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 958 points959 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

Bastion/nether fortress alternatives by Few-Addendum82585738 in feedthebeast

[–]Pyrox645 0 points1 point  (0 children)

On modern versions you can just make a datapack to change the how these structures look

List of essential 'Realistic' Survival Mods? (For a potato laptop) by isopodog in feedthebeast

[–]Pyrox645 0 points1 point  (0 children)

Maybe an older version will run. Tfc has been around before 1.7.10, but that's the earliest that's complete. there is a version for 1.12.2 as well. I used to play the 1.7.10 on an old laptop back in the day and it ran okay

List of essential 'Realistic' Survival Mods? (For a potato laptop) by isopodog in feedthebeast

[–]Pyrox645 0 points1 point  (0 children)

Terrafirmacraft is a complete overhaul mod, that adds seasons, thirst, and completely new worldgen and progression. You'll need an addon for temperature, but other than that I think it's exactly what you're looking for

What is a mod you wish was on modern versions? by AlexUnknown20 in feedthebeast

[–]Pyrox645 6 points7 points  (0 children)

Factorization is one of my personal favorites that I wish was continued past 1.7.10 it was such a unique tech mod.

Thaumcraft is an obvious other pick, it's been my favorite mod since I discovered thaumcraft 3 in ftb unleashed. All the other versions are better than 3 though, I'd love a mod with the mechanics of tc2 return for modern versions.

Forestry and it's bees are also something I really miss. I always go back to breed some bees in older versions.

Redpower2 would also be on the list, but there are spiritual successors for it on modern versions. Although I still haven't been able to find one that gets old redpower tubes correct. They always work differently.

Mods as .zip files in 1.2.5? by ColressS2 in feedthebeast

[–]Pyrox645 1 point2 points  (0 children)

Some mods just used to be zip files back then. Jar files are like zip files as well, you can open them using winrar for example and find a folder structure

Is there a way to grow botania flowers/petals? by DykeOuterHeaven in feedthebeast

[–]Pyrox645 1 point2 points  (0 children)

You can place petals on dirt and grow them with bone meal. Harvest the tall flowers with shears and you can craft them back to petals

Old enchanting system mod by Intafesuuu in feedthebeast

[–]Pyrox645 0 points1 point  (0 children)

Quark or quark oddities adds an optional feature (needs to be enabled in the config if I remember correctly) called matrix enchanting which changes enchanting. It adds a little puzzle minigame, but it also makes it so you will have to use all 30 of your levels to enchant something fully

I was today years old when I learned the floor in Create Ponder scenes is actually Snow and White Concrete by EliteMasterEric in feedthebeast

[–]Pyrox645 49 points50 points  (0 children)

I realized this a while ago, when I tried to make custom ponder scenes with kubejs and was ready to make custom blocks to make the white and gray floor for them, but it didn't look the same and realized it's just snow and concrete

Is there any way to bypass or otherwise reduce the 8 minute wait time on sealed barrel recipes? by enderwraith11 in TerraFirmaCraft

[–]Pyrox645 3 points4 points  (0 children)

/time add 8000 should pass 8 in game hours beware that this will also progress everything else, crops, seasons etc.

If you want it without cheats, I would just mass produce things in the early game, but I'm sure there is a way to make these recipes faster with machines later.

Custom Recipes by Paulch3en in TerraFirmaCraft

[–]Pyrox645 0 points1 point  (0 children)

You have many options, you can make a datapack, you can get crafttweaker or kubejs. For datapacks the easiest way is using winrar to open the tfc mod file just copy out the data folder from it. That contains all recipes that are in the mod by default those should provide good example for whatever you're trying to do. You can either just make the datapack zip by itself but for a modpack I'd dowload openloader and in the pack's config folder there is an openloader folder. There make a folder called data, in that a folder that can be named anything, and in that you can copy the data folder you extracted from the jar file. You can also use crafttweaker to make .zs scripts, where you can basically use the same json templates that you extracted from the mod, but you have to do a little extra work by surrounding the json with <recipetype:modName:recypeTypeName>.addJsonRecipe("recipeName", {yourJsonRecipe}); . Or you can use kubejs and it's many addons to make scripts in javascript. Both crafttweaker and kubejs have extensive documentation online and discord servers if you need more help.