I'm here to anounce a proposal of a modpack based solely on scientific (including scifi) and natural features. No magic (not even vanilla).
Therefore I'm open for suggestions, for I don't yet have a complete idea about how to set the modpack properly.
First, let me explain what to consider as being part or not of the modpack:
Industrialization: the key part of the modpack, It is intended to be what makes it fun and complex. This is the easy part.
No Magic: the trouble - its not simply a matter of not including Thaumcraft or such, but overhauling even Vanilla minecraft features, such as undead mobs, nether and enchanting. This is where I need sugestions.
Below I'll be listing mods intended to be on the modpack and a list of suggestions, followed by thoughts.
Mods to deal with Nether:
Sprinkles for Vanilla - Permission: http://goo.gl/VNzDuc (Suggested by Zeka101)
Mods to deal with End:
(Im intending to leave the enderman, as they are more aliens or mutants than anything, and was thinking about something such as EnderShip).
This mod lets you make a full map, and use that everytime someone makes a new world. (If you're played BlastOff or Crash Landing, it's the same mod used in that.)
More Tech/Industrialization mods:
Buildcraft
Logistics Pipes
(because nothing says industry like pipes and tubes all over the place!)
Nice idea with the pack though! (But I'm a full-on hybrid with magic and tech, so I couldn't do my tech without my magicz :P)
Hmm, what do you think of having Ex-nihilo for the nether replacement?
Yeah, but we still have nasty Soulsand and Witch Water. Could we create materials that have the same value as vanilla ones, such like "red cobblestone" in place of netherrack and something like "Proteic Sand" in place of Soulsand?
Yeah, but we still have nasty Soulsand and Witch Water. Could we create materials that have the same value as vanilla ones, such like "red cobblestone" in place of netherrack and something like "Proteic Sand" in place of Soulsand?
In Crash Landing the modpack maker used a mod to create custom blocks like dust minerals I think. I think it can be registered in forge. Don't know if it will be able to use by recipes though....
In Crash Landing the modpack maker used a mod to create custom blocks like dust minerals I think. I think it can be registered in forge. Don't know if it will be able to use by recipes though....
This mod lets you make a full map, and use that everytime someone makes a new world. (If you're played BlastOff or Crash Landing, it's the same mod used in that.)
More Tech/Industrialization mods:
Buildcraft
Logistics Pipes
(because nothing says industry like pipes and tubes all over the place!)
Nice idea with the pack though! (But I'm a full-on hybrid with magic and tech, so I couldn't do my tech without my magicz :P)
Sprinkles looks exactly what I was looking for. Far more simple than minetweaks it seems.
Some mods:
Progressive Automation
Thermal Science
Thermal Dynamics
If you're using ex nihilo you may as well add ex astris
And extra utilities if you haven't already
Quote from DylzCraftjump
Some mods:
Progressive Automation
Thermal Science
Thermal Dynamics
If you're using ex nihilo you may as well add ex astris
And extra utilities if you haven't already
Thermal Science and Dynamics are new to me. Very Interesting!
Now I have to update the mod list and I still to find a way to deal with nether resources...
Some mods to leave the survival but difficult and / or realistic : -Hunger overhaul -EnviroMine -Hungry Animals -Harvestcraft -Archimeds ships -Better foliage -Presence footsteps -Item physics -Animals + -reptile mod -the camping mod -Mr Crayfish 's furniture mod -Progressive Automation ( this is a simple automation mod and very interesting )
Obs: vc é muito fera te acompanho desde o começo do skyblock unleashed espero q volte logo com o canal e que esse modpack fique muito bão.
Some mods to leave the survival but difficult and / or realistic : -Hunger overhaul -EnviroMine -Hungry Animals -Harvestcraft -Archimeds ships -Better foliage -Presence footsteps -Item physics -Animals + -reptile mod -the camping mod -Mr Crayfish 's furniture mod -Progressive Automation ( this is a simple automation mod and very interesting )
Obs: vc é muito fera te acompanho desde o começo do skyblock unleashed espero q volte logo com o canal e que esse modpack fique muito bão.
Minetweaker 3 is a great mod for renaming things. I found a steampunk texture for the enchantment table that looks tech-y and renamed it a nano tech encoder and renamed enchanted books to encoded books. So I rp the bookshelves to be full of encoded books of written instructions for the "nanites" to follow, which drives the encoder (the table). The experience usage from the player becomes know-how for writing such elaborate code which directs the nanotechnology to give blast protection or to absorb fire damage, or whatnot, or to encode a book which can later be paired with armor or tools. It's an idea, anyway. Still needs refined.
Also, Special Mobs, one of Father Toast's mods, will allow you to select which mobs spawn, as well as adding variants to each mob type. If you're willing to tinker with configs. Beware, since this mod randomly intensifies mobs in each class, unless you want to wrangle with that config, but it's pretty cool in terms of flexibility.
I was mistaken. It used to for me, but Special Mobs is not disabling all zombie spawns for me in its present state. Instead I changed the zombie texture to a steampunk biomechanoid and renamed it "Failed Experiment."
Also figured out how to edit the language file of the resource pack, which is a lot quicker and easier than minetweaker if you're playing no mods.
And, the enderio mod used mob heads and a splice and slice machine for some recipies (which I found deeply disturbed from a role-play perspective), so I used minetweaker to replace mob heads with buildcraft chips made at buildcraft's assembly table. If you intend to use minetweaker, I can give you my scripts. If you don't want to muck about with language files, I can send you mine.
I see you don't have buildcraft in your mod list, but you could just as easily substitute any component you deem appropriate into the recipe.
I was mistaken. It used to for me, but Special Mobs is not disabling all zombie spawns for me in its present state. Instead I changed the zombie texture to a steampunk biomechanoid and renamed it "Failed Experiment."
Also figured out how to edit the language file of the resource pack, which is a lot quicker and easier than minetweaker if you're playing no mods.
And, the enderio mod used mob heads and a splice and slice machine for some recipies (which I found deeply disturbed from a role-play perspective), so I used minetweaker to replace mob heads with buildcraft chips made at buildcraft's assembly table. If you intend to use minetweaker, I can give you my scripts. If you don't want to muck about with language files, I can send you mine.
I see you don't have buildcraft in your mod list, but you could just as easily substitute any component you deem appropriate into the recipe.
One problem I noticed is that now the mobs spawn relative to biomes. This makes it a little annoying to deal with, specially if you're using with biomes o'plenty.
The quickest and by the same time the wicked'est way would be to modify the zombie/skelleton/etc classes with a specific mod for this (wouldn't be hard but just not quite the right thing).
I'm here to anounce a proposal of a modpack based solely on scientific (including scifi) and natural features. No magic (not even vanilla).
Therefore I'm open for suggestions, for I don't yet have a complete idea about how to set the modpack properly.
First, let me explain what to consider as being part or not of the modpack:
Industrialization: the key part of the modpack, It is intended to be what makes it fun and complex. This is the easy part.
No Magic: the trouble - its not simply a matter of not including Thaumcraft or such, but overhauling even Vanilla minecraft features, such as undead mobs, nether and enchanting. This is where I need sugestions.
Below I'll be listing mods intended to be on the modpack and a list of suggestions, followed by thoughts.
Mods to deal with mobs:
*Mo'Creatures (disable some monsters, allow animals and creatures). - It seems it is not open for public modpacks, so suggestions please?.
*JAS - Just Another Spawner (overhaul vanilla spawn). - Permission: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288431-just-another-spawner-jas-v0-14
Mods to deal with Enchanting:
*Minetweaker - Permission: http://goo.gl/MdemVB
*Modular Power Suits (Better armor?) - Permission: http://goo.gl/MdemVB
*Tinker's Construct (Tool improvements) - Permission: http://goo.gl/MdemVB
Mods to deal with Nether:
Sprinkles for Vanilla - Permission: http://goo.gl/VNzDuc (Suggested by Zeka101)
Mods to deal with End:
(Im intending to leave the enderman, as they are more aliens or mutants than anything, and was thinking about something such as EnderShip).
Mods to deal with potions:
*Minechem? - License https://github.com/jakimfett/DBaJ/blob/master/LICENSE.md
Tech Mods:
*Computer Craft - Permission: http://goo.gl/MdemVB
*Ender IO - Permission: http://goo.gl/MdemVB
*EnderTech - Permission: http://goo.gl/MdemVB
*Forestry - Permission: http://goo.gl/MdemVB
*Factorization - Permission: http://goo.gl/MdemVB
*IndustrialCraft2 - Permission: http://goo.gl/MdemVB
*MineFactory Reloaded - Permission: http://goo.gl/MdemVB
*Steve's Carts 2 - Permission: http://goo.gl/MdemVB
*Steve's Factory manager - Permission: http://goo.gl/MdemVB
*RailCraft - Permission: http://goo.gl/MdemVB
*Thermal Expansion - Permission: http://goo.gl/MdemVB
Misc Mods:
*Carpenter Blocks - Permission: http://goo.gl/MdemVB
*Chisel - Permission: http://goo.gl/MdemVB
*Biblio Craft - Permission: http://goo.gl/MdemVB
*JABBA - Permission: http://goo.gl/MdemVB
Please feel free to post suggestions and your opinion.
(P.S.: Not all the intended mods under Tech and misc are listed)
Read through your post, and thought I'd give you some suggestions:
Dealing with the Nether:
http://minecraft.curseforge.com/mc-mods/226309-sprinkles_for_vanilla
Adds an awesome configuration file for Singleplayer (allow-nether for example)
"Dealing with" The End:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2126669-1-7-x-1-6-4-forge-lockdown
This mod lets you make a full map, and use that everytime someone makes a new world. (If you're played BlastOff or Crash Landing, it's the same mod used in that.)
More Tech/Industrialization mods:
Buildcraft
Logistics Pipes
(because nothing says industry like pipes and tubes all over the place!)
Nice idea with the pack though! (But I'm a full-on hybrid with magic and tech, so I couldn't do my tech without my magicz :P)
Awesome ideas!
I'll get more info on them and update the post soon.
About the BuildCraft and LogPipes - Forgot them, as I did with applied energistics! Thanks for remembering me.
Hmm, what do you think of having Ex-nihilo for the nether replacement?
Yeah, but we still have nasty Soulsand and Witch Water. Could we create materials that have the same value as vanilla ones, such like "red cobblestone" in place of netherrack and something like "Proteic Sand" in place of Soulsand?
In Crash Landing the modpack maker used a mod to create custom blocks like dust minerals I think. I think it can be registered in forge. Don't know if it will be able to use by recipes though....
Yeah, I remember that. I'll look for it!
Sprinkles looks exactly what I was looking for. Far more simple than minetweaks it seems.
Tech mods:
Big Reactors (I used on Agrarian skies it isn't so OP but very efficient)
Project red
Mekanism
Misc:
Open blocks
Redstone arsenal
Inventory tweeks
Ender Storage
Thinkers construction
P.S: Sirious sou um grande fã e espero ter ajudado um pouco com o modpack, estou esperando sua volta. Boa sorte com o modpack :3
Doge Approves
Some of the mods you said were already included.
But some others I forgot. Isn't Mekanism too overpowered?
Also, should ender storage be in? I was thinking that tesseracts would do the thing.
P.S.: Obrigado pela força! Espero em breve estar podendo voltar com os vídeos com mais qualidade =D.
Progressive Automation
Thermal Science
Thermal Dynamics
If you're using ex nihilo you may as well add ex astris
And extra utilities if you haven't already
Some mods:
Progressive Automation
Thermal Science
Thermal Dynamics
If you're using ex nihilo you may as well add ex astris
And extra utilities if you haven't already
Thermal Science and Dynamics are new to me. Very Interesting!
Now I have to update the mod list and I still to find a way to deal with nether resources...
PS:bem. eu acho q falei o ingles corretamente mas somente queria dizer que sirious, consiga fazer esse modpack!
Some mods to leave the survival but difficult and / or realistic : -Hunger overhaul -EnviroMine -Hungry Animals -Harvestcraft -Archimeds ships -Better foliage -Presence footsteps -Item physics -Animals + -reptile mod -the camping mod -Mr Crayfish 's furniture mod -Progressive Automation ( this is a simple automation mod and very interesting )
Obs: vc é muito fera te acompanho desde o começo do skyblock unleashed espero q volte logo com o canal e que esse modpack fique muito bão.
Wow.
Those are some ideas to process.... Thank you!
Minetweaker 3 is a great mod for renaming things. I found a steampunk texture for the enchantment table that looks tech-y and renamed it a nano tech encoder and renamed enchanted books to encoded books. So I rp the bookshelves to be full of encoded books of written instructions for the "nanites" to follow, which drives the encoder (the table). The experience usage from the player becomes know-how for writing such elaborate code which directs the nanotechnology to give blast protection or to absorb fire damage, or whatnot, or to encode a book which can later be paired with armor or tools. It's an idea, anyway. Still needs refined.
Also, Special Mobs, one of Father Toast's mods, will allow you to select which mobs spawn, as well as adding variants to each mob type. If you're willing to tinker with configs. Beware, since this mod randomly intensifies mobs in each class, unless you want to wrangle with that config, but it's pretty cool in terms of flexibility.
Draconic Evolution is a pretty cool end game mod, with awesome armor and tools.
I was mistaken. It used to for me, but Special Mobs is not disabling all zombie spawns for me in its present state. Instead I changed the zombie texture to a steampunk biomechanoid and renamed it "Failed Experiment."
Also figured out how to edit the language file of the resource pack, which is a lot quicker and easier than minetweaker if you're playing no mods.
And, the enderio mod used mob heads and a splice and slice machine for some recipies (which I found deeply disturbed from a role-play perspective), so I used minetweaker to replace mob heads with buildcraft chips made at buildcraft's assembly table. If you intend to use minetweaker, I can give you my scripts. If you don't want to muck about with language files, I can send you mine.
I see you don't have buildcraft in your mod list, but you could just as easily substitute any component you deem appropriate into the recipe.
One problem I noticed is that now the mobs spawn relative to biomes. This makes it a little annoying to deal with, specially if you're using with biomes o'plenty.
The quickest and by the same time the wicked'est way would be to modify the zombie/skelleton/etc classes with a specific mod for this (wouldn't be hard but just not quite the right thing).
Its Magick'ish. Wont do for the modpack.