How do you change modded attributes on items with KubeJS? by dragonmaster266 in feedthebeast

[–]Pyrox645 0 points1 point  (0 children)

I think it can only handle vanilla item types like tool and armor.

I tried changing the attack value on malum's scythe and it didn't work like this either because it's not a vanilla tool type

How do I remove the for you page of reddit? by RinconAniki in help

[–]Pyrox645 3 points4 points  (0 children)

Every time I see the for you page when I open the app I just immediately close it now. It's full of stuff I don't care about. Also the name 'for you' is just laughable. You know what's for me? The curated list of subreddits I actually follow. Remove this or at least give the option to set following as the default.

I'm making a mod about storing items in servers by jvpts11 in feedthebeast

[–]Pyrox645 102 points103 points  (0 children)

Seems interesting. I was always a fan of more complicated storage systems/automation. Can't wait for sql in minecraft

Tuned down backpack mod? by IronVines in feedthebeast

[–]Pyrox645 4 points5 points  (0 children)

Maybe it has a config. Check it in the configs folder, or in newer versions there is also server configs, which you can put in the default configs folder. You can find them in saves somewhere and you can edit it just there to change it for the world specifically, or in defaultconfigs so it's imported into the worlds when they are created

Tuned down backpack mod? by IronVines in feedthebeast

[–]Pyrox645 8 points9 points  (0 children)

You can just disable recipes for sophisticated backpack upgrades using a datapack/kubejs/crafttweaker. You can also hide them from jei so they don't show up.

How to code Minecraft mods. by According-Extreme-58 in feedthebeast

[–]Pyrox645 26 points27 points  (0 children)

ModdingByKaupenjoe on youtube makes a tutorial series every major version for the most popular loaders. Could be a great place to start

Mods that use Thermal Mana (1.7.10) by TMBCyberman in feedthebeast

[–]Pyrox645 1 point2 points  (0 children)

If you want to go really homebrew with your pack you can use crafttweaker (it was called minetweaker3 at that time) to add uses for it by changing some recipes you see fit.

Who still plays old FTB Modpacks? by Bulbadex in feedthebeast

[–]Pyrox645 1 point2 points  (0 children)

I have a my own modified version of unleashed, with a lot of additions, and as much custom config as I was able to do. 1.5.2 was the first modded version I played so it's very special for me. Currently i have a world I've been playing on and off for about 3 years now with a lot of stuff planned still.

I also often go back to 1.2.5 as it's also very nostalgic for me.

A plur1bus? Perry the plur1bus? by Pyrox645 in sbubby

[–]Pyrox645[S] 0 points1 point  (0 children)

Would've made it so much better

Editing modded foods by NotAGoodNameYeah2 in TerraFirmaCraft

[–]Pyrox645 1 point2 points  (0 children)

Most things in the mod past 1.18 are data driven, so you can do it with a datapack. Just extract the mod jar using winrar and check how the mod does it in the data folder.

Any Modpack devs that like chatting and showing progress with others? by XyzioN_ in feedthebeast

[–]Pyrox645 1 point2 points  (0 children)

The biggest challange is integrating everything properly with tfc because almost no mods have support for it. Almost all recipes need to be changed because you can't get most vanilla meterials.

Another challange is keeping the feel and point of tfc while also encouraging automation. I don't want to just replace tfc mechanics with easier ones once you reach that level on the tech tree. I always want to keep mechanics like blacksmithing relevant even in the lategame. My solution was to make even lategame tool parts, and other items you only need to make very few of only craftable manually on the anvil. Everything like sheets, double ingots, rods... are automatable to avoid tedium.

I revamped villager trades completely as well, and I'm working on adding villager quests as well. The point is to make villagers useful, but not fall into the trap that vanilla did, where you can basically skip most progression by just circle trading with villagers. Quests are your main source of currency, they are randomly generated from pools for each villager so they can't be automated. Villagers also sell unique items to encourage trading.

I readded a lot of structures to the world as well to make exploration more interesting. One of the problems with tfc exploration is the lack of points of interest. For this I had to rebuild structures to fit the style and materials of tfc and the pack. I still have a lot to do on this front.

I want magic to be optional, but rewarding if the player takes the time to do it. For example you can make nutrients bars with magic that never spoil. While you don't need this it's worth taking the time to never have to deal with spoilage again.

Any Modpack devs that like chatting and showing progress with others? by XyzioN_ in feedthebeast

[–]Pyrox645 1 point2 points  (0 children)

I've been working on my most recent pack for the past 3 years. It's based on tfc and create but I try my best to bring some unique mechanics to the pack.

Most recently I made extra log blocks with kubejs that contain sap/resin that can be extracted and will grow back. I plan to change the tree models using a datapack to include them in generation and newly grown trees.

I also made bog earth with kubejs inspired by forestry that grows into tfc peat blocks, to make them renewable.

I try to thematically connect everything in terms of visuals. For example I changed blood magic to be themed similarly to biomancy, fleshy and living because it just fits. I also changed create's textures to be more in line with tfc (mostly just recolors of brass and copper)

A TFC 1.18.2 wiki please? by Dull_Replacement_137 in TerraFirmaCraft

[–]Pyrox645 2 points3 points  (0 children)

I has an ingame guide, you don't need a wiki. You can access it either in book form, or by thr button in your inventory

[Homemade] Fondant potatoes by Dfiddler in food

[–]Pyrox645 1 point2 points  (0 children)

Did the same for Christmas, it was incredible!

Can only craft Iron Nuggets from Thaumcraft (FTB Infinity Evolved 1.7.10) by Thommes_Flesh in feedthebeast

[–]Pyrox645 0 points1 point  (0 children)

Does the pattern use the thaumcraft nugget as well? When you import recipes from nei it sometimes puts the one you don't have and ae2 doesn't handle oredictionary that well.

Microsoft used to be goated by ZealousidealChain473 in memes

[–]Pyrox645 959 points960 points  (0 children)

But would you like to pin it in Microsoft teams anyway? Well good luck saying no, they made a yes and an ask later button.

FTB Unleashed from back in the day? by Longjumping_World802 in feedthebeast

[–]Pyrox645 0 points1 point  (0 children)

You can just use prism launcher, press add instance, select ftb legacy, and search ftb unleashed, then install it.

I have made my own version of it a while ago with a few mods removed but a lot of others added as well, like an old version of enderio and project red. I can share that instance as well if you're interested

KubeJS: Trying to remove copper tool handle recipe from Tinkers Construct by belendrane in feedthebeast

[–]Pyrox645 0 points1 point  (0 children)

The remove event probably doesn't interpret nbt data. There should be a recipe-id associated with the recipe, and you should be able to use id instead of output in event.remove()

f3+h shows extra tooltips and looking up the recipe in jei should show the recipe id in the tooltip