkers think was going to be part of it. I never got the exacts figured out. I had just got to the point the pack was stable enough to configure. Configured it little at all and decided to go back to other's mod packs. I am still interested in the idea. Just not enough to realize it.
 

keybounce

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Here are 4 things that I'd like to see as enchantments in 1.7.10. One of them is an enchantment in 1.9+.

  • All shoes
    • Glow Crystal - Every 8 steps or so the crystal will shed some glow dust on the ground, illuminating your path.
    • Fiery Crystal - Allows you to walk on lava by placing unstable obsidian at your feet.
    • Frigid Crystal - Allows you to walk on water by placing unstable ice at your feet.
    • Flippers - Makes you swim faster underwater.
Unstable obsidian? An enchantment version of Energetic Nitor?
 

OniyaMCD

Well-Known Member
Mar 30, 2015
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Here are 4 things that I'd like to see as enchantments in 1.7.10. One of them is an enchantment in 1.9+.

  • All shoes
    • Glow Crystal - Every 8 steps or so the crystal will shed some glow dust on the ground, illuminating your path.
    • Fiery Crystal - Allows you to walk on lava by placing unstable obsidian at your feet.
    • Frigid Crystal - Allows you to walk on water by placing unstable ice at your feet.
    • Flippers - Makes you swim faster underwater.
Unstable obsidian? An enchantment version of Energetic Nitor?

Pretty sure I've seen a mod that gave the equivalent of frost-walker before, when I first started playing modded, back in 1.6.4-ish. I vaguely remember it being part of an unfortunate incident involving a 'drop into water' This may or may not be the same one I remember: http://archive.chylex.com/mod/freeze-enchantment
 

keybounce

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A "mod", or *something*, to make the "binary search of malfunctioning mods" easier.

Something in my modpack of about 70 mods is crashing a chest, causing a chest to look up the block of the chest over and over until stack overflow happens. All I know for sure is that it's not RFO.
 

keybounce

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Pretty sure I've seen a mod that gave the equivalent of frost-walker before, when I first started playing modded, back in 1.6.4-ish. I vaguely remember it being part of an unfortunate incident involving a 'drop into water' This may or may not be the same one I remember: http://archive.chylex.com/mod/freeze-enchantment

I think Et Futurum gives frost walker; I was not aware of that freeze enchantment (did not look like it timed out, and it does do lava.).

The others would still be nice things to have.

And, LAva should become obsidian, not stone.
 

DeathOfTime

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Jul 29, 2019
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Just an idea. Might be a good addition to Thaumcraft and probably already has been done by someone.

Any death in a area adds to a hidden score that accumulates over time. Never actually drops, probably. It generate bad karma/effects in the area based on that score. It would have to extremely high to get the effects. From things like more powerful mobs that are harder to kill. To a taint like stuff that spreads through the the chunk and possibly nearby chunks. Possibly even instability effects that are save wide(these would require a way to lessen the kill score, don't much care for making the save unplayable)

Was thinking this would be a relatively high score. Like a 200 deaths in one chunk in a day might set it off. Or 10,000 deaths in a chunk over time. Whatever. The whole purpose is to discourage mob farms or any sort. PVP arenas should be a issue. The idea is to make the score high enough that it Would take automated systems to set it off, and even those would need to be going full bore.
 
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GamerwithnoGame

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Jan 29, 2015
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Just an idea. Might be a good addition to Thaumcraft and probably already has been done by someone.

Any death in a area adds to a hidden score that accumulates over time. Never actually drops, probably. It generate bad karma/effects in the area based on that score. It would have to extremely high to get the effects. From things like more powerful mobs that are harder to kill. To a taint like stuff that spreads through the the chunk and possibly nearby chunks. Possibly even instability effects that are save wide(these would require a way to lessen the kill score, don't much care for making the save unplayable)

Was thinking this would be a relatively high score. Like a 200 deaths in one chunk in a day might set it off. Or 10,000 deaths in a chunk over time. Whatever. The whole purpose is to discourage mob farms or any sort. PVP arenas should be a issue. The idea is to make the score high enough that it Would take automated systems to set it off, and even those would need to be going full bore.
I really like this as an idea. Perhaps it would make an area more "Sinister" (like the nodes do). I had a look back recently at some of the old stuff from Thaumcraft 2 - I think some of that darker themed content could be tapped into here. Less the warping of taint, and more the darkening of the world itself :D
 
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DeathOfTime

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Not as much a mod. Possibly a mod pack edit at the least. Not even for sure what all it would take to make it a reality.

A sky island pack where block interaction is stricter then adventure mode. You can't place blocks, harvest blocks, craft, etc. You can't even damage mobs with any tool. It uses computers for everything. You start with a tree, a platform, possibly a starter chest, and a robot from a computer mod, and any upgrade the robot might need to accomplish tasks until more robots and upgrades can be made.

It is to test ones mettle in programming/using computers. If constructed right it could work as a guide in teaching moderate to advanced programming tasks. It would have a Save won state after defeating the Ender Dragon (the end would gen as normal for this challenge(just putting this in there as I have had this game since before the end was added and just now beat the Dragon(with a little of my brother's help))).
 
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Spelmyst

Guest
I haven't read all 156 pages, so I apologize if this has been requested before.

Are there any map mods that procedurally generate city blocks?
I'm thinking along the lines of, all structures built on bedrock (no mining). The players have to scavenge through an endless sea of procedurally generated buildings and parks to stay alive.
 

OniyaMCD

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Mar 30, 2015
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I haven't read all 156 pages, so I apologize if this has been requested before.

Are there any map mods that procedurally generate city blocks?
I'm thinking along the lines of, all structures built on bedrock (no mining). The players have to scavenge through an endless sea of procedurally generated buildings and parks to stay alive.

Might see if the Ruins mod could do it. I know that Crash Landing had cities that would generate procedurally, so that might be a place to start looking.
 
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ServerLagger™

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A mod that makes potions less annoying to use. I was thinking of something in the lines of a more automatable brewing stand, a potion mixer to create multi-effect potions, and something that "auto-drinks" potions for you without having them occupy 1/4 of your inventory, like a potion helmet with a tank that periodically auto-drinks potions (even with lower efficiency) and guarantees you their buffs without the typical annoyances.
 

KingTriaxx

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Jul 27, 2013
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MFR has an automatable brewing stand, but at the cost of only being able to brew single potions. Never seen the second idea. Railcraft with Forestry installed, has an Alchemist's backpack that contains 15/45 potions.
 

Celestialphoenix

Too Much Free Time
Nov 9, 2012
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Tartarus.. I mean at work. Same thing really.
Vanilla players automate their brewing stands. Stop being lazy :p

Though I'd agree with the rest- if potions stacked and Steve didn't throw like a girl I'd use them a lot more. (Splash potions land on your feet half the time).
I think some of Botania's potions give multiple effects- and the flasks take 4 or 6 shots each. If you've got it in a pack then give the Botanical Brewery a spin.
 
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OniyaMCD

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Mar 30, 2015
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A mod that makes potions less annoying to use. I was thinking of something in the lines of a more automatable brewing stand, a potion mixer to create multi-effect potions, and something that "auto-drinks" potions for you without having them occupy 1/4 of your inventory, like a potion helmet with a tank that periodically auto-drinks potions (even with lower efficiency) and guarantees you their buffs without the typical annoyances.

BetterStorage has the Drinking Helmet, but it's dungeon loot - not craftable. Also, you have to hot-key the drinking.