I'm hoping to make this my first public mod pack, so I've been focusing on the content that appeals to me and fits together and on trying to understand how the permissions work. But it seems like I've got a long way to go and I'd like some help (either for portions of this, or to see me through the entire process). Some of the tweaks I'm pretty sure I could arrange for myself but just looking at it it's a huge job and I thought maybe someone with more experience could do it faster, more efficiently, and without introducing new troubleshooting problems into the mix.
I've assembled a set of almost eighty mods, which mostly works together, but it's still throwing errors in Forge. I'd like to figure out how to make it error-free if that's even possible. That's job one.
Then, assuming an error-free state has been achieved (or nearly so), here are some goals I am hoping to accomplish:
I. Recipe Tweaks
I want certain items to happen at a different point in the tech tree -- some things easy from the beginning, others later or more complex.
Other things, I want the recipe to feel more natural and memorable. One of the charms of Minecraft is that a little experimentation with existing materials leads to discovery, without always looking things up, so I want to work with that as much as feasible. (After long debate, I did finally add NEI, because the mod list and the associated materials did get pretty big.)
II. Item Elimination
I'm very much after a low-tech "Medieval Fantasy" setting, by and large. Certain items just break that feel for me. For example, Bibliocraft is awesome, but the printing press is not only complex to build and to use but visually complex at well; it bugs me. And the plates and lanterns don't feel like they belong in the blockish Minecraft universe. I'm quite picky about the items allowed in my world.
If it's possible to remove these from Creative Mode altogether, great! If not, just eliminating the recipes to create them is sufficient. Several of the mods fall under this category; I'd even like to kill whole categories of food on HarvestCraft, or at least have that as a config setting somehow.
III. World Generation
I've got Custom Ore Gen to make ore veins, Biomes o' Plenty for variety on the surface, and Realistic World Gen for larger and more complex mountains (though I've been wondering if those last two aren't clashing). I'm debating about adding in Metallurgy, but severely restricting the available ores and the types of tools that can be crafted.
I want to ensure that iron is common enough (I tend to have trouble finding it when I have either COG or Metallurgy), and that Metallurgy ores spawn in a more game-useful manner -- late-game ores shouldn't spawn near the surface, for example. I also want to make it apparent from the surface which ores are likely to be found underground; I've toyed with a list before and found some neat combos and all, but I never got through working it out in the configs, and that's before I was concentrating on an entire mod.
Also, I don't know what all can be done with "tweak" mods, but if there's any way to change the trees that spawn in Biomes o' Plenty biomes, I would love to do that. BoP's native fruit trees (persimmon and apple) are so distinct from the HarvestCraft versions that seeing the BoP versions gives me an eye-twitch; they also drop fruit all out of proportion with anything else, and having tons of persimmons lying around gets even worse when I'm using Spice of Life. Right now I'm just disabling the biomes that create those trees, but I'd like to have the biomes yet get rid of the trees instead.
Actually, if it's possible to do it, what I'd prefer is to overwrite a couple of BoP biomes with ones that spawn HarvestCraft trees. For example, have the BoP Orchard spawn more frequently but have a different set of fruit trees each time (an orange grove, a peach grove, a lemon-lime grove (both on the same tree if possible), a plum grove, etc.). And have bushes in a couple biomes drop specific HarvestCraft berries (like breaking thorns drops blackberries in one biome, raspberries in another... or just blackberries anywhere, if different drops would be a problem). Bonus points if the ore-spawn stats are different for each type of orchard, like having gems based on the color of the fruit.
IV. Treasure Drops
For both chests and monsters, I'd like to set up what drops where. I found this frustrating and time-consuming when I tried to do it before, via config files using... Custom Chest Loot, I think; I'd prefer a drag-and-drop method (straight from creative inventory, ideally), but I haven't yet found a mod that lets you do that. (Well, Backpacks by Brad16840 seems to have some of the capabilities, but I haven't yet explored everything you can do with it.) Anyway, it's a lot of choosing items and then a lot of fiddling.
Ideally, I'd assign a bunch of categories for loot -- like Hardcore Quest Mode lets you do -- and assign certain categories to certain types of chests. Like, village chests drop categories A, B, C, and D, while desert wells drop F, G, and H, dungeons drop I, J, and K, strongholds drop L, M, and N, and different mobs drop an assortment from O to Z. And it's just a set of random goodies from that category (like "cooked meat"), or else the entire category (if I wanted to set up a specific set of loot that, say, the Infernal Mobs could drop all at once). (I'd also like to have villages spawn in a few other chests, but so far no one has bitten on that mod request.)
V. Villager Trades
I made a huge set of requests a couple years ago, just to make villager trades more useful and in general more interesting. With my set of mods I'd certainly like to have the villagers offer a lot more trading options, both to encourage the player to attempt to create certain items, and to provide the player with resources that might otherwise be difficult to get. (Bonus if you can add new villager types so there's more than just five, and/or if you know of a mod that makes new house types as easy to add as new Ruins schematics are. A couple of my favorite Village mods didn't make the cut because they've been throwing errors once I put it all together.)
I... guess that about covers what I'm hoping to do to tweak this mod pack for greater immersion and enjoyment. And like I said, if we can't manage to do 100% of what I want, if we could manage at least a portion of it then it's more than I've got right now.
Lastly: I intend to make this mod pack once, post it, make sure I've followed all the permissions and everything and that it's working fine, and then forget about it. I can't see going back to maintain it, I'm just too easily distracted and I have enough on my plate. But if you are interested in posting and maintaining a mod pack, then I'd be glad to hand it over to you, as long as I get to name it and get credit for having worked out which mods end up in the pack.
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My nephews and I have started posting Minecraft videos on my YouTube channel! Fairly random, but enjoyable.
General schedule is 4 PM Mon-Fri and 10 AM Saturdays. Most popular MC vid so far is the one Vechs laughed at on Twitter!