Would you like to see a Modded Super Hostile Map?

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ShneekeyTheLost

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This is something that has been buzzing around in the back of my head since... well... since I discovered Super Hostile maps and Modded Minecraft play, but particularly since I ran into Tinkers Constructs. Basically creating a Super Hostile type map which is built around, designed with, and fully supporting a specific mod pack.

This idea has been once again revived by KirinDave's Lethamyr series, which has a lot of really awesome potential.

In effect, I use mods which make the game more difficult as well as mods which add additional player options. And of course there are all kinds of synergy with some options with mods and Vexian-style build designs.

One of the problems with some of his earlier Super Hostile maps, which he addresses in his Inferno Mines dev commentary, is that Pointless Grinding is not necessarily more difficult, just more tedious. For an LPer, this is a very bad thing, particularly for some of the big-name LPers who do actually attempt to make a living off of their YT videos. It means that many more hours of game play per video released. Which means your map is much less likely to be LP'd.

To this end, he has presented the user with early-game enchantment options, the flame-spiders in his White Wool dungeon in Inferno Mines, for example, drop Bottles O' Enchanting, enchanted books, and the enchanted swords. This doesn't throw off the overall balance of the map, because the whole map is balanced on the fact this is the absolute minimum you should be using at any given time. He gives a plethora of enchanting tools and anvils to take advantage of them, because he expects you to need them as you progress through the map.

This is the sort of idea I had, although with some mods, it will become VASTLY easier to do. For example, Tinkers Constructs has its own enchanting system, all you would really need to do is provide the supplies. Which, conversely, means that you can gate certain options by restricting the access of those supplies. So, for example, you can gate Auto-Smelting by restricting when the players can get access to Blaze Rods. You can gate Fortune by gating Lapis. This means all those mobs that drop all those enchanting materials will become unnecessary for the purpose of obtaining the basic tools of survival.

Another idea I had was automation. In Inferno Mines, Vechs provided the player with an enormously automated base at the monument. He has also been providing 'rail kits' for some time now in several of his maps, to facilitate moving from a 'forward' base to the monument and previously conquered areas that are presumably pacified. Railcraft can bring this to a whole new level, and can create complex rail systems which can route you to any destination you wish effortlessly. It also brings Reinforced Rails which are not only Creeper Proof, but provide a noticeable speed boost. Oh, and more power options, steam-powered technology, and tanks. I'm rather tempted to disable the chunkloaders here, but since they run on EnderPearls, they might be able to stay.

Thermal Expansion is another mod I was strongly considering, due to automation. Let's face it, in a Super Hostile map, once you hit a resource, you pretty much have enough of that resource that refining it for double effect isn't really going to be a major game-changer. However, it is the level of automation they provide which is the true benefit here. Tesseracts are not going to be easy to produce... I'm not just going to be handing out EnderPearls, and EE3 is NOT going to be any part of this map, and neither will the End, so farming EnderPearls will actually be a challenge. This makes Tesseracts a useful tool, but not one which is created trivially.

KirinDave uses Factorization in his Lethamyr map. It's... umm... not my favorite mod. Yes, it can produce 3x returns, but no one bothers with it most of the time when TE is installed, and I prefer the convenience of TE's automation. Liquiducts and Energy Conduits are just that necessary.

MFR is another mod to be included in this setup, again due to automation requirements. Basically, it is a convenience and time-saver. Automation of harvesting food isn't going to break a game, but it will make things easier for the player. Plus Conveyor Belts are a good way of running things around. Rednet gives me all kinds of... interesting options for automated shenanigans.

AE will be 'Sir Not Appearing In This Map'. It's an enormously wonderful mod, it's just too powerful. Iron Chests will be included for storage convenience.

Forestry would also be included. You might find certain bee types in chests, or even certain beehives in remote locations. I had an idea for the Infested Orchard which had a lot of the Forestry aboriculture trees already grown in neat little rows... of course, you wouldn't have access to bronze yet, so you couldn't do much with them at that point, but it makes for lovely trees to fight in and around, knowing that you don't want to destroy them because they will be a valuable resource later on.

I may include Twilight Forest. Not because you are actually going to be able to travel to that dimension, but because of all the fun things it gives me to play with while constructing dungeons. Blocks that replace themselves when broken would be a great way to keep tunnel-rats from bypassing challenges. And of course, the mobs. After all, what would be the point in a Haunted Crypt without some ghosts to haunt it? I will disable the Uncrafting Bench, before you ask.

Now then, those are the tools you have available to you. But what you have to face? Well, with TiC and Natura come Nitro Creepers, and since I'm building this world from the ground up, I can include Nitro Creeper Spawners into things like the Creeper Toilet. Yanno, just to spice things up a bit. Also, Infernal Mobs will spice things up a bit, and I think I can custom create Infernal Mobs to pose as mini-bosses in certain areas.

Ars Magika would be another option, however it tends to be too open-ended for me to really throttle, and I doubt I could get permission to distribute in a mod pack, meaning I would then have to basically ship the mod pack without the mod installed, and ask the players to manually download and include the mod. But it does add in a lot of interesting opponents to fight.

I'm looking for other mods which might provide me with tools to make the maps a bit more... interesting. Granted, with MFR's Rednet, I have the potential to make some truly interesting traps and mechanisms, and you've seen the kinds of things Vechs can pull off with pure vanilla mechanics anyways with custom mob information, so when you combine that with more options from the various mods... mwhahaha. Oh, and I have been GM/DM/Storytelling for nearly thirty years now. If the name Tucker doesn't make you nervous... it will, oh it will.

Mind you, this is going to be a long-term project here. I will be effectively using it to teach myself all the ins and outs of map creation, probably teaching myself the latest version of MCEdit at the same time. At a minimum, it will take me months to put something together. So I'm wondering if there is any actual interest in a project like this before devoting all those hours of work.

Please let me know what you think of the idea, if you would like to play in such an environment, and any ideas for mods to include.
 

KirinDave

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A few things: I chose Factorization becuase its very challenging to build for, but the results are actually really good. Very few people have seen a from-day-0 build leaning on factorization, and I am acutely aware that novelty drives views. But I could definitely see TE working, it's just extremely easy to build for and DW20 has sorta stomped all over that turf on Youtube.

I think the biggest challenge to this sort of thing is that it is very biased towards open world continental maps where base construction is encouraged. I'd have nothing to do but move forward in Inferno Mines. So I'm rolling with Lethamyr, but to be honest the structures I've seen have been... disappointing. Extremely disappointing, actually. I'll show folks next week but the swamp dungeon is uninspiring and the Tower while fearsome, is sort of a noob build. And I've yet to see even one redstone-based trap. So definitely Lethamyr is a weak example of a Vechs map.

So we're required to ask, "If this is the best a pro like Vechs and his team can do, is the really a chance to do better?" I dunno. Saice has been contemplating a project like this as well.

I definitely think the next big thing in Minecraft is modded, guided experience adventure/build hybrid maps. The mods are there: DartCraft, Tinker's Construct, Railcraft, Ender Storage, Thermal Expansion, and more are all delightful candidates. The most important thing is to restrict teleportation and minimize resource transmutation. Teleportation and resource transmutation are builder friendly, but break constraints in a way that's hard to design around.
 

KirinDave

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Some more thoughts as I wait on my boss :( ...

Another idea I had was automation. In Inferno Mines, Vechs provided the player with an enormously automated base at the monument. He has also been providing 'rail kits' for some time now in several of his maps, to facilitate moving from a 'forward' base to the monument and previously conquered areas that are presumably pacified. Railcraft can bring this to a whole new level, and can create complex rail systems which can route you to any destination you wish effortlessly. It also brings Reinforced Rails which are not only Creeper Proof, but provide a noticeable speed boost. Oh, and more power options, steam-powered technology, and tanks. I'm rather tempted to disable the chunkloaders here, but since they run on EnderPearls, they might be able to stay.

I really need to sit down and play Inferno Mines. But dimensional doors with the crafting recipies disabled can be really amazing here too.

KirinDave uses Factorization in his Lethamyr map. It's... umm... not my favorite mod. Yes, it can produce 3x returns, but no one bothers with it most of the time when TE is installed, and I prefer the convenience of TE's automation. Liquiducts and Energy Conduits are just that necessary.

Not so much anymore, really. Both have received radical improvements, you know? BC Pipes are actually a really, really good option. TE Conduits are now the thing of choice for building "at scale." But most bases will be fine with less.

AE will be 'Sir Not Appearing In This Map'. It's an enormously wonderful mod, it's just too powerful. Iron Chests will be included for storage convenience.

This was my estimation as well. Although if you disabled strategic crafting recipes you could make side quests. For example, make ME controllers uncraftable and then put one in side dungeon as its own objective. I know I would leap for it.

I may include Twilight Forest. Not because you are actually going to be able to travel to that dimension, but because of all the fun things it gives me to play with while constructing dungeons. Blocks that replace themselves when broken would be a great way to keep tunnel-rats from bypassing challenges. And of course, the mobs. After all, what would be the point in a Haunted Crypt without some ghosts to haunt it? I will disable the Uncrafting Bench, before you ask.

I don't see any value here. Vechs has shown you can make a variety of terrifying monsters without resorting to unique models. 1.6 offers other interesting resource-pack-centric options as well. Don't include a mod just to poach some mobs. Resource packs let you set custom mob models, as I read the docs. So do that instead.
 
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ShneekeyTheLost

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A few things: I chose Factorization becuase its very challenging to build for, but the results are actually really good. Very few people have seen a from-day-0 build leaning on factorization, and I am acutely aware that novelty drives views. But I could definitely see TE working, it's just extremely easy to build for and DW20 has sorta stomped all over that turf on Youtube.
Gating resources would make it more difficult for TE to come up quite so quickly. However, your point is quite valid. Unfortunately, since I'm using the MJ power network with other mods (MFR), I need BC installed, so TE bringing Liquiducts and Energy Conduits into the mix is pretty much required.

I think the biggest challenge to this sort of thing is that it is very biased towards open world continental maps where base construction is encouraged. I'd have nothing to do but move forward in Inferno Mines. So I'm rolling with Lethamyr, but to be honest the structures I've seen have been... disappointing. Extremely disappointing, actually. I'll show folks next week but the swamp dungeon is uninspiring and the Tower while fearsome, is sort of a noob build. And I've yet to see even one redstone-based trap. So definitely Lethamyr is a weak example of a Vechs map.

So we're required to ask, "If this is the best a pro like Vechs and his team can do, is the really a chance to do better?" I dunno. Saice has been contemplating a project like this as well.
Well, I think that this was an earlier attempt, very much, as you say a 'noob build', before he started hitting his groove. I think that I can certainly do better than that.

I definitely think the next big thing in Minecraft is modded, guided experience adventure/build hybrid maps. The mods are there: DartCraft, Tinker's Construct, Railcraft, Ender Storage, Thermal Expansion, and more are all delightful candidates. The most important thing is to restrict teleportation and minimize resource transmutation. Teleportation and resource transmutation are builder friendly, but break constraints in a way that's hard to design around.
Do you mean player teleportation or resource teleportation? If the former, I don't plan on including it at all. If the latter, that can just as easily be gated by distance and lack of chunkloading. After all, if the other side of a teleport is not loaded, it doesn't work. I'm not planning on including EnderStorage with TE and Tesseracts involved. I'm also not really planning on Dartcraft either.

As far as resource transmutation, that's why I don't have EE3 or Reliquary installed.

By the way, does anyone know how the automatically-replacing blocks from Twilight Forest interact with a Quarry? I'm trying to puzzle out a method of preventing someone from using a Quarry to simply eliminate a dungeon. Sure, I can cover it in Bedrock, but that seems like a brute-force solution, and I'm exceedingly hesitant to start throwing bedrock all over the place.[DOUBLEPOST=1374261398][/DOUBLEPOST]
Some more thoughts as I wait on my boss :( ...



I really need to sit down and play Inferno Mines. But dimensional doors with the crafting recipies disabled can be really amazing here too.



Not so much anymore, really. Both have received radical improvements, you know? BC Pipes are actually a really, really good option. TE Conduits are now the thing of choice for building "at scale." But most bases will be fine with less.
From a computer resource perspective, Liquiducts and Energy Conduits are still massively better. Plus they look cooler. And BC liquid pipes weren't really all that much changed, it was just the power pipes.

This was my estimation as well. Although if you disabled strategic crafting recipes you could make side quests. For example, make ME controllers uncraftable and then put one in side dungeon as its own objective. I know I would leap for it.
Hmmm.... you have an idea... or just maybe the Controller itself is uncraftable, and is a bonus objective in a side-dungeon...

I don't see any value here. Vechs has shown you can make a variety of terrifying monsters without resorting to unique models. 1.6 offers other interesting resource-pack-centric options as well. Don't include a mod just to poach some mobs. Resource packs let you set custom mob models, as I read the docs. So do that instead.
Have you ever been to the Tower with the ghast-boss? there's several blocks there which are really nice. There's a door-type block, automatically-replacing and automatically-removing blocks that keep you from being a tunnel-rat/bridger. All kinds of VERY useful things to a Super Hostile map designer.
 

KirinDave

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I need BC installed, so TE bringing Liquiducts and Energy Conduits into the mix is pretty much required.

Why? BC power is not lossy and liquid pipes are plenty fast.

Well, I think that this was an earlier attempt, very much, as you say a 'noob build', before he started hitting his groove. I think that I can certainly do better than that.'

It's like map 11.


Do you mean player teleportation or resource teleportation? If the former, I don't plan on including it at all. If the latter, that can just as easily be gated by distance and lack of chunkloading. After all, if the other side of a teleport is not loaded, it doesn't work. I'm not planning on including EnderStorage with TE and Tesseracts involved. I'm also not really planning on Dartcraft either.

I think that eliminating chunkloading dissuades automation so much that you might as well not do it. Let me assure you that when ender pearls and diamonds are not free via EE3 a chunkloader is a big thing to save up for.

By the way, does anyone know how the automatically-replacing blocks from Twilight Forest interact with a Quarry? I'm trying to puzzle out a method of preventing someone from using a Quarry to simply eliminate a dungeon. Sure, I can cover it in Bedrock, but that seems like a brute-force solution, and I'm exceedingly hesitant to start throwing bedrock all over the place.


Just disable the recipe for the quarry and filler. THere are dozens of mods that will do this. Include other mods like Steve's Carts 2 if you want automining options that are sufficiently malleable. If someone makes an SC2 to drill into the side of a dungeon that is not bad, that is awesome. :)
 

ShneekeyTheLost

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I think that eliminating chunkloading dissuades automation so much that you might as well not do it. Let me assure you that when ender pearls and diamonds are not free via EE3 a chunkloader is a big thing to save up for.
Perhaps. Maybe disable the chunkloader recipes, but add them (and the small one-chunk loaders) as bonus loot in side-quests? That way you can minimize what is chunkloaded, but permit him to automate.

Just disable the recipe for the quarry and filler. THere are dozens of mods that will do this. Include other mods like Steve's Carts 2 if you want automining options that are sufficiently malleable. If someone makes an SC2 to drill into the side of a dungeon that is not bad, that is awesome. :)
For a Super Hostile map, automining is probably a bad thing in general.

I did reply to your previous post, it got post-merged in and you might not have seen it. I'm wanting the Twilight Forest for the blocks which auto-replace and auto-clear to prevent tunnel-rats and bridging. However, I can use more... vexian means of dealing with them. Note: If you see ladders falling out of the sky, it is already too late.
 

Bigglesworth

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Watching people build crap is great for creative LPs, not so good for adventure maps. For adventure maps people dont like to watch building unless its very limited and for upgrading or getting new gear a la classic RPG style. Youre going to get a massive bias posting this in a FTB forum, but its not going to reflect the general consensus.
 

KirinDave

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Watching people build crap is great for creative LPs, not so good for adventure maps. For adventure maps people dont like to watch building unless its very limited and for upgrading or getting new gear a la classic RPG style. Youre going to get a massive bias posting this in a FTB forum, but its not going to reflect the general consensus.


Adventure maps have hit a sort of maximum threshold even in 1.6, is what we're saying. Only way to take them further is to mod them.

That said, I think concerns about liquiduct efficiency for big builds are... um... premature optimization.
 

Bigglesworth

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Adventure maps have hit a sort of maximum threshold even in 1.6, is what we're saying. Only way to take them further is to mod them.

That said, I think concerns about liquiduct efficiency for big builds are... um... premature optimization.


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.
 

ShneekeyTheLost

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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.
The idea I had was something like 'You are a steampunk era archeologist on a mission to uncover and explore the ruins of a fantastically advanced civilization located on a remote small continent (think Australia, from the perspective of 1600's Great Britian), discover why they fell from power, find and recover any treasures, and survive the hazards which still lurk'.

As such, many machines will be uncraftable, because they are outside your area of expertise. So any machines you might find as you explore will be prized treasures to be guarded. You can also find parts of machines, and manuals to figure out how to repair them to operational status once again. You might also find intact systems ready to be used, which would make excellent bases once brought online.

Of course, whatever destroyed the civilization might not appreciate you bringing these systems back online, and might still exist...
 
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Symmetryc

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When building the frame, unless something's changed since I last tried, a quarry can actually remove bedrock...
 

Symmetryc

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Also, I think ComputerCraft would be an amazing thing to put in there.[DOUBLEPOST=1374268663][/DOUBLEPOST]
Which is why the recipe for the quarry will be disabled for this pack.
Oh, oops I thought you didn't know because of this:
By the way, does anyone know how the automatically-replacing blocks from Twilight Forest interact with a Quarry? I'm trying to puzzle out a method of preventing someone from using a Quarry to simply eliminate a dungeon. Sure, I can cover it in Bedrock, but that seems like a brute-force solution, and I'm exceedingly hesitant to start throwing bedrock all over the place.