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toxic-garbage-island's Introduction

Modpack for Minecraft 1.12.2

Modpack inspired by previous expert packs, GregTech and various pieces of Japanese literature.

https://discord.gg/WpXyEQBayJ <<< our discord!

Mods List: Check .minecraft/modlist.txt (generated with cunny.py)

Launchers: Curse + Technic + ATLauncher (try to support all, but mainly pull from github repo for easier updates)

Created by Rongmario, with help from our Discord community.

CLIENT MODS COMPATIBILITY WITH THE MODPACK:

QOL MODS RECOMMENDATION: https://www.reddit.com/r/feedthebeast/comments/aqnz33/my_big_list_of_qol_mods/ (thanks to u/Seitz_)

  1. OptiFine (C9 ONLY) = http://optifine.net/adloadx?f=OptiFine_1.12.2_HD_U_C9.jar
  2. Blur = https://minecraft.curseforge.com/projects/blur
  3. BetterFoliage (Buggy with external resource packs, tested with Unity) = https://minecraft.curseforge.com/projects/better-foliage
  4. SoundFilters = https://minecraft.curseforge.com/projects/sound-filters
  5. TabOverlay = https://minecraft.curseforge.com/projects/tab-overlay
  6. AntiGhost = https://minecraft.curseforge.com/projects/antighost
  7. ItemZoom = https://minecraft.curseforge.com/projects/itemzoom
  8. SmoothFont = https://minecraft.curseforge.com/projects/smooth-font (Great for Thaumcraft)
  9. ScalingGUIs = https://minecraft.curseforge.com/projects/scalingguis
  10. ConsoleHUD = https://minecraft.curseforge.com/projects/console-hud
  11. BaublesHUD = https://minecraft.curseforge.com/projects/baubleshud
  12. Coloured Tooltips = https://minecraft.curseforge.com/projects/coloured-tooltips (Thanks Dbp)
  13. FreeLook = https://www.curseforge.com/minecraft/mc-mods/freelook
  14. Shoulder Surfing = https://www.curseforge.com/minecraft/mc-mods/shoulder-surfing-reloaded
  15. Better Placement = https://www.curseforge.com/minecraft/mc-mods/better-placement
  16. Perspective Mod Redux = https://www.curseforge.com/minecraft/mc-mods/perspective-mod-redux/
  17. Fogger = https://www.curseforge.com/minecraft/mc-mods/fogger/

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toxic-garbage-island's Issues

Ideas Compilation

  1. Differ RF(FE) Energy and EU. Define RF as a magical energy that works with energies such as Mana, Ember etc.
  2. Have players experience vanilla (semi)automation before having any modded automation that is far easier (example: mob farms)

OreExcavation Changes

  1. Exhaustion upon breaking a block = 0.15
  2. 8 blocks excavated per tick

Tools enabled:

  1. GT Tools
  2. Numerous Electric Tools

Lava Sigil Dupe

Issue information in sevtech concerning using a lava sigil on any fluid tank DarkPacks/SevTech-Ages#2059

According to the Sevtech issue page, the issue is already fixed in a future Blood Magic version.

PrimalCore+ForgeCraft Changes

Disabled:

  1. Nether + End Features
  2. Primal Metals
  3. Cauldrons accepting any items
  4. Nether Creeper + Alligator Spawning
  5. Enhanced Endermen
  6. Hungry Animals
  7. Ineris
  8. Alternate Flint&Steel Recipe
  9. Aggressive Plant Spread
  10. Automagical Plant Replanting
  11. Vanilla Tools Recipes (Wood, Stone, Iron, Diamond, Gold)
  12. Flint+Rocks drop from sand/ground materials
  13. Can't over eat foods...
  14. Portal Spreading
  15. Replace Arrow Recipe
  16. Replace Vanilla Torches
  17. Simple Flint
  18. Vanilla Spawning of Diorite+Andesite+Granite
  19. Bog Iron
  20. Bitumen
  21. Brine Worldgen
  22. Carbonate Stone Worldgen (MAKE SURE TO IMPLEMENT EXTRA DROPS FOR LIMESTONE FROM MAGNETICRAFT/CHISEL)
  23. Earthwax
  24. Eroded End Stone
  25. Ferro Stone
  26. Gallagher Plate Recipes
  27. Other Dimension Worldgens
  28. Magnetite
  29. Salts! (Moved over to rockhounding for processing)
  30. Terracotta
  31. Diamond Primal Tools (Emerald for replacement -> to mine Diamond Ore)
    //sidenote: basically diamond is now a tool-less tier, but still higher than emerald.
  32. Opal

Changes:

  1. Primal Bottle Stacksizes = 4
  2. All Flake Chance = 30%
  3. Mortar Recipe Yield = 16
  4. Rocks Stack = 32
  5. Charcoal Pit Tickrate = 2400
  6. Charcoal Pit Output Amount = Min: 5, Max: 11
  7. Rush Movement Speed Decreased from 0.8 to 0.3 (Better Movement)
  8. Stick Drops decreased from 0.6 to 0.5
  9. Hard Blocks Damage Output Increased 3x

Applied Energistics Changes

Disabled:

  1. Meteorite World Generation
  2. Grindstone
  3. Additional Chest Loot
  4. Skystone Chests

Changes:

  1. Crafting Time = 7 per tick (more incentive to use AE2)
  2. MAY make Certus Quartz craftable, but not mineable in the world.

Agricraft Changes

Disabled:

  1. Sprinkler
  2. Irrigation
  3. Irrigated Greenhouses World Generation

Changes:

  1. Hardcore Mode
  2. Weed chances increased ever so slightly
  3. Might not have 10/10/10, may make max value lower

The Beneath Changes

Ore Spawns:

  1. Monster Egg Stone = 33 veins, size 18
  2. Uninspected Mineral = 16 veins, size 10
  3. Emerald = 4 veins, size 5
  4. Diamond = 4 veins, size 4
  5. Anthracite = 7 veins, size 7

Temperature System

Between client loads for scripts I've been on and off coding a 'warmth system' into our pack the definite principles are:

  1. Warmth has 10 points
  2. Being in certain biome or dimension will result in warmth being stable (no loss or add), some has huge loss, some has huge add (too little or too much is not good!)
  3. Blocks affect warmth too
  4. However, perks do happen when you have the right warmth balance, or even if you are too cold or too hot different perks still happen
  5. Armor values correspond to warmth, don't worry having armor on will always keep your warmth at a steady level (just depending on its durability)

(MAJOR: MOB DIFFICULTY INCLUDED): Scaling Hearts Changes

Enabled:

  1. Drops Shards instead of Containers
  2. Pet Health Regeneration

Disabled:

  1. Bonus Regen
  2. FakePlayers generating hearts
  3. Heart Crystal Ores
  4. Lunar Phases
  5. Blights having Fire Resist
  6. Passive Mobs having Potion Effect applied.

Changes:

  1. Max Start Health = 10 Half Hearts
  2. Loss Health on Death = 2 Half Hearts
  3. Damage Modifier from Mobs = 2 Extra Damage Strength
  4. Blight Amplified Speed = 3 (decreased from 4)
  5. Cursed Hearts = +20 Difficulty
  6. Hearts Dropped by Blight Min = 1 (was 0)
  7. Heart XP Level Cost = 5
  8. Difficulty Per Blight Kill = -0.1
  9. Difficulty Per Boss Kill = 0.5
  10. Difficulty Per Block = 0.00001 (little travelling penalty)
  11. Difficulty Per Kill = 0.001
  12. Group Area Bonus = 0.08
  13. Idle Multiplier = 0.03
  14. Increase Per Second = 0.0012
  15. Search Radius = 100
  16. Hostiles Potion Chance = 0.1

Fix FE Values

Allow NuclearCraft to be the powerhouse in mid/end tier of power generation. Other generators to be turned down (especially combustion kinds).

[EXPERIMENTAL] Cubic Chunks Integration

I'll log all the difficulty we have if we integrate with CC right now. I will work closely with Archengius and Barteks with this. This is very experimental and hence I will create another instance and will only dive deeper if I think its necessary and worth it.

  1. Worldgen heavily will rely on GregTech, as it hooks into CC fully. Planned soon(tm)
  2. Applied Energistics spatial dimension crashes upon worldgen [URGENT]:: OpenCubicChunks/CubicChunks#374 (Turned off Spatial Dimension works...)
  3. Twilight Forest taking long time to prepare when going through portal [URGENT]: OpenCubicChunks/CubicChunks#355 (Turning off Cubic ability here)
  4. Dynamic Surroundings: OpenCubicChunks/CubicChunks#375
  5. ForgeMultipart: https://gist.github.com/Rongmario/c3f62aa6ed0d3f7f5171f0873ce212f4 (NOW WORKS BUT MAY NEED TO DISABLE OBTAINING OF MULTIPART BLOCKS)

Tinker's Construct + Addons Changes

Disabled:

  1. TinkersGadgets
  2. Materials:
    ActuallyAdditions Materials, DraconicEvolution Materials, FluixCrystal, Mirion, Mica, Osgloglas, Pink Slime, Refined Glowstone, Refined Obsidian
  3. Katana
  4. Laser Gun
  5. Natural Pledge TiC Materials

Changes:

  1. Enable Tool 'Uninvincibility' -> Can despawn + burn in lava :)
  2. Durability Nerf = 75%
  3. Mining Speed Nerf = 65%

World Generation Main Thread

Terrain:

  1. Traverse and BOP
  2. Climate Control (making sure similar biomes are next to each other, no drastic differences like jungles and tundras being together; or would it be better to have drastic temperature differences?)

Ore:

  1. @domi1819 idea: Have large ore nodes which compose of:

    • Rich ores (ones that yield two units worth of mineral) in the center
    • Normal ores (ones that yield one unit worth of mineral) surrounding the center
    • Poor ores (ones that yield less than one unit, maybe 3-5 nuggets of mineral) encasing the whole
      node.
  2. Input from me: to have scarse 1-2 blocks of ores around the place, this would not interfere with whatever prospecting mod we are going with (whether that be GregTech when its out, OreFlowers or Prospects), large amounts of ores yields more 'prospecting data' than little 1-2 blocks of ores. So implementing it this way would be great, so you'd still find pockets of ore that would not interfere your time.

Botanical Features:

not decided yet

Draconic Evolution Changes

Disabled:

  1. Bow explosion effect breaking blocks
  2. All Ore Generation

Changes:

  1. Dragon Dust Loot + 2%
  2. Disenchanting Multiplied 1.2x
  3. Expensive Dragon Ritual
  4. Up Fuel Usage in the reactor by 1.1x

Better With Mods Changes

Disabled:

  1. Harder Steel Recipe (as we aren't oredictionary-ing Soulforged Steel with Common Steel)
  2. Hardcore Armor
  3. Hardcore Beds
  4. Chicken Change (we have Animalia)
  5. Cobblestone Change
  6. Deadweight
  7. Diamond Alloy Ingot (wtf?)
  8. Hardcore Endermen
  9. Gloom
  10. Hardcore Hunger (stupid, hated it)
  11. Hardcore Hardness
  12. Hardcore Injury
  13. Mobs Hunting Mobs
  14. Hardcore Jumping
  15. Hardcore Movement (too annoying to deal with)
  16. Name Tag Disabling (wut)
  17. Hardcore Ores
  18. Hardcore Piles (annoying ratios)
  19. Hardcore Tilling
  20. Hardcore Sheeps
  21. Hardcore (Re)-Spawns
  22. Hardcore Strata
  23. Hardcore Structures
  24. Hardcore Stumping
  25. Hardcore Villagers
  26. Change Axe Recipe (still 3 materials)
  27. Fishing in Open Water (you can still fish in caves!)
  28. Hardcore Buckets
  29. Hardcore Enchanting
  30. Easy Breeding
  31. Dung
  32. Fast Stick
  33. Head Drops
  34. Food Poisoning
  35. Kiln Ore Smelting
  36. Kiln Charcoal Smelting
  37. Mineshaft Generation Changes
  38. Dark Quartz
  39. Nether Mob Spawn Changes
  40. Mystery Meat
  41. Renewable Endstone
  42. FallingBlock updating when player stands on a capable block
  43. Convenient Iron Tools
  44. Horses Ignoring Golden Foods
  45. Rotten Food
  46. Alternate Infuser Recipe
  47. Hardcore Packing
  48. Hardcore Shearing
  49. Industry Module

Changes:

  1. Plank output from saw = 4 (was 6)

Advanced Mortars Changes

Changes:

  1. Per click on a mortar = 2 Exhaustion cost
  2. Wood Durability = 4
  3. Stone Durability = 32
  4. Iron Durability = 128
  5. Diamond Durability = 512

IE Conveyor Belts & Probably Game Stages Conflict

Issue information in sevtech/Immersive Engineering, also seems like it's related to game stages? DarkPacks/SevTech-Ages#1999

Despite supposedly having the necessary things unlocked for conveyor belts, user is spammed with messages when trying to rotate a conveyor belt with an IE hammer.

It's entirely possible this bug is a result of sevtech's specific configs of stages/unlockables.

Astral Sorcery Changes

Changes:

  1. Perk Levels: 1 = 30, 2 = 85, 3 = 130, 4 = 180, 5 = 245
  2. Dimension 1 (end) also supports sky rendering
  3. All rituals have range of 12 blocks (except Armara, Vicio)
  4. Marble Generation Disabled
  5. Aquamarine Generation Disabled
  6. Ancient Shrines only generate in the End
  7. Treasure Shrines only generate in the End + Aether
  8. Rock Crystals can only be found in the End with 20 rarity
  9. Rest of features are disabled to be generated at all
  10. Removed lots of useless enchants available for the amulet

AEVITAS

  1. 64 Crops cached by ritual
  2. Potency x 0.8
  3. Regeneration Amplifier = 0

DISCIDIA

  1. Damage Dealt = 4
  2. Potency x 0.8

VICIO

  1. Range increased to 24 blocks
  2. Range increased per lens now only 4

HOROLOGIUM

  1. Range increased to 12
  2. Potency x 0.75
  3. Caches 32 TileEntities

LUCERNA

  1. Range decreased to 128

OCTANS

  1. Caches 16 Crops
  2. Min Tick Time = 200, Max Tick Time = 400

FORNAX

  1. 32 Block Positions
  2. Divisior = 0.8, 20% faster
  3. Fail Chance = 5%

Enchantment Amulet

  1. 2nd Enchantment Chance = 40%
  2. 3rd Enchantment Chance = 10%
  3. All Enchantment Appearing Chance = 1%

Stages Overview

  1. Gathering Era (Tools/Base)
  2. Metalworking Era (Copper and Tin).
  3. Infrastructure Era (Ferrous Metallurgy+ Bronze Alloying + chiselling)
    3b. Mechanical Era (Harvesting simple mechanical power to automate early things)
    3c. Apprentice Era (Knowledge of the stars and Thaumaturgy)
  4. Early Electricity Era (GT Bronze Machinery + Coke Ovens)
  5. Steel Era (Steel + Better Alloys)

Update more soon

Immersive Tech Boiler Crash

Issue information in sevtech/immersive tech - DarkPacks/SevTech-Ages#1250

Not explained well at all, but towards the bottom of the comments it sounds like a fix for the mod is either on the way or already released, just have to use the most updated version ¯_(ツ)_/¯

Seperate oregen to different dimensions

Preventing a lack of certain ores in 1 dimension. Overworld should contain the likes of copper, tin, iron etc. Beneath should contain unexamined minerals, rarer gems and metals. etc

LittleTiles vs Chisels&Bits

LittleTiles is more versatile, allows door/chest creations etc.
Also, is compatible with OnlinePicFrame :)

Still testing both, see which is more useful+stabler.

Quark Changes

Disabled:

  1. Automation Module
  2. Endermites turning into Shulkers
  3. Extra arrows
  4. Monster Note Blocks
  5. Place vanilla dusts
  6. Flint Stone Tools
  7. Axes break leaves
  8. Glass shards
  9. Crystal Caves
  10. Biotite

GregTech Master Thread

Ore Generation

Discussed/Documented here: GregTechCE/GregTech#38

Stages

  • GT will respect GameStages in terms of recipes + accessibility heavily controlled. But GregTech will serve as a main stem of all stages, such as Bronze being Early Electricity Era shown here: #27

Hunger Related Changes

Changes:

  1. Normal crops appear less in village chests (70 -> 50)
  2. Breeding Timeout Multiplier decreased from quadruple to double
  3. Drying Rack Multiplier decreased from quadruple to double
  4. Egg Timeout Multiplier decreased from quadruple to triple
  5. Milking Timeout now 10 minutes instead of 20
  6. Wrong Biome does not penalty the player
  7. Food Hunder divides by 2 instead of 4
  8. Well Fed Multiplier decreased from 1.0x to 0.8x
  9. Well Fed Effectiveness decreased from 0.25 to 0.20 (20% health regen instead of 25%)
  10. Harvesting Crops Max Produce = 3 instead of 4
  11. Hearts Per Milestone (Spice of Life: Carrot -> eat more varieties of food!) = 1 Heart
  12. Max Hearts gained from SOL: Carrot = 10
    (Milestone: 10, 15, 20, 25, 30, 35, 40, 45, 50 unique varieties)

Disabled:

  1. Difficulty Scaling (since all should be played on 'hard')
  2. Wheat -> Seed recipe
  3. Removing Tall Grass Seeds (break more tall grass!)
  4. HarvestCraft loot table (BROKEN RIGHT NOW)
  5. Instant Death on Starvation (dropped damage to only doing 1 heart)
  6. Disabled Nausea Effect when hunger is low, will only activate when it is 'REALLY LOW'
  7. Disabled Mining Slowdown Effect
  8. Disabled HarvestCraft Bee Related Shinanigans.
  9. Disabled Giga Pickle...
  10. Gardens from Spreading
  11. HarvestCraft's Market
  12. HarvestCraft's Water Filter
  13. HarvestCraft's Salt Recipes
  14. HarvestCraft's water bucket/freshwater OreDicts

TO:DO = CHANGE HARVESTCRAFT TREE SPAWNING CONDITIONS!

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