I've noticed that a ton of different mods include the same new ores like copper, tin, silver, etc., leading to many duplicate ores and items that won't stack in a modpack containing more than one. I know utilities exist the combine the ores after you mine them, but still having five different instances of copper ore spawning at the same rate means that five times as much copper is going to exist than is supposed to.
Before everyone ports their mods over to 1.13, why not create one centralized mod containing all the ores, all disabled by default, and then allow individual mods to enable the specific ores they need? If a mod needs Copper Ore, for example, it sends a request to the COM [Centralized Ore Mod] to enable Copper Ore and its associated recipes. If two mods both need Peridotite Ore, then they both tell the COM to enable that ore, and once it receives the request from one, it enables it. (There probably wouldn't be any need for an "ore-disable" request, but maybe it could be thrown in for mapmakers.) There would also be a config file that modmakers and packdevs could configure to change the crafting recipes, tool/armor values, loot tables, and the spawnrates of the different ores if need be (if there are conflicts between different mods, it could either take the average, use the default values, or allow a packdev override).
How feasible would such a mod be to produce? Is it difficult for modmakers to utilize ingredients from other mods in their crafting recipes? Is there enough current focus on 1.12.2 that a Centralized Ore Mod could be made for 1.13 before the big mods already start porting over with their own ores? I'd love to hear your thoughts. Thanks! = )
I've noticed that a ton of different mods include the same new ores like copper, tin, silver, etc., leading to many duplicate ores and items that won't stack in a modpack containing more than one. I know utilities exist the combine the ores after you mine them, but still having five different instances of copper ore spawning at the same rate means that five times as much copper is going to exist than is supposed to.
Before everyone ports their mods over to 1.13, why not create one centralized mod containing all the ores, all disabled by default, and then allow individual mods to enable the specific ores they need? If a mod needs Copper Ore, for example, it sends a request to the COM [Centralized Ore Mod] to enable Copper Ore and its associated recipes. If two mods both need Peridotite Ore, then they both tell the COM to enable that ore, and once it receives the request from one, it enables it. (There probably wouldn't be any need for an "ore-disable" request, but maybe it could be thrown in for mapmakers.) There would also be a config file that modmakers and packdevs could configure to change the crafting recipes, tool/armor values, loot tables, and the spawnrates of the different ores if need be (if there are conflicts between different mods, it could either take the average, use the default values, or allow a packdev override).
How feasible would such a mod be to produce? Is it difficult for modmakers to utilize ingredients from other mods in their crafting recipes? Is there enough current focus on 1.12.2 that a Centralized Ore Mod could be made for 1.13 before the big mods already start porting over with their own ores? I'd love to hear your thoughts. Thanks! = )
I think it could work. Most tech mods now run off of RF power, even buildcraft. If forge can standardize power gen, why not ores.
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