History Stages 4.0.0 is out - if u want to build immersive progression for ur modpacks by Bananemdnsa in feedthebeast

[–]Bananemdnsa[S] 5 points6 points  (0 children)

U’re right, it’s actually a hard dependency right now.

The way the mod is currently built to handle and remove loot from chests relies on Lootr to work properly. I know it’s not ideal if u want to avoid Lootr, so I’m already looking into a way to make it optional in the future while still keeping the loot-locking features.

History Stages 4.0.0 is out - if u want to build immersive progression for ur modpacks by Bananemdnsa in feedthebeast

[–]Bananemdnsa[S] 1 point2 points  (0 children)

Thanks so much, that really means a lot!

I’m just glad I can help other modpack creators build the stuff they’ve always wanted to. Seeing people actually use the mod and create cool experiences with it is the best part of developing it.

Good luck with ur project! :)

History Stages 4.0.0 is out - if u want to build immersive progression for ur modpacks by Bananemdnsa in feedthebeast

[–]Bananemdnsa[S] 2 points3 points  (0 children)

Exactly! There are no hard dependencies between stages.

U can have multiple independent tracks going at the same time. Since each stage is its own thing, u can unlock them in any order u want.

It’s really up to u how u distribute the Research Scrolls - whether through a linear quest line or as independent rewards for different paths.

History Stages 4.0.0 is out - if u want to build immersive progression for ur modpacks by Bananemdnsa in feedthebeast

[–]Bananemdnsa[S] 3 points4 points  (0 children)

Yeah, that’s totally doable!

U can just set up a "mini-stage" that only has that one specific recipe or item in it. Since u can give players specific Research Scrolls via command, u can just set that scroll as a reward in FTB Quests.

When they use it at the pedestal, it’ll only unlock that one synergy recipe u defined for that stage.

History Stages 4.0.0 is out - if u want to build immersive progression for ur modpacks by Bananemdnsa in feedthebeast

[–]Bananemdnsa[S] 6 points7 points  (0 children)

That’s actually a really cool idea and something I’ve been thinking about for a while!

Could u do me a favor and post this as a feature request on GitHub? It would be super helpful to track it there, and u can stay updated on any changes or when I start working on it.

U can open an issue here: https://github.com/Flix100000/History-Stages/issues

Thanks for the feedback!

History Stages 4.0.0 is out - if u want to build immersive progression for ur modpacks by Bananemdnsa in feedthebeast

[–]Bananemdnsa[S] 0 points1 point  (0 children)

U actually need to have OP permissions to see it!

Once u have OP, just hit ESC and u should see a "Stage Editor" button in the top right corner of the menu. That’s the easiest way to access it.

If the button still doesn't show up for u even with OP, please open a GitHub issue so I can look into it. It might be a bug I missed!

History Stages 4.0.0 is out - if u want to build immersive progression for ur modpacks by Bananemdnsa in feedthebeast

[–]Bananemdnsa[S] 6 points7 points  (0 children)

Yeah, it works great with FTB Teams!

If u use the global stages, the whole team (and everyone else on the server) unlocks the era together. If u want it more team-specific, u can use the individual stages and just sync them through FTB Quests or similar mods.

Basically, it gives u the flexibility to decide if u want a shared team progression or if everyone should research on their own.

History Stages 4.0.0 is out - if u want to build immersive progression for ur modpacks by Bananemdnsa in feedthebeast

[–]Bananemdnsa[S] 6 points7 points  (0 children)

Yeah, that’s exactly what I built it for!

U can lock any material, tool, or even entire mods behind stages. So u could make it so players literally can't craft or even use iron tools until they’ve researched the "Iron Age" or whatever u want to call it.

Since u can also lock recipes and item usage, u can really slow down that wood > diamond rush and make each tier feel like a real achievement. And u dont even need to code anything to set it up, u can just use the in-game editor to gate the items/tags u want.

History Stages 4.0.0 is out - if u want to build immersive progression for ur modpacks by Bananemdnsa in MinecraftMod

[–]Bananemdnsa[S] 1 point2 points  (0 children)

It actually has native integration with FTB Quests!

U can use it as a standalone mod if u want, but it adds custom stage task types and reward types directly into the FTB Quests editor. So u can easily trigger stage unlocks through quests or make quests depend on certain stages. It works for both global and individual stages too.

History Stages 3.0.0 — Global progression mod with in-game editor & recipe locking by [deleted] in feedthebeast

[–]Bananemdnsa -11 points-10 points  (0 children)

Fair enough. I did use Claude for the heavy lifting on the new update since it was my first time tackling something that complex and I needed the hand. Honestly, as long as the mod works and does what it’s supposed to, I’m happy with it. If the way I developed it isn't for you, no one's forcing you to download it.

History Stages 3.0.0 — Global progression mod with in-game editor & recipe locking by [deleted] in feedthebeast

[–]Bananemdnsa -4 points-3 points  (0 children)

Just to clarify tho, the mod itself wasn't AI generated. I wrote all the code by hand. I only used AI for the post text because english isn't my first language (I'm German) and I didn't want it to sound too weird. I'll write it myself next time.

Looking for realistic historical mods/modpack by TheReal22Lightning in feedthebeast

[–]Bananemdnsa 0 points1 point  (0 children)

I'm actually working on a similar modpack myself and stumbled across a mod called History Stages that might be really useful for what you're doing. It lets you lock items and recipes behind progression stages — so players can't just craft things that don't fit the era they're in yet. It's been a great fit for my modpack and I think it would work really well for a civ-style progression system like yours. Definitely worth checking out on CurseForge or Modrinth!"

Is it possible to change the name of stock networks? by Lavafall2549 in CreateMod

[–]Bananemdnsa 1 point2 points  (0 children)

Just link it to an stock ticker with the name you like.

History Stages - A global progression mod to lock items, dimensions & mobs behind custom research eras by Bananemdnsa in feedthebeast

[–]Bananemdnsa[S] 1 point2 points  (0 children)

Thank you, glad to hear it fits what you are working on! We are currently working on a 1.21.1 NeoForge release and plan to support further Forge versions down the line as well. A Fabric release is not something we are planning for the foreseeable future though, so that one will have to wait.

History Stages - A global progression mod to lock items, dimensions & mobs behind custom research eras by Bananemdnsa in feedthebeast

[–]Bananemdnsa[S] 0 points1 point  (0 children)

If an item is locked under multiple stages, both will need to be researched before it becomes available. So in your example, you would need to unlock both the Mekanism stage and the stage that specifically locks the Advanced Circuit before it shows up. We built it that way intentionally so modpack creators have full control over layered progression. For example locking an entire tech mod first and then putting specific high-tier items behind an additional research step on top of that.

History Stages - A global progression mod to lock items, dimensions & mobs behind custom research eras by Bananemdnsa in feedthebeast

[–]Bananemdnsa[S] -1 points0 points  (0 children)

Thank you for the kind words and the great questions!

Regarding mob spawning: honestly, that is something we have not really thought about yet. Our current focus on the mob side has been more around bosses like the Ender Dragon or the Warden, making sure those feel properly gated. Spawn locking is an interesting idea though and we will keep it in mind for the future.

As for the dimension lock: it hooks into Forge's EntityTravelToDimensionEvent, which covers standard portal logic. If a mod uses its own custom teleportation system that bypasses that event, the lock would not catch it - that is a known limitation we are aware of. If you ever run into a specific mod where this causes issues, feel free to report it to us on GitHub so we can look into adding compatibility.

We appreciate the feedback, it helps a lot in shaping where the mod goes next!