I am bored and want mod ideas, I cant promise they will be amazing but ill do my best, I can do 1.16 and 1.18 No mobs please. I suck at texturing mobs.
Here's an idea that won't need any new textures - I want a mod that will let us make green dye out of blue and yellow dye, like you can in real life. We can already make orange out of red and yellow, and purple out of red and blue, so why was green left out?
Oh, and it needs to be compatible with 1.18+ and Forge.
You could try making a RPG class mod, similar to origins classes for 1.18, but with more classes and to 1.16.5. You could also try RPG races, certain races has buffs but no weaknesses. You could find races/classes from World of Warcraft. I would personally love these kind of mods and so would many modpack creators! Cheers!
the first is mod support for dynmap, hear me out, there is a project someone has with a github page for people to use Dynmap mod scanner, the mod scanner gives a rough texture rip of mod blocks (not sure about items), it's not perfect but people have been posting good files for reference, not sure if it's easier to code something that could try simplify that process or not but here's the link if you want to check it out and see if anything can be done to help it: https://github.com/FedUpWith-Tech/DynmapBlockScan-Data
the second is an idea i've had for about a year, ModIDLocker. the basic premis is: a lot of mods tend to share block ID's, Item ID's, or sometimes Biome ID's, these also change from singleplayer to server, say an item/block has the ID# 12345 on single player, on the server it might of loaded as #54321 or something else, this would render that number wrong for some config files as well as it might change between bootups or even mod updates.
My idea is to lock on to whatever mod and block ID the item is and make it hold that data, LOCK it so even if a mod updates, it can be placed back to that ID number, something like this:
you could add a gravity power changer mod. and when i mean gravity power mod i mean a mod similar to a mod found in this -
(he never gives the link to the mod)
if you don't have time to watch the video, basically, in the config, you can change the gravity strength. if it's something like 1.5, you won't jump as high. if it's something like 0.5, you will be able to jump pretty high. of course, 1 is normal.
I am bored and want mod ideas, I cant promise they will be amazing but ill do my best, I can do 1.16 and 1.18 No mobs please. I suck at texturing mobs.
Here's an idea that won't need any new textures - I want a mod that will let us make green dye out of blue and yellow dye, like you can in real life. We can already make orange out of red and yellow, and purple out of red and blue, so why was green left out?
Oh, and it needs to be compatible with 1.18+ and Forge.
You could try making a RPG class mod, similar to origins classes for 1.18, but with more classes and to 1.16.5. You could also try RPG races, certain races has buffs but no weaknesses. You could find races/classes from World of Warcraft. I would personally love these kind of mods and so would many modpack creators! Cheers!
2 ideas if this is plausible,
the first is mod support for dynmap, hear me out, there is a project someone has with a github page for people to use Dynmap mod scanner, the mod scanner gives a rough texture rip of mod blocks (not sure about items), it's not perfect but people have been posting good files for reference, not sure if it's easier to code something that could try simplify that process or not but here's the link if you want to check it out and see if anything can be done to help it: https://github.com/FedUpWith-Tech/DynmapBlockScan-Data
the second is an idea i've had for about a year, ModIDLocker. the basic premis is: a lot of mods tend to share block ID's, Item ID's, or sometimes Biome ID's, these also change from singleplayer to server, say an item/block has the ID# 12345 on single player, on the server it might of loaded as #54321 or something else, this would render that number wrong for some config files as well as it might change between bootups or even mod updates.
My idea is to lock on to whatever mod and block ID the item is and make it hold that data, LOCK it so even if a mod updates, it can be placed back to that ID number, something like this:
this would obviously have a separate folder for separate mod configs so the block/item ID's are configurable.
I am hoping this makes sense, I myself have had worlds corrupt because of updating one mod and throwing off mod ID's.
It would also be nice if it was available for 1.12.2 as well, but I don't know how hard something like this would be to code.
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you could add a gravity power changer mod. and when i mean gravity power mod i mean a mod similar to a mod found in this -
(he never gives the link to the mod)
if you don't have time to watch the video, basically, in the config, you can change the gravity strength. if it's something like 1.5, you won't jump as high. if it's something like 0.5, you will be able to jump pretty high. of course, 1 is normal.