Advertisement
Filmos

ScrambleCraft suggestions mega thread

Jun 16th, 2019
471
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.49 KB | None | 0 0
  1. This is a mega thread of my ScrambleCraft suggestions. I've listed all that I could come up with, which means that some are pretty easy to implement, and some are nearly impossible.
  2.  
  3. [General] - suggestions that apply to the mod as a whole
  4.  
  5. 1) Ability to change each module to "constant" in the config.
  6. By "constant" I mean that the results are scrambled only once, when the mod initializes, instead of being different every time.
  7. I know it sounds complicated, so here is an example - right now when breeding two cows there is a chance for a random mob to be bread instead. That mob is different each time that happens, so it is not in constant mode. If it were set to constant mode, the mob that would be the result of the breeding still wouldn't be just a cow, but it would be the same each time two cows are bred.
  8. This should also apply to all of the modules suggested below. Of course, some modules should be locked in non-constant mode (fishing), and some should be locked in constant mode (crafting and furnace recipes).
  9.  
  10. 2) Rename "recipesscramble.cfg" to "modconfig.cfg".
  11. The naming is pretty confusing right now.
  12.  
  13. 3) Improve leaf decay.
  14. Right now, if you have scramble leaf decay turned on, there is no way to replant the tree. There should be a config option to change the chance of a random item spawning instead of a sapling.
  15. There also should be an option to choose if you want those random items to be "craftable", "uncraftable" or "both".
  16.  
  17. [Modules] - new ways to scramble default vanilla mechanics, you should be able to enable/disable each of them individually
  18.  
  19. 1) Chicken laying random items.
  20. Eggs are pretty boring and useless. That's why chickens could be laying a random item instead. Gather few chickens, put a hopper under them and you got a decent random item farm.
  21. There should also be an option in config to change the probability of chicken laying random items.
  22.  
  23. 2) Randomized sheep shearing.
  24. When using shears on a sheep a random item should drop instead of wool.
  25. If set to constant mode, each color of sheep should drop a different item and there should be another way to craft wool (i.e. switch each color of wool with a random recipe output).
  26.  
  27. 3) Randomized sheep coloring.
  28. While pretty useless if the module above is implemented, it can still be quite funny. When coloring a sheep with a given dye it should change color to a random one.
  29. (So, for example, you right-click a sheep with lapis lazuli and its wool is now orange.)
  30.  
  31. 4) Randomized sugar cane and cactus growth.
  32. Very similar to already implemented melon/pumpkin mechanic. When a sugar cane/cactus grows, a random block can grow instead.
  33. Could be very interesting if a random block can only appear if there are two sugar canes/cacti blocks under it, allowing for farming both sugar cane/cactus and random blocks.
  34.  
  35. 5) Randomized bone meal on grass.
  36. Right-clicking bone meal on a patch of grass currently spawns three different blocks: dandelions, poppies and the short variant of tall grass. Those blocks could be randomized as well (or, since flowers are pretty valuable, it could just spawn random flowers instead of being just limited to dandelions and poppies).
  37.  
  38. 6) Water and lava interactions.
  39. There are three blocks that can be obtained by combining water and lava: cobblestone (when lava meets flowing water), stone (when lava meets water source) and obsidian (when water meets lava source). Those can also be randomized.
  40.  
  41. 7) Fully randomized mob drops.
  42. Instead of just adding new drops to a mob, current drops should be replaced with a random one (that includes normal drops, mob heads, different colored wool, etc.).
  43. So now zombies could drop diamonds, and you could craft rotten flesh from gold.
  44.  
  45. 8) Randomized block drops.
  46. This one is slightly crazier than the others.
  47. If a block drops something else than itself (bookshelves drop books, coal ores drop coal, stone drops cobblestone, grass blocks drop dirt) those drops should be randomized. Leaves should be excluded from this.
  48. That shouldn't affect breaking blocks with silk touch enchantment.
  49.  
  50. 9) Randomized trees.
  51. When a tree grows, its trunk should be replaced with a different block. Leaves should stay the same so that the tree can be replanted (they should also be tagged not to decay, as there won't be any actual logs to support them).
  52.  
  53. 10) Placing an item into an item frame should change it.
  54. When placing an item into item frame it should switch to a different one. It should work for all items.
  55. It allows you to get a lot of new items, but the process is tedious and you only get one item at a time, making it somewhat balanced (if you can even call anything balanced once you install scramble craft).
  56.  
  57. 11) Randomized spawners.
  58. Spawners should spawn different mob each time (maybe not including bosses), making dungeons way more dangerous and spawner-based grinders way more useful.
  59.  
  60. [Cross mod support] - features based on interactions with other mods
  61.  
  62. 1) Scramble recipes for modded crafting mechanics.
  63. Probably the most important feature of all. Right now this mod scrambles only crafting table and furnace recipes, and there are plenty of other modded ways to craft items - crushers, compressors, infusers, atomic reconstructors, etc. If this gets implemented the mod automatically becomes 100x times better.
  64. It's definitely easier said than done, but there probably is a way to hijack all modded recipe handlers.
  65.  
  66. 2) Randomized EMC.
  67. Installing ProjectE alongside ScrambleCraft completely changes how you play. But right now, because of the scrambled recipes, most items have EMC less than one, making the item non-transmutable.
  68. That's why it should have mod-specific support - each item should receive a completely random EMC value when recipes are being scrambled.
  69.  
  70. 3) Statues support.
  71. Statues is another mod that works extremely well with ScrambleCraft - it adds an easy way to produce large quantities of a few specific items.
  72. If loot from each statue (including different colors of sheep) would be randomized, it would allow for a completely new and fun way of gaining items in addition to standard farms, grinders, and mining.
  73.  
  74. [Issues]
  75.  
  76. 1) Not all recipes are scrambled.
  77. There are few items which don't have scrambled crafting recipes (for example, mekanism generators and factories).
  78. (And yes, I removed "recipes.cfg", "OtherItems.cfg" and "RecipeItems.cfg" before launching minecraft.)
  79.  
  80. 2) When items share the same item id and meta, but different nbt data, recipes for all of them unlock at once.
  81. For example, mekanism factories (even though each item has a different, unscrambled recipe).
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement