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Consolidated list of potential new mods for future pack versions #16436
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EFR or Alfheim would need a clear plan on how we want to integrate them and someone that wants to do that. |
Alfheim sure EFR - Most of the blocks added are early game/vanilla blocks mostly added via worldgen, is there anything specific you're thinking of? |
well I still dont know whats actually in EFR. maybe post the config somewhere if thats the only overview. |
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I'd probably vote for disabling the new bees, I don't really like them. As far as elytra recipe/drop - sure. @Roadhog360 is open to PRs, and configs for GTNH, and I'm getting him setup on the NH maven under thirdparty so we can depend on his mod and modify recipes in coremod |
thanks! |
I am personally not a fan of deepslate in worldgen at all, it takes absolutely forever to dig through even with good tools. That said, you can bypass that issue mostly with tinkers tools and GT miners, so maybe this isn't really a problem in GTNH. |
Could always adjust the hardness of it, it'd be more for aesthetics if anything. Also curious how it looks compared to black granite/basalt, etc. |
In regards to Elytra, it might be worthwhile for it to follow the path of like, mantle of the raven / hang glider. Actually, the mantle being a crafting component could make sense. |
Yeah new bees AI is kinda crummy and isn't really meant to be used with other advanced bee mods anyways. I could make deepslate hardness configurable |
The EFR Elytra has optional integration with Baubles Expanded if it taking up the chest slot is found to be too much of a downside when balancing and integrating things. |
Per Modern Controlling, ModernKeyBinding, KeyboardWizard-Legacy Should they all be merged into our Controlling fork or? |
I'm not opposed If someone wants to take the lead on it |
Possibility of adding CraftingTweaks to that list? #15305 |
We need to contact the mod developer to be sure that older MC versions are under MIT license before we can use them. |
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Got it, will ask to clarify about the license. |
So if we fork, it gets a new name. |
did anyone have to change gadomancy config as well? gadomancy's PotionMiningLuck keeps getting a conflicting ID |
Also, Alfheim slimes seem to spawn like crazy, so I removed it and ASJCore. |
May be related to Et-Futurum-Requiem/#488 |
Just disable the elemental slimes, they are not required for anything. I personally disabled them |
https://www.curseforge.com/minecraft/mc-mods/stackie |
Alternate wood doors are already supported via Malisis' Doors. Same with trap doors. We can disable doors + trapdoors in EFR in the B:enableDoors=false |
lol you forgot cherry and mangrove doors |
ah it remembers me to test this stuff an configure it for GTNH |
Okay. Here's actually a more comprehensive list of TODOs for EFR AFAICT. General IssuesRaw oresEFR makes vanilla ores drop ore chunks. This shouldn't be an issue because raw ores don't spawn but we can also just disable this feature entirely.
BeesGTNH already has extensive bee support for non-vanilla bees. I'd suggest we just disable this.
Deepslate OresDeepslate now spawns naturally in large sections underground. This does no overwrite ore veins but the ores look out of place as normal stone in a big blob of deepslate. Do we need to create gregtech deepslate ore? Already SupportedAmethystAmethyst is already a material in the game. It can be disabled in EFR.
Doors, Gates, TrapdoorsModern versions of doors, trapdoors, and fence gates are all already provided by Malisis' Doors and are gregified. We can disable doors and trapdoors in the EFR config.
Fences and fence gates are tied to the same config in EFR so they'll need to be split in the config so we can just disable the gates and keep the fences. StonesDiorite, andesite, and granite already supported by Botania + Chisel. We can turn off their spawning in EFR.
RecipesThis is a list of items provided by EFR that will need their recipes to match the existing versions.
There are also items that should probably just be harder to craft or don't currently have a recipe.
PollutionA couple of blocks need to produce pollution while running to match the furnace.
Progress ConcernsThere are a handful of items that have a mechanical impact on the game. I'm not familiar enough with GTNH to know if these will break progression so any feedback here is welcome. All of these items can be configured to be off in the EFR mod. ComposterCrafting: Some wooden slabs Mechanic: Feed the composter plants and it produces Bonemeal Wither RoseCrafting: Get a wither to kill a passive mob and the mob drops a Wither Rose Mechanic: When an entity walks through the Wither Rose, they receive the Wither effect Shulker BoxCrafting: Get Shulker Shells from a mob that spawns in End Cities. Craft them together with a chest. Mechanic: A chest that keeps its contents when broken. Tinted GlassCrafting: 4 Amethyst + 1 Glass Mechanic: Glass that doesn't allow light to pass through. Useful to see into mob farms + dark rooms. ObserverCrafting: Redstone + Nether Quartz + Cobblestone Mechanic: Block produces a 1 tick redstone signal any time a block is updated in front of it. Has tons of practical redstone uses. Target BlockCrafting: 4 Redstone + Hay Bail Mechanic: Produces a redstone signal when hit with a projectile. Also conducts redstone signal through itself. Because of that last fact, it has a ton of practical redstone uses. ElytraCrafting: Found in the end. Mechanic: Allows gliding and, when paired with rockets, provides flight. Boat with a ChestCrafting: Boat + Chest in crafting table. Mechanic: A movable chest. Makes exploring + looting easier. Netherite gearCrafting: Diamond tier gear + a Netherite Ingot Mechanic: Gear that is better than diamond. Lingering potionsCrafting: Any splash potion + Dragons Breath (from the End Dragon) Mechanic: The potion now leaves an area of effect. Tipped ArrowsCrafting: Arrows + Lingering Potion Mechanic: The arrow applies the potion affect on hit. Totem of UndyingCrafting: Looted from Pillagers Mechanic: If holding the Totem, if the player would die, they instead destroy the totem and get a bunch of health Nether GoldNether gold spawns naturally in Netherrack that drops gold nuggets. |
Well, I didn't know this was a thing in modern minecraft, but aside from that we do already have a Tinted Glass block in ZTones. I'm not sure if it provides the same functionality though. |
Can probably disable Tinted Glass since I believe we have dark glass and dark ethereal glass from...Extra Utils? |
I think we can keep this enable, since they can be used in new bee stuf mechanics ( as well as an interesting way of produce small amounts of honney) |
it would be cool to merge mouse tweaks, inventory tweaks and crafting tweaks into a single mod, btw! |
i may try to do something once i get permission |
Additional suggestions with EFR based on my playtesting in Nightly 594 w/ the addition of @Wmaxlees configs. |
Your GTNH Discord Username
mitchej123
Your Pack Version
2.6.1
Mod Name
Multiple
The Mod to Add
Consolidating several tickets here:
Zume(implemented in Angelica)AlfheimYour Reason
EFR & Village Name backport multiple things from future versions, mostly blocks and QoL additions. They're configurable as to which features are enabled, and should be backwards compatible with existing worlds. EFR adds ocean monuments, but no guardians -- VN adds both.
Baubles Expanded adds more baubles, is configurable, FOSS, and would be a good ultimate replacement for Traveler's Gear (with some additions there or in other mods)
Alfheim - Someone else suggested it, seems like a cool idea- Excluding for now, a lot of balancing and other workModern Controlling etc - much better keybind experience; a few potential bugs/conflicts but they're all FOSS and can be updated.
Zume - Adds zoom button like optifine - not yet included in Angelica due to missing Jar in Jar functionality
Preliminary Investigation
I've gotten all of the mods running locally on a new playthrough.
Current notes:
etfuturm/enchantspotions.cfg
- Fix Enchant ID conflictsetfuturum/blocksitems.cfg
- Disable Prismarine (Use Botania's) Causes a crash with the null recipe checker for inpure dust and others if not disabledetfuturum/entities.cfg
- Their AI is not well written and not really intended for use with other bee mods (Forestry)VillageNames4/general.cfg
- Disable Prismarine (same reason as EFR)Alfheim/Alfheim.cfg
- Disable MMO ModeFinal Checklist
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