Would you like to see a Modded Super Hostile Map?

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KirinDave

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Thats why I said limited. If it becomes too much building, it becomes boring. It would need to be 80%+ adventure. There is a ton that can be done without mods, but if some were added, limited to enhance the playstyle Id be ok with that. I just dont want to watch people making maceraters in an adventure map. However if it was a protected machine that had to be used to maximize gathered resources from slaughtering hordes of mobs to then battle some boss, maybe, but as I said, this can be done with little modding and more naturally though a small economy system using villagers. It just requires the map creatores not to be uncreative as they have been. Its all just been mostly intersections, random placement of spawners and maybe some traps here and there. Maps like Gloria need to become the norm for SH.


I dunno. Do you think my SHXL series has been boring so far?

I think what Shneeky is proposing is a whole new category of map somewhere around CTM/ADV but with strong building elements.
 

GPuzzle

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I love Vech's maps, I love Modded Minecraft, HECK YEAH I WANT A MODDED MINECRAFT SUPER HOSTILE MAP.
 
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Symmetryc

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No. Hell no. nope at nottachance dot com

CC is the single most abusable mod currently in development. Compared to what I am permitting the player, it is Over Nine Thousand on power level.
Lol XD.

I meant for programming the command blocks. Remove all of the recipes with ShadowDragon's recipe remover or whatever recipe remover you're using if you want to.
 

ShneekeyTheLost

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Lol XD.

I meant for programming the command blocks. Remove all of the recipes with ShadowDragon's recipe remover or whatever recipe remover you're using if you want to.
Programming command blocks? Why bother? I'm probably not going to need any command blocks whatsoever for this project. They're simply a crutch for the lazy.
 

Symmetryc

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Programming command blocks? Why bother? I'm probably not going to need any command blocks whatsoever for this project. They're simply a crutch for the lazy.
But then how are you going to teleport the player and all? Vechs, the creator of SH uses them all the time...
 

KirinDave

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Which is why the recipe for the quarry will be disabled for this pack.


All you need to do to thwart a quarry is put down any liquid that is not water. A layer of oil stops a quarry cold.[DOUBLEPOST=1374276955][/DOUBLEPOST]
Programming command blocks? Why bother? I'm probably not going to need any command blocks whatsoever for this project. They're simply a crutch for the lazy.


They are really not.
 

Saice

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Jul 29, 2019
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I would love to see a mod pack based adventure/super hostile/ctm type map. More so for some built from the ground up with mods in mind.

I've been thinking about something along these lines myself as a project.

On that note. I'm surprised there are no mods made to make these sort of things easier. Like CTM normally you have to go get wool in put take it to your monument. I don't think it would be to much of a task for a modder (i dont really know as Ive never done anything with java) to make a Monument Mod where you have various Monument blocks and Monument keys/gems/plugs that could be used to replace the wool system and possibly even kick up a redstone signal when the item is plugged in.
 

Kyre

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I had an idea for a similar-ish map, based on resource collection in areas where things would be really gated for you. The idea would be something akin to Pikmin - you're a traveler on a spaceship that's crash-landed on a planet, and you have to rebuild your ship. Upon collecting items (i.e. building a victory monument) new areas in the map would unlock that you would have access to. Story-wise, you'd be able to improve your ship well enough that you could fly to the next continent / the next planet over, but at the expense of fuel. Each location would be a new Mystcraft age with different aspects and worldgen - ideally different resources would only generate in certain ages which is how progression would be controlled. Sadly I don't know how you could change ore worldgen on an age-by-age basis, that's the major hangup - otherwise I'd be working on it right now!

I get that your idea is pretty different than mine - it sounds more like a traditional Linear Super Hostile map than an open-world style one I'm proposing. It sounds really interesting and I'd love to help out if you need a hand!

One more thing - I recall seeing a mod a while ago that can forcibly prevent players from crafting items that they could otherwise. You could set up Computercraft monitors to display messages or stuff but prevent players from ever making a computer. Just something to think about. Absolute worst case, just have in the rules for the map a list of a few things the player isn't allowed to create. Vechs does this with not allowing players to dye wool.
 

ShneekeyTheLost

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But then how are you going to teleport the player and all? Vechs, the creator of SH uses them all the time...
Why would I need to teleport the player and all?

One usage in one map does not constitute 'all the time'. The only use I've seen for a command block in a SH map is in Inferno Mines in which he simply uses it to go from Inferno Mines to the Outer Inferno, mostly because he abandoned the project and came back to it much later.
 
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Saice

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Why would I need to teleport the player and all?

One usage in one map does not constitute 'all the time'. The only use I've seen for a command block in a SH map is in Inferno Mines in which he simply uses it to go from Inferno Mines to the Outer Inferno, mostly because he abandoned the project and came back to it much later.

I have to agree with this.

While command blocks are nice. Really about the only thing I would use them for is the starting area on really that is only if I wanted to force a game mode on someone of it I wanted a prep room and then send players to the map start via teleporting.

while yes they can be useful and depending on the map your building can be key over all they are not all that needed. If you want players to teleport around you can just use a mod that allows that like the better portals mod, dim doors, or mystcarft.

So yeah you don't NEED command blocks but I would not go so far as to say they are a crutch.
 

Symmetryc

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On his channel in his creative showcases he uses them a lot. I'm not sure if he uses them as much in his maps (I've only played a couple and that was long before command blocks were introduced). Also, I don't think he's created many maps since the scoreboard system which would be cool to implement (to keep track of deaths or mob kills or wool or whatever). You can also use them as checkpoints, to talk in chat for NPCs/information/etc., and for shops and trading stations. Anyways, you don't have to use them, I just think it would be pretty cool; It's just my opinion.

Edit: Also, now that I think about it, I think he's only created 1 map ever since command blocks got released (He scrapped Black Desert II and I think Waking Up was before it). And Inferno Mines came out before command blocks got so much potential with potion effects and scoreboard I believe.
 

ShneekeyTheLost

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While command blocks are nice. Really about the only thing I would use them for is the starting area on really that is only if I wanted to force a game mode on someone of it I wanted a prep room and then send players to the map start via teleporting
I'm thinking of a starting area much like Sunburn Islands, where you just start off on the beach of the continent.

while yes they can be useful and depending on the map your building can be key over all they are not all that needed. If you want players to teleport around you can just use a mod that allows that like the better portals mod, dim doors, or mystcarft.
Or better yet, don't require a bunch of teleportation. This is going to include a great deal of exploration. I want the player to feel the size of the continent they are on. Teleportation runs counter to that. Rail lines are much more thematic and appropriate.

You want mobs to spawn on a player at a specific point? It's called a Fun Box. Bury it in the floor. Spider spawner and pressure plate completely enclosed will be good for a proximity fuse for anything you want to go off. With MFR in the pack, I can just wire up everything I need to. If he loots the wiring afterwords? More power to him. He can't uncraft it to get the redstone out, so redstone is still a gated resource.

The only 'NPC' the player will likely interact with is going to be the Computer AI in charge of the facility at the end, which is something like a cross between Red Queen and GLADoS.
 

Saice

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Don't get me wrong Shneekey I am agreeing with you on this. There is a lot of Ifs in my comment up there.

Personally I agree the less wacky stuff you relay on the more stable the map would be. I'm not a huge fan of teleporting around a map.

It all comes down to asking your self what experience are you aiming for with your map and then working out how to make that happen. Most of the stuff someone would jump to a command block can be handled many times in vary vanilla ways. After all people were doing these things in vanilla log before mods were popular.
 

Symmetryc

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I'm thinking of a starting area much like Sunburn Islands, where you just start off on the beach of the continent.

Or better yet, don't require a bunch of teleportation. This is going to include a great deal of exploration. I want the player to feel the size of the continent they are on. Teleportation runs counter to that. Rail lines are much more thematic and appropriate.

You want mobs to spawn on a player at a specific point? It's called a Fun Box. Bury it in the floor. Spider spawner and pressure plate completely enclosed will be good for a proximity fuse for anything you want to go off. With MFR in the pack, I can just wire up everything I need to. If he loots the wiring afterwords? More power to him. He can't uncraft it to get the redstone out, so redstone is still a gated resource.

The only 'NPC' the player will likely interact with is going to be the Computer AI in charge of the facility at the end, which is something like a cross between Red Queen and GLADoS.
Another thing you could do is have an xp spawner. It'll spawn the xp and it'll follow you just like a spider, but it'll be noiseless. But yeah, same concept.
 

ShneekeyTheLost

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Another thing you could do is have an xp spawner. It'll spawn the xp and it'll follow you just like a spider, but it'll be noiseless. But yeah, same concept.
I'm using TiC to avoid needing xp as a resource for crafting viable tools.

I just don't trust the stability of command blocks, and I never really saw the point in them, other than as teleporters, when you have perfectly legitimate methods of doing everything it does anyways.

Another design philosophy of mine for this map will be that you can actually discover what makes everything tick, if you want to. Even use design concepts for yourself. I plan on doing a dev-com after people play it and it starts getting older, pointing out things I think are important. And one of the big things I'll be doing is opening up the guts of my mechanisms to show how they work. Which would get really boring if the guts is 'a command block does x'.

I'm also tempted to use SoulShards to create spawners that players can take with them to create grinders. Plus they tend to be a good deal nastier with respect to spawn rate and number. Imagine walking into a room and triggering a Tier 5 Skeleton Spawner as the door shuts behind you...

Sure, a Tier 5 skeleton spawner is good loots, but first you have to deal with all the skeletons volley-firing into you.
 
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Symmetryc

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I'm using TiC to avoid needing xp as a resource for crafting viable tools.

I just don't trust the stability of command blocks, and I never really saw the point in them, other than as teleporters, when you have perfectly legitimate methods of doing everything it does anyways.

Another design philosophy of mine for this map will be that you can actually discover what makes everything tick, if you want to. Even use design concepts for yourself. I plan on doing a dev-com after people play it and it starts getting older, pointing out things I think are important. And one of the big things I'll be doing is opening up the guts of my mechanisms to show how they work. Which would get really boring if the guts is 'a command block does x'.

I'm also tempted to use SoulShards to create spawners that players can take with them to create grinders. Plus they tend to be a good deal nastier with respect to spawn rate and number. Imagine walking into a room and triggering a Tier 5 Skeleton Spawner as the door shuts behind you...

Sure, a Tier 5 skeleton spawner is good loots, but first you have to deal with all the skeletons volley-firing into you.
That's fine, just pointing a couple things out that you might want to use :).
 

Saice

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I'm also tempted to use SoulShards to create spawners that players can take with them to create grinders. Plus they tend to be a good deal nastier with respect to spawn rate and number. Imagine walking into a room and triggering a Tier 5 Skeleton Spawner as the door shuts behind you...

Sure, a Tier 5 skeleton spawner is good loots, but first you have to deal with all the skeletons volley-firing into you.

Whats nice with this idea is that you can make spawners players can disable by placing levers or via a puzzle mechanism if your running the map in adventure mode.
 
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brujon

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Actually, with Command Blocks and restricted crafting, EE3 can be a very interesting thing to put in a modpack such as this. For instance: disable minium shard drops from mobs, and now you CAN'T craft a minium stone. But then, you put some minium stones with 10 uses left in them hidden away in secret rooms, secret chests and the like. Or, maybe a full minium stone drop from a very hard boss. Or, using command blocks, have a secret room surrounded with bedrock, that you can only get in by solving a redstone puzzle. Once you solve the redstone puzzle, you enter the room, and find a single chest with a Philosopher's Stone. But to get out, you need to press a button that will teleport you out, and remove the Philosopher's Stone from your inventory. So, you can't take it with you to your base, and can only use it once. Kind of like an easter egg or a reward for a particularly inquisitive player.

Everyone knows and loves secret easter eggs and stuff like that. Why not turn a mod everyone thinks breaks the game, like EE3, and turn it into something of a reward for players? Everyone knows and LOVES a Minium Stone - portable crafting, transmuting, cosmetic fixes... But when you have to CHOOSE between using up all of your 10-use minium stone to get a few enderpearls, or having it untouched or with 1 charge left for a portable crafting table, then it turns into something else. It turns into a resource the player has to manage well.

This also applies to other mods, like Ars Magica, for example. If you give players the spell scrolls, but don't actually give them a means of crafting or using the runes, then they can ONLY use the spells you give them - that way they can be used as rewards. Or, maybe at the start of the game you have to choose a "Class" - Do you want to be a Miner, a Mage, a Warrior? And depending on that, you get one unique item(s) you would otherwise not have access to, or a component to make said item(s).

Just tossing ideas around.
 

Saice

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using command blocks, have a secret room surrounded with bedrock

Or instead of command blocks you could use DimDoors. Not sure if you can disable the crafting for dimdoors but if you can you could make it even more secret by putting a preset rift sig in a chest and a dimdoor door somewhere else so the player needs to find both. Use the sig and place the door to get to your secret room.