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NeonJ

Custom 1.12.2 Modpack Balance Consideration Thing

Dec 30th, 2017
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  1. MOD LIST (And their features/changes/intended uses) (NOTE: No API mods included in this list)
  2. - - - - -
  3.  
  4. Antique Atlas
  5. PURPOSE
  6. To make a better "minimap" mod without outright granting the player a perfect GPS without any crafting cost. Players are not robots, you don't naturally know where you are at all times.
  7. (Let's disregard the fact that my MC skin is actually a robot)
  8. Literally this is just to add a crafting cost to a minimap, plus I really like the way it's styled.
  9. Plus, this map mod fits well with Vanilla maps too - the Atlas serves as a vague map of the entire land with infinite distance, and Vanilla maps serve as a perfect map of a small area.
  10.  
  11. AppleSkin
  12. PURPOSE
  13. Reveal the saturation of the player, as well as showing how many hunger and saturation shanks each piece of food restores.
  14. CHANGES
  15. Removed the Exhaustion overlay, as it was kind of unnecessary. Added weird clutter to the UI when it really wasn't needed.
  16.  
  17. Baby Animals Model Swapper
  18. PURPOSE
  19. Makes baby animals adorable. That's it.
  20.  
  21. Botania
  22. PURPOSE
  23. Lots of magical technology! It's a very decent tech mod with a magical feel and is for the most part.. really well balanced! Plus, it adds a lot of fun tools which aren't too expensive.
  24. CHANGES
  25. World generation (flowers) disabled. Use Floral Fertiliser to start the mod instead. (Honestly I just found the worldgen flowers to be quite ugly)
  26. CONCERNS
  27. Some of the items are considerably more powerful than what's in the pack. The tools and armour are essentially free, so I might just end up disabling the Manasteel gear.
  28.  
  29. Chisels & Bits
  30. PURPOSE
  31. Allow the player to make small statues out of almost any block in the game, and mix-and-match blocks into a single block to look super cool.
  32. CHANGES
  33. Bit Bag now holds 4192 per slot (up from 512) - basically 1 whole block per slot. Makes things a little easier to manage. You won't need like five bit bags to make 40 copies of one C&B fence anymore.
  34.  
  35. Dynamic Surroundings
  36. PURPOSE
  37. Makes the game sound really neat!
  38. CHANGES
  39. Too many to list! Many sounds have been disabled (notably the really annoying wilderness ones, like "raptors", coyotes, etc)
  40. and many sounds have been lowered in volume, even Vanilla ones (armour step sounds, endermen and thunder)
  41. Additionally, the global volume scale for DynSurround has been reduced to 50%.
  42. Hopefully this should make it so this mod *subtly* adds nice sounds to the game instead of being so in-your-face.
  43.  
  44. Embers
  45. PURPOSE
  46. Adds some cool items. One of the "Big Mods". A mix between technology and magic. Somewhat of a experimental addition.
  47. CHANGES
  48. Removed all ore spawns which are shared by Immersive Engineering - if an ore spawns, I want to use IE's type if possible.
  49. Ancient Golems are FAR, FAR rarer. They shouldn't bother players nearly as much anymore, as they were really annoying to deal with.
  50.  
  51. Environmental Creepers
  52. PURPOSE
  53. Makes creepers actually a threat without dealing with the really annoying 30% drop rate on blocks.
  54. Any explosion caused by a creeper will now have a 100% block drop rate.
  55. (May outright disable mobGriefing if used on a server though, this is more for me playing singleplayer)
  56.  
  57. Foamfix
  58. PURPOSE
  59. Makes the game run faster. More FPS, yo.
  60.  
  61. Fullscreen Windowed (Borderless) for Minecraft
  62. PURPOSE
  63. Makes fullscreen bearable. Why is this not a Vanilla thing?
  64.  
  65. Gravestone
  66. PURPOSE
  67. Allow you to actually take longer than 5 minutes to get back to your stuff when you die, because seriously that's a dumb mechanic.
  68. CHANGES
  69. Removed the Death Note. The pack is *intended* to be played without coordinates or mapping mods, so this fits that intention. It's a bit strange that you have to earn everything in game, but you have built-in GPS. You're not a robot. (make no attention to the fact that my minecraft skin is actually a robot)
  70. + HOLD UP IN WRITING THIS I JUST FOUND OUT THAT ANTIQUE ATLAS GOT UPDATED YESSSSSSSSS
  71.  
  72. Hardcore Darkness
  73. PURPOSE
  74. Makes darkness truly dark. Regular gameplay is unchanged, but torches will *need* to be taken into caves now instead of them just being a minor convenience at best.
  75. CHANGES
  76. Made as vanilla-abiding as possible. Most features removed, except the one which makes darkness truly black. No effect in the Nether and End. Staying out at night won't result in pitch black - the ambient moonlight is enabled, like in Vanilla.
  77.  
  78. Hopper Ducts
  79. PURPOSE
  80. Makes hoppers slightly more useful by adding tiny hopper-like things which can go upwards. They're essentially little item pipes which can only be piped IN to.. usually from a hopper.
  81.  
  82. Immersive Engineering
  83. PURPOSE
  84. Main technology mod. Adds lots of cool technology stuff. Requires a lot of tinkering to use properly, which is why I love it.
  85. CHANGES
  86. Reduced how common copper and aluminium (bauxite) is.
  87. Disabled uranium generation, as it is currently unused.
  88.  
  89. IndustrialCraft2
  90. PURPOSE
  91. Main technology mod. Adds a lot of fun technology stuff which require a fair bit of infrastructure to set up. Recipes actually give the player somewhat of a reason to automate things, too.
  92. Not sure if I want to use this or IC2 Classic yet. Or IC2 Uncomplicated. Hmmmmm...
  93. CHANGES
  94. To-Be-Decided
  95.  
  96. Iron Chests
  97. PURPOSE
  98. Unsure about this addition.
  99. Adds a more compact storage option. If I'm forcing players to actually use more physical storage means (chests), then this makes it a little more bearable.
  100.  
  101. Quark
  102. PURPOSE
  103. Makes Vanilla Great Again. Adds lots of small things.
  104. CHANGES
  105. Many minor changes which I can't remember. (ie: Inverting how the Quick Deposit button functions - Merge as normal functionality, Drop All as shift)
  106. Most notably: Removed Guardians from spawning in oceans. It was really, really annoying.
  107.  
  108. Redstone Paste
  109. PURPOSE
  110. Adds redstone that can stick to walls. That's literally it.
  111.  
  112. Quick Leaf Decay
  113. PURPOSE
  114. Makes trees with Vanilla mechanics bearable again. Leaves dissapear almost immediately after the tree's been chopped, allowing for quick sapling collection instead of having to wait 2 minutes before getting saplings (and often forgetting about them)
  115.  
  116. Storage Drawers
  117. PURPOSE
  118. Adds blocks which can store many of a single item. Basically a replacement for the old Factorization Barrels.
  119. CHANGES
  120. Removed or reduced a lot of things:
  121. Storage Upgrades (all tiers) - They make drawer storage extremely ridiculous and compact. Storage is supposed to be a puzzle in itself, not just "stick some upgrades on a drawer and watch as it never fills up". The default storage size is already more than a chest can hold! (Though I'm considering increasing it to 48 stacks per block)
  122. Quantifiable Upgrade - Having dynamically updating numbers in-world is kind of weird and immersion-breaking for such a low-tech pack. Not to mention that they tend to cause lag anyway. Best to keep them off.
  123. NOTE: The regular Fill Level upgrades (which look like a bar of redstone) aren't disabled. They fit the theme a lot better.
  124. Tape - The only Vanilla storage items you can move are Shulker Boxes, and I'd like to keep it that way. Tape is a little too easy for what is essentially infinite in-inventory storage. (Maybe keep it if I made it cost Ender Biotite?)
  125. Void Upgrades - Similar to Storage Upgrades, this kind of removes the puzzle of inventory management. Managing excess items is important.
  126.  
  127. UniDict
  128. PURPOSE
  129. Synchronises things with the Ore Dictionary. Basically makes it so that you won't have multiple versions of the same item existing (ie: Copper Ingots)
  130. Any recipe which makes a different version of an item will be converted.
  131. (Old behaviour: Immersive Engineering's Grinder will make IE iron dust, while IC2's Macerator would make IC2 iron dust. This mod causes them to both make the same kind of dust, probably IE's)
  132.  
  133. - - - - -
  134. THE CONSIDERING LIST
  135. Mods/Features which I haven't added/changed yet due to concerns about balance or general game feel
  136. - - - - -
  137.  
  138. Pam's HarvestCraft
  139. PURPOSE
  140. Adds a lot of cool food and farming options. Not designed for hardcore play this time, just lets people get more options if they want to make farms.
  141. CONCERNS
  142. Alters Vanilla balance and makes it so that certain Vanilla options are useless (notably animal farms, why farm animals when crops are easier and would become way better due to the mod?)
  143. Also alters Botania balance by making the Gourmaryllis super powerful. (EDIT: NEVERMIND, GOURMARYLLIS GOT NERFED)
  144.  
  145. Immersive Engineering (Edits)
  146. CHANGE
  147. Remove the IE Villager houses from spawning
  148. CONCERNS
  149. If I plan on removing the Storage Crates (as they've been replaced by Shulker Boxes), then I should probably also remove the thing that generates them in-world.
  150.  
  151. Forestry
  152. PURPOSE
  153. A more interesting way of automating plant farms, as well as a really unique breeding system which is just a bit of fun to mess with.
  154. I won't be adding any of the bee addons because I want the bees to be more of an optional extra to just mess around with, rather than a really efficient way to farm diamonds.
  155. Also adds a bunch of fun extra features, like mailboxes, some basic but decent RF production and shops.
  156. Thankfully not hit by much power creep at all.
  157.  
  158. BuildCraft???
  159.  
  160. OpenComputers
  161. PURPOSE
  162. A more balanced version of ComputerCraft while still having a lot of fun to it. I may modify the recipes to be less microcrafty, though.
  163. Plus, it has a lot of extra fun features too, like holograms and 3D Printing. You can even use the 3D printers to make psuedo Chisels & Bits doors, in a sense. Requires a bit of redstone trickery, though.
  164. CONCERNS
  165. Some things can be trivialised with a bit of Lua coding. Though honestly, the effort that goes into making these things and making the program in the first place kinda counterbalances it a bit.
  166.  
  167. The One Probe
  168. PURPOSE
  169. A more immersive (and honestly, more useful) alternative to WAILA. It requires an item placed into a Bauble slot to work and provides minimal information unless you're sneaking.
  170.  
  171. Binnie's Mods
  172. NOTE
  173. Probably will just add Botany (increased flowers and flower breeding) and Extra Trees, not the other parts of the multi-mod.
  174.  
  175. Swing Through Grass
  176. PURPOSE
  177. If you target both tall grass and a mob, the mod makes it to that you prioritise hitting the mob over tall grass.
  178. This essentially means that grass won't get in the way when you're fighting hostiles.
  179.  
  180. Diet Hoppers
  181. PURPOSE
  182. Alters the hopper hitbox so that you can interact with things through them.
  183.  
  184. Ding
  185. PURPOSE
  186. The game makes a happy little noise when it's loaded. Ding!
  187.  
  188.  
  189. - - - - -
  190. THE REBALANCE LIST
  191. Mods which I plan to change with MineTweaker to better fit the balance of the pack
  192. - - - - -
  193.  
  194. Immersive Engineering
  195. Wooden Storage Crate - Now requires two Ender Pearls to craft.
  196. This pack is not designed to be a super easy storage pack. The Storage Crates are a little too powerful for how early in they are.
  197. However, I'm not removing the ones which generate in villages, so you may be able to get some early...
  198. FUN FACT: Originally I was going to make this require a Shulker Box to craft instead. I'm honestly still considering it.
  199. I figured that Ender Pearls are annoying enough to get early on (especially as Botania's eating them all up) but once you progress into the End, they become trivial.
  200. Metal Plates
  201. * Now require two ingots when crafting with the Engineer's Hammer.
  202. Basically, I want to promote automating plate creation without being Embers-level punishing (FOUR ingots per plate?!)
  203. Crafting plates with both the IE Press (solid material) and Embers Stamper (liquid material) both only require one ingot per plate, so it's wise to make these machines early on. Plus, they're pretty cheap to make.
  204. Metal Wires
  205. * Now produces 2 wires when crafting with the Wire Cutters. (This is a buff.)
  206. Making wire would be far too expensive with the plate nerf, so this negates it for the purposes of crafting wire.
  207. The regular Metal Press wire recipe is unchanged (that produced 2 anyway)
  208.  
  209. Embers
  210. Fluid Vessel
  211. * Middle slot is now a bucket. Bottom-most slot is now a lead ingot. (Maybe I should use Dawnstone instead?)
  212. Fluid Vessels are at the end of the "small liquid tank" progression. Wooden Barrel [12B] -> Iron Barrel [12B + Lava] -> Fluid Vessel [16B + Lava]
  213. The recipe has been changed to reflect that, without making it too difficult to craft.
  214. Automatic Breaker
  215. * Completely removed. Use other mods.
  216. Far too powerful. Not only is it extremely cheap to make, but it also has no fuel cost *and* can mine obsidian.
  217. For those looking to break blocks automatically, both Botania and Quark have you covered:
  218. For Botania, there's the Bore Lens, which actually lets you destroy many blocks, remotely.
  219. For Quark, there's the Iron Rod, which when attached to a Sticky Piston head, will destroy the block in front of it (when the piston gets powered). You don't even need fuel for this one, just a redstone clock.
  220. Bin
  221. * Now produces 6.
  222. For something that costs 6 iron ingots and an iron plate, I'm surprised that the single item is basically just a single-stack chest.
  223. You now get 6 of them, instead of 1. Yes, this is actually a buff. I buffed something for once.
  224. Archaic Bricks (Block)
  225. * Now has a recipe, 4 Archaic Bricks (Item)
  226. Always found it weird that you couldn't make the regular blocks, yet could make basically all the other Archaic Brick items.
  227. Plus, they look good for building with.
  228. You still need to do the alchemy recipe if you want more of the brick items, though.
  229. Clockwork Battleaxe, Grandhammer
  230. * Battleaxe damage reduced to 8, Speed increased to 1.1
  231. * Grandhammer damage reduced to 10, Speed reduced to 0.9
  232. These weapons are far too powerful for how easy they are to get.
  233. Also worth noting: THEY CAN BE ENCHANTED. Most "super powerful" tools like this can't, so you could stack Sharpness on TOP of these.
  234. The Battleaxe was twoshotting zombies unenchanted so uh yeah needs change given that they're easier to get than diamonds, yet are inexplicably diamond-tier.
  235. * Reduced rendering size
  236. Seriously why are they so HUGE? They take up literally a third of the screen and I WISH that was a joke.
  237. Clockwork Pickaxe
  238. * If mining speed is above 8, reduced to 8.
  239. It feels a little fast for how easy it is to get. I'll lower this to diamond pickaxe levels, given that it can be enchanted.
  240. * Reduced rendering size
  241. ... Likewise, the Clockwork Pick is also way too big.
  242. Metal Plates
  243. * Recipe removed
  244. Using the Immersive Engineering method for this one. However... (see Immersive Engineering section.)
  245.  
  246. Botania
  247. Manasteel Tools
  248. * Now each require a Rune of Mana to create, with the exception of the Manasteel Shears.
  249. They're slightly-better-than-iron level tools with INFINITE DURABILITY and VERY GOOD ENCHANTABILITY.
  250. They should be a little harder to get.
  251. (Plus as a result, they kind of make the regular tools from Immersive Engineering and Embers kinda useless...)
  252. Manasteel Armour
  253. * Armour level reduced to Iron Armour
  254. They already have infinite durability, them being diamond-tier too just made them a bit too powerful. Now they're just a slight upgrade to iron.
  255. This nerf does NOT hold true for Elementium Armour. Elementium actually has reason to exist now.
  256. Terrasteel Armour
  257. * Armour Toughness level reduced to Diamond Armour
  258. .. Honestly, as soon as you got this armour enchanted, even only half-decently, you were untouchable.
  259. I even had the Gaia Guardian II just wailing on me with basically no health loss other than the Wither effect.
  260. It's still the best armour in the game, it's just no longer stupid powerful.
  261.  
  262. Quark
  263. Coloured Runes
  264. * Added a recipe for them, removed the placeholder stone recipe.
  265. + 4 Smooth Stone, 2 Obsidian, 2 Glass, 1 Dye
  266. These are normally just dungeon loot, but I can't see any reason for them not to be craftable given that their only effect is changing the colour of enchanted gear.
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