DarkPacks / SkyFactory-4

SkyFactory 4 offers a brand-new experience never before seen in the series. Full automation, tech, magic, and bacon resources! This iteration offers over 30+ world types so you can play the pack like never before!
https://minecraft.curseforge.com/projects/skyfactory-4/
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SkyFactory 4 Curseforge

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Back again for more modded skyblock fun! SkyFactory 4 offers a brand-new experience never before seen in the series. Full automation, tech, magic, and bacon resources! This iteration offers over 30+ world types so you can play the pack like never before! While some world types are based on the classic tree on dirt others are designed with unique recipes and advancements.

What makes this version different from every other SkyFactory before it? We've completely redesigned the resource gathering. Sieving for resources are a thing of the past. For a more immersive experience, Sky Orchards has been introduced. Resource Trees provides a built-in progression system and lets the player choose the resources they want to produce rather than a randomized system. We've removed the achievement book and replaced it with the advancement system. Instead of requiring players to manually check out what they've accomplished, the game will keep track for you. This system isn't designed to create a required questing system, but rather an optional set of goals for players looking for ideas on what to do next.

SkyFactory 4 introduces the prestige system! This is a completely optional game mode allowing you to unlock mods, items, and mechanics through an open progression system. Prestige points and unlocks are global and can be brought with you to other worlds! Prestige points can be gained by finishing advancements or by using the Parabox, a time-traveling box that generates points. To get started, enable prestige mode on the world creation screen.

Beyond this initial release, we are planning regular content updates outside of bug fixes. There is currently a full progression into the late game. New content updates will introduce new world types, new game modes, more prestige unlocks, and more!

Downloads

Released files:

Development

Script Priorities

List of priorities used for creation of ZenScript files to ensure the load order is handled correctly.

Number/Range Type Notes
4100 Environment Setup
4049 - 4050 Util Script Setup
4000 Pre Init
3500 - 3999 Stage Setup
3000 - 3499 Classes
2900 - 2999 Class Registering
2801 - 2899 Post Classes
2701 - 2799 Post Class Registering
2600 - 2700 Ore Dict (Pre Unify)
2550 - 2559 Unification
2401 - 2549 Ore Dict (Post Unify)
2300 - 2400 Post-Unify Globals
1 - 2299
0 Normal Scripts
-100 Run Script DON'T CHANGE

Stages

Adding A New Stage

To create a new stage, simply add the stage name to the stageStrings array in scripts/crafttweaker/stages.zs.

Note: Stage names are in snake_case. When referencing the stage within CraftTweaker script files using the stages map (stages.stageName) the stages are referenced using camelCase.

Recipes

Crafting Table Recipes

Crafting table recipes are organized by mod id. Files are located in scripts/crafttweaker/recipes/mods.

Creating A New File
  1. Create a new file with the same name as the mod ID of the mod you are modifying recipes of.
  2. Copy the contents of the example file at docs/examples/modRecipe.zs.
  3. Call the init function in scripts/crafttweaker/postInit.zs's initRecipes function. Example: scripts.crafttweaker.recipes.mods.modID.init();

Creating New Resource Hogs

  1. Create the json in config/resourcehogs/types.
  2. Add the new type to the resourceTypes array in scripts/crafttweaker/resources/resourceHogs.zs in the format "fileName": "resource ID". It is recommended to name the filename the same as the id, but it is not required.
  3. In the initBaconMap and initTruffleMap functions, add the new entry pairs. (Use already existing entries for examples on adding a new one)

Note: In development mode, a validator is run to ensure that the bacon map and the truffle map in scripts/crafttweaker/resources/resourceHogs.zs contains the resource types defined in the resourceTypes array.