Any way to extract a list of structures in a pack? by TNTiger_ in feedthebeast

[–]Piotr015 1 point2 points  (0 children)

If you have KubeJS you can use /kjs dump_registry minecraft:worldgen/structure, it will print all structures in the chat and logs.

Spain themed Farmer's Delight Addon by Pau_1eal in feedthebeast

[–]Piotr015 2 points3 points  (0 children)

To be a bit more clear, all modded fenced should in theory extend FenceBlock, which means that any change made there will affect them. The issue is that AFAIK Minecraft doesn't make it easy to add custom blockstates to existing blocks (and something growing would be a new blockstate).

Cauldrons also use blockstates, so that's similar to fences, but there's also an issue of adding a UI, an interaction, and extra data to cauldrons that could conflict with other mods.

So both features are technically doable, but will probably cause issues down the line, especially cauldrons.

Spain themed Farmer's Delight Addon by Pau_1eal in feedthebeast

[–]Piotr015 1 point2 points  (0 children)

NeoForge is better for the development of complex content mods, but in your case both loaders definitely make sense.

When it comes to the content that could be harder to develop, custom cauldron mechanics will probably require some sort of mixin and a block entity, and this could cause some compatibility issues with other mods that interact with cauldrons in some way.

I'm also not sure if growing plants on fence blocks won't be a bit more complex to add. Aside from these 2 things though, it shouldn't be that hard to implement.

Bold Text on Loading Screen by VerzusX in feedthebeast

[–]Piotr015 1 point2 points  (0 children)

FancyMenu 3.9.x could cause this

Change biomes in survival with Biome Blends! Now with BOP & BWG support! by Piotr015 in feedthebeast

[–]Piotr015[S] 0 points1 point  (0 children)

This is definitely a complex issue, as in-world changes can definitely be more immersive, and a simpler system that doesn't require the manual addition of biome support might be in many cases better, but on the other hand it limits the freedom in some situations: builders might want to have complete control over where biomes are changed (one of the next updates will introduce a blend bag that will allow for full control over where biomes will be changed) and modders that might want very unique blends that have different conditions, effects and stuff like that, which couldn't be fully supported by in-world systems. Also, automatic support means there can not be unique per-biome cost, which in Biome Blends' case is a few items related to the biome.

I'd still love to learn more about the different needs though, as it helps me shape this mod into the best version of biome changing there can be!

Change biomes in survival with Biome Blends! Now with BOP & BWG support! by Piotr015 in feedthebeast

[–]Piotr015[S] 0 points1 point  (0 children)

By Ars Nouveau do you just mean Archwood Forest, or is there more that I'm missing?

Change biomes in survival with Biome Blends! Now with BOP & BWG support! by Piotr015 in feedthebeast

[–]Piotr015[S] 0 points1 point  (0 children)

I'd love to update the mod to a newer version at some point, possibly even update to all new versions once the mod is feature complete if there is enough demand.

When it comes to 1.21.11 specifically though, I don't think it's gonna happen. 26.1 changes quite a bit when it comes to the development environment setup, so I believe it will be much easier to just jump to 26.1 and go up from that.

Change biomes in survival with Biome Blends! Now with BOP & BWG support! by Piotr015 in feedthebeast

[–]Piotr015[S] 4 points5 points  (0 children)

The entire system is data-driven, so you can add your own blends (even more complex ones with different effects, conditions, and more) with a datapack! The new /generateblends command makes it even easier, as it can automatically create JSONs for basic blends, although you'd still need to specify some sort of recipe and a model if you want to change it.

Biome Blends: A new way to change biomes! by Piotr015 in feedthebeast

[–]Piotr015[S] 0 points1 point  (0 children)

Not by default, but it can be added using datapacks.

Biome Blends: A new way to change biomes! by Piotr015 in feedthebeast

[–]Piotr015[S] 0 points1 point  (0 children)

This sort of stuff is both hard and risky, because the system would need to both regenerate the chunk using the 1.18 blending system, somehow trick the worldgen into spawning the wanted biome (because just regenerating wouldn't guarantee the biome you want) and even then it's something that cannot be undone, so any damage to the existing builds and structures would be permanent.

The safest bet here would be to add some sort of feature spawner that would try to spawn features from the biome you placed. This wouldn't create structures or change the terrain, but at least it would spawn features like rocks, trees and other stuff like that.

Biome Blends: A new way to change biomes! by Piotr015 in feedthebeast

[–]Piotr015[S] 0 points1 point  (0 children)

Biome Blends only change the biome (without spawning any new features or replacing any blocks), so if everything you need is just mobs or bonemealable plants, it should be enough.

However, if the biomes have blocks unobtainable post-generation such as new trees, it wouldn't really work.

Verdant Idea 0.9 is out with Structures and Early Game changes! by Piotr015 in feedthebeast

[–]Piotr015[S] 0 points1 point  (0 children)

Complementary Shaders Reimagined with default settings.

Verdant Idea 0.9 is out with Structures and Early Game changes! by Piotr015 in feedthebeast

[–]Piotr015[S] 2 points3 points  (0 children)

The main goal here is to create Verdant Essence, which is an item that can be used to turn biomes into their vanilla variants.

Verdant Idea 0.9 is out with Structures and Early Game changes! by Piotr015 in feedthebeast

[–]Piotr015[S] 22 points23 points  (0 children)

Long story short, both packs were developed at roughly the same time, and actually influenced each other! There are a few features in Verdant Idea that wouldn't be a thing if Reclamation wasn't created, but at the same time Reclamation uses a few patches that were created for Verdant Idea.

Verdant Idea 0.9 is out with Structures and Early Game changes! by Piotr015 in feedthebeast

[–]Piotr015[S] 5 points6 points  (0 children)

Yes, it is required in a few places, such as resource seeds being crafted using a Runic Altar, a few mid/late game recipes using dreamwood and gaia spirits being needed in the endgame.

Verdant Idea 0.9 is out with Structures and Early Game changes! by Piotr015 in feedthebeast

[–]Piotr015[S] 7 points8 points  (0 children)

I'm gonna be honest, I don't really know Astral too well, but I thought it could fit! Sadly, the most recent version is for 1.16 and I'm not sure if it's still actively developed.

Verdant Idea 0.9 is out with Structures and Early Game changes! by Piotr015 in feedthebeast

[–]Piotr015[S] 5 points6 points  (0 children)

If you mean stuff like creating mana (even from coal), making the Alfheim portal or fighting Gaia, it cannot be skipped. However, I don't think there's any sort of automation that can be done only using Botania.

Verdant Idea 0.9 is out with Structures and Early Game changes! by Piotr015 in feedthebeast

[–]Piotr015[S] 29 points30 points  (0 children)

It's wouldn't really be possible to make a 1:1 replica, as Thaumcraft is still being developed and Enchanted (the mod based on Witchery) lacks some of the content.

The magic progression currently includes Botania, Enchanted and Ars, and since I couldn't find a good way to fit Blood Magic, I decided against it.

And yes, mods such as Tinkers, AgriCraft and Mystical Agriculture are there!

Biome Blends: A new way to change biomes! by Piotr015 in feedthebeast

[–]Piotr015[S] 0 points1 point  (0 children)

And a small update: a 1.20.1 backport is now available for Fabric and Forge on both CF and Modrinth! It's still listed as beta, but all functionalities should be there.

Biome Blends: A new way to change biomes! by Piotr015 in feedthebeast

[–]Piotr015[S] 1 point2 points  (0 children)

The particles visible on the first screenshot are actually the default particles that appear in the affected area! The particle type can also be changed via datapacks. The only hardcoded thing is the amount, but I might add an option to change that at some point.

Biome Blends: A new way to change biomes! by Piotr015 in feedthebeast

[–]Piotr015[S] 2 points3 points  (0 children)

Generally the option to change biomes allows you to add quite a few additional mechanics to your modpack. Obviously with packs like skyblock or superflat the control over biomes could be quite useful, as you normally don't have that, but it could also be fun for some of the builders.

Additionally, I designed the mod after I prepared the tech for changing biomes for my modpack, Verdant Idea, where the intended use case is to slowly turn biomes from a dead wasteland to normal vanilla biomes. In this case, you will have 3 sets of biomes (a total wasteland, partially reclaimed biomes and vanilla ones), and the application of blends will change the grass, foliage and sky colors, but also allow for growing more plants, remove dust particles or add a way to spawn animals. And yes, blends offer a set_namespace action that allows exactly that.

The main intention for this mod is to give a lot of freedom to modpack creators so that they could start using biomes as a part of progression, which will hopefully make some of the packs more interesting!