Open MaelstromPhx opened 8 years ago
Mod Name: Hardcore questing mode
Link: http://minecraft.curseforge.com/projects/hardcore-questing-mode
Mod Description: A mod used to create a questing system that players can use as a progress guide.
Reasoning: Due to the nature of the pack being a skyblock I believe that in having HQM it will help guide the players and give them an end game goal to achieve. Although there are some rather annoying problems with HQM I still think it is a good consideration since HQM is not open source is fixes will eventually become available.
As me and Zxirl have a lot of free time we would be willing to construct an in-depth quest line that players can follow.
One or the other; or both.
Mod Name: Genetics Link: http://binnie.mods.wiki/wiki/Genetics Mod Description: Forestry add-on for bees Reasoning: Vanilla bee breeding is extremely tedious and time consuming; it is also one of the oldest mods that has been and many people have already gone through the slow, boring process enough time to not want to do it without the help for gendustry/genetics. Modified recipes are always an option if the goal is to not make bees and easy go-to source for every material, but I think it would be nice to allow players to have easy-bee breeding so that they can focus on the core of this pack which seems to be centered around Thaumcraft :)
Mod Name: Gendustry Link: https://bdew.net/gendustry/ Mod Description: Forestry add-on for bees Reasoning: see above
Thought I had gendustry in there 0.o It'll be in the next version.
As for HQM, I'm still undecided if I want to included since it has caused lots of issues in the past plus is used in nearly everything. I know I don't have time to write all those damn quests but if you guys are willing to do that definitely makes it a more viable option. I'll consider it and let you know :P
Mod name: Metallurgy
Mod Description: Its a simple mod which adds different alloys to the game that you can make armor and weapons out of
Reasoning: Metallurgy its a mod that you rarely see in modpacks and it adds pretty much more ingots to the game which you can use to your advantage also has good models for the swords and armor
Probably a no to metallurgy since it's a skyblock map. I like the mod, especially with tinkers' tools but its more useful for a regular map with mining/mining progression.
Mods to remove:
Mod Name: Applied Energetics Link: http://ae-mod.info/ Reasoning: My reasoning for this comes from the fact that AE is in almost every pack that gets released today, I feel that it would make things more interesting if you were to replace AE with a mod like Logistics Pipes (http://www.curse.com/mc-mods/minecraft/232838-logistics-pipes) After using LP vastly on Infinity evolved I feel that it would be a good replacement for AE and is a powerful mod in of itself.
If you do not consider to replace AE with LP then would it be possible to have LP along side AE?
Thing about AE2 is that I really want to keep thaumic energistics in the pack since its really useful. As for logistics pipes it would also mean adding buildcraft and some other dependencies and such which most players won't use since the majority prefers AE2. So probably not :/
Mod: Spice of Life Link: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2091809-the-spice-of-life-encouraging-dietary-variety Description: forces the player to use a variety of foods by giving diminishing return on food he eats to often
Well, first of all: Adding the watering can is a good thing, please keep that. But then again Hunger Overhaul doesnt make any sense. Additionally, why use Pams with all those different recipes and also the nice Cooking for Blockheads Mod. Spice of Life forces the player to get into Pams and use the kitchen to get a variety of food, set up farms, animal farms and other stuff. Without Spice of Life I can just live from bread for the rest of my days. Exploring Pams just for a pizza isnt really that fun.
I think spice of life is probably a better alternative for hunger overhaul. I included cooking for blockheads and pams to be able to make hunger a problem with several solutions but HO doesn't really fit the bill, especially since I changed all the plant growth configs back to vanilla settings to make the trees grow at a reasonable rate. Will most likely happen with the next update if I get around to it.
Maybe a combination of both works. Not sure whether you can increase the hunger drain itself with spice of life.
This not really a mob suggestion but a food suggestion, but it is very annoying to deal with unnatural hunger when eating rotten flesh slows ur ability to eat rotten flesh afterwards.
Mod Name: Super Crafting Frame
Link: http://minecraft.curseforge.com/projects/super-crafting-frame
Mod Description: Super Crafting Frame is a simple mod that helps with repetitive crafting tasks during early game. Place it, set a recipe, and right-click it to craft the item from your inventory or an attached chest, barrel, etc.
Reasoning: I think this is a great mod to be added. You can create compressed cobblestone or other items (like slabs) a heck of a ton faster than making every time in a crafting bench/table.
I have another mod suggestion: Mod Name: INPure Core Link: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2196459-1-7-10-inpure-projects-denoflions-mods
Description: This Core is usually for the mod "CreeperCollateral", but it adds some "culling" functions to NEI. For example it removes all Microblocks except one of each type so we know how to craft it. same goes for ExU drums, AE2 facades, and so on... It also adds the ability to write scripts to manage the NEI behavior better.
Reasoning: Most of the players don't know how to disable some of the NEI items, which makes it a pain to search stuff there. Also, some of the settings in NEI are reset each time you connect to the server, and that would make it so much easier!
Super Crafting Frame and INpureCore both added.
Mod Name: Magic Cookies
Link: http://www.curse.com/mc-mods/minecraft/231755-magic-cookies
Mod Description: Magic Cookies is a mod that expands on the adventure of Thaumcraft 4.
Reasoning: it's an another addon for thaum. There's an awesome nether fortress and dungeons throughout the nether. It adds cookies that you make out of mana beans and each aspect cookie has a different effect when you eat it. It also adds a couple tools and golems. The only thing that might be a problem is it adds a void golem which, Thaumic Horizons adds a void golem too.
Mod Name: Essentialcraft 3
Link: http://www.curse.com/mc-mods/minecraft/230148-essentialcraft-3
Mod Description: EssentialCraft 3 is a magic themed mod, that adds lots and lots of devices to the game. Here is a list of added content:
-Around 60 new blocks -Around 100 new Items -3 new mobs -1 new dimension -A new energy type - MRU and lots of ways to generate it
Reasoning: it's a newer magic mod that adds a lot of really neat items. There's a risk vs. reward because your machines cause radiation while in use. There's a lot of really cool items and machines in this mod. There's one that will make wither heads out of normal mob heads. So that could be a way to get skulls without having to go to the nether. And it's not one to one either. It's like 3 skelly heads makes 1 wither head. In order to progress you have to go to the dimension that it adds, but that dimension is a nightmare. Lots of scary mobs and environmental challenges. The first time I went in there I had to deal with an earthquake.
Mod Name: Essential Thaumaturgy
Link: http://www.curse.com/mc-mods/minecraft/230171-essential-thaumaturgy
Mod Description: EssentialThaumaturgy is an addon to both EssentialCraft3 and Thaumcraft4, that adds some devices and items, that work with both mods
Reasoning: This mod adds new aspects that coincide with radiation theme of Essentialcraft. It also adds new wand foci, new machines that can generate research points or generate MRU(EC 3's energy system), and a new wand that can recharge of MRU.
Both of these mods I would consider to be mid-late game. To generate MRU at the start you have to kill mobs and you have to kill a lot of them. Plus you need 10 emeralds before you can even start using the machines.
My only concern would be node generation. EC 3 has its own nodes that are generated in dungeons and you need them to get further into the mod. If they spawn in its own dimension then it won't be an issue because we can move them with a teleposer a from BM.
Mod Name: Better Records
Link: http://www.curse.com/mc-mods/minecraft/222722-better-records
Mod Description: Better Records adds the ability to download your favorite songs from the internet directly into your game, for all your friends to hear!
Reasoning: It would be nice to be able to listen to music while working on my base. I prefer the radio part of the mod because I program it to an Internet radio station and listen to music that way.
Mod Name: Compact Machines
Mod Description: Small rooms inside of blocks
Reasoning: It's the same mod concept as Dimensional Pockets, except it's far more compatible with enderIO, it's compatible with AE2, has various internal sizes depending on crafting recipes used, and is less buggy.
I want to emphasise the bugginess of Dimensional Pockets because I can't seem to pipe items or power in/out. While I have managed to pipe lava out of the Dimensional Pocket, doing so causes a server crash on its next reboot. This happens whether using conduits or liquid transfer nodes. The automatic deletion of pipes means I have to use ender tanks - which renders the pocket pointless. So I suggest Compact Machines instead.
Magic Cookies: Would add it but causes crash on startup :frowning:
EssentialCraft/Essential Thaumaturgy: I don't know enough about the mod to know if it would be a good fit or not. Since it is a sky block I don't feel comfortable adding it since there could be recipes/game mechanics I am not familiar with that require certain world gen.
Better Records: Added
Compact Machines: Don't have enough info right now but I'll ask around on the MyM forums and see what most players would prefer. Won't be in this update but maybe a future one.
Also update on Supercraftingframe. There is a major dupe bug so I had to remove it again.
Mod Name: Spatial IO Compat
Link: https://github.com/AppliedEnergistics/SpatialIO-Compat
Description: Spatial IO Compat is a community driven add-on for AE2 that expands the Spatial IO tile entity porting functionality onto other mods (so you can e.g. store a TConstruct Smeltery or a MFR farm in a storage cell)
Reasoning: I think it's a great feature to have the ability to store some setups that require tile entities in the storage cell (in the case like I'd use it it would even make my island require less CPU xD) This would give the end-game players more possibilities to create their island after their wishes xD
Oh and because Magic Cookies: It is incompatible with evilcraft's thaumcraft interaction, so if you disable it in evilcraft configs, the mod loads just fine xD
Sadly, the veined scribing tools and the blood wand cap won't be in the game anymore and some evilcraft blocks wont have aspects anymore. The TC treasure bags won't have evilcraft loot in them anymore, as well.
I guess you could re-add the aspects, but the items mentioned won't even be registeres any more, so they will be forever lost (though I doubt anyone used them)
It's yout decision @MaelstromPhx
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