Making Minecraft harder to incentivize cooperation
I was watching a video on how minecraft civilization experiments don't work very well because its too easy to survive alone and there is not enough benefit to cooperation. That made me think: I want to make a modpack that *does* incentivize cooperation in that way and then see if I can talk my friends into playing it with me.
I am using Forge 1.20.1 and the mods I have added for this goal are,
* Cattlestrophic (To make farming animals more challenging)
* Consecration (To make undead more of a threat)
* Crops Need Sky (To make growing crops more restrictive)
* Cryptozoology (To add some additional monsters)
* Dasuperiorweight 2.0 - Weight system (To make inventory management more challenging)
* Death Redone (To make death more consequential without kicking people out hardcore style)
* Enhanced Celestials (To add celestial events for players work with or around)
* Flowing Fluids (To make fluid management a thing and prevent infinite water sources)
* Metabolism (To add more survival needs)
* Nyf's Spiders (To make spiders scarier)
* Realistic Mining (To make mined resources more scarce)
* Realistic Torches (To make crafting better light sources a practical objective)
* Rot Timer (To make food management more challenging)
* Salty's Realistic Forging (To make tools/weapons more valuable bc they are harder to make)
* Spiders Produce Webs (To make spiders more of a concern)
* Time Go Up, Hunger Go Down (Make food a bigger priority)
* The Graveyard (To add some additional monsters)
* Whisperwoods (To add some additional monsters)
* \[+some QOL & immersion mods for experience enhancing purposes\]
I am currently in the process of play-testing this pack, especially because there are a few mods I haven't used before. I will report back with my thoughts and updates after playing it for a while.
I think success of this pack should be measured by how much I wish I was on multiplayer to get some help.
https://redd.it/1olqq34
@MinecraftModded
I was watching a video on how minecraft civilization experiments don't work very well because its too easy to survive alone and there is not enough benefit to cooperation. That made me think: I want to make a modpack that *does* incentivize cooperation in that way and then see if I can talk my friends into playing it with me.
I am using Forge 1.20.1 and the mods I have added for this goal are,
* Cattlestrophic (To make farming animals more challenging)
* Consecration (To make undead more of a threat)
* Crops Need Sky (To make growing crops more restrictive)
* Cryptozoology (To add some additional monsters)
* Dasuperiorweight 2.0 - Weight system (To make inventory management more challenging)
* Death Redone (To make death more consequential without kicking people out hardcore style)
* Enhanced Celestials (To add celestial events for players work with or around)
* Flowing Fluids (To make fluid management a thing and prevent infinite water sources)
* Metabolism (To add more survival needs)
* Nyf's Spiders (To make spiders scarier)
* Realistic Mining (To make mined resources more scarce)
* Realistic Torches (To make crafting better light sources a practical objective)
* Rot Timer (To make food management more challenging)
* Salty's Realistic Forging (To make tools/weapons more valuable bc they are harder to make)
* Spiders Produce Webs (To make spiders more of a concern)
* Time Go Up, Hunger Go Down (Make food a bigger priority)
* The Graveyard (To add some additional monsters)
* Whisperwoods (To add some additional monsters)
* \[+some QOL & immersion mods for experience enhancing purposes\]
I am currently in the process of play-testing this pack, especially because there are a few mods I haven't used before. I will report back with my thoughts and updates after playing it for a while.
I think success of this pack should be measured by how much I wish I was on multiplayer to get some help.
https://redd.it/1olqq34
@MinecraftModded
Reddit
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What mod is causing these small white houses to generate everywhere?
https://redd.it/1olphs4
@MinecraftModded
https://redd.it/1olphs4
@MinecraftModded
3D foods for My nether's delight, End's delight, and much more!
https://redd.it/1olvv1l
@MinecraftModded
https://redd.it/1olvv1l
@MinecraftModded
Reddit
From the feedthebeast community on Reddit: 3D foods for My nether's delight, End's delight, and much more!
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Why is this setup for the rainbow furnace not working? im playing stoneblock 4 and the i made sure the buffers are not full , also tried to stick them together close as possible didnt work either
https://redd.it/1oltvng
@MinecraftModded
https://redd.it/1oltvng
@MinecraftModded
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we have been doing perfectly well with free mods on java, starving artists are only a problem when you create an expectation for payment. capitalist mind prison istg (not a strawman, this meme was prompted by someone telling me exactly this)
https://redd.it/1om7k5u
@MinecraftModded
https://redd.it/1om7k5u
@MinecraftModded
How do i get rid of these they just spread more when i break them
https://redd.it/1om4138
@MinecraftModded
https://redd.it/1om4138
@MinecraftModded
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Does anyone know what both of these mods are? (The advancement and the thing at the top)
https://redd.it/1om83yg
@MinecraftModded
https://redd.it/1om83yg
@MinecraftModded
My stoneblock 4 experience so far
I'm pretty noob at modded minecraft so keep that in mind first of all.
So starting out. I picked the blackout cave version cause I thought it would be the most classic. That was a mistake. After some not fun fumbling around I hit some stone and actually could start the game.
Early game was nice. Hit some rocks, brush things. Go through some basics.
What was a bit puzzling is they had this required of stomping water out of leaves which was not used at all. You don't need water for any of the early game mechanics, and right after that you get sent to the healing spring, which has water.
Healing spring was a nice location. Very happy for all the quests they have compasses instead of making you fumble around blindly until you find something.
Villager automation. I think early game its fine. But I'm a bit concerned later game that there's no way to hugely increase the output that I can see. So far not an issue though. I like that it's not closely tied to power generation.
Getting the villagers was quite annoying. In a modpack with hostile neural networks and similar you don't want to set up a full scale mob farm. So it became this awkward game of staying close to despawn distance and rerolling the mobs and checking on the minimap. I don't think the villager curing minigame added a lot.
Getting your villager token unlocks the next chapter. You have 3 quests I did the Mekanism one and the "Crate" one.
The Mekanism getting started is pretty simple. The confusing thing is they give you a bunch of power options, but really you should go with the basic coal generator, as it doesn't require you do go into other packs. Metallurgic infusers take very very little power.
While doing these quests I got a mk3 energy collector. Which I can't seem to do anything with for now. Also got a staff of traveling, more on that later...
Partway through the Mekanism quest I realized I should set up a productive metalworks smeltery. 3 problems. No ore doubling. No way to make alloys. No sensible way to make plates. Productive metalworks solved all of those.
Next step up some automation. For automation I used Oritech item pipes. They have as "classic pipes" mod that says it will lag your game (wtf). There's pipez with skins that make them not look like garbage, but they're required to be crafted at the world machine, which... Really really not a fan of. If you want to lock pipez behind a world machine upgrade, why not make the world machine make a machine that makes pipez or something. Like you did with Ae2 and budding certus quartz...
For fluid pipes I tried using meckanism fluid pipes because silicon (needed for oritech ones) was kinda tricky to get, but they wouldn't connect to things, so I used oritech ones.
Next was the "create" questline. Now you might go into this thinking you're going to be playing the create mod. I actually really like the create mod as I'm still new, and so I was hoping to get to build some gears and stuff. Nope in this questline I didn't build a single gear.
What the questline does involve though is digging and more digging and more digging, trying to find a specific dungeon. At first I thought a dungeon I saw was the dungeon from the questline, but no it was a randomly generated dungeon. I died a bunch of times here due to a skill issue, and the dungeon loot was very uninspiring.
After realizing that wasn't the real dungeon. I dug more and thought I should probably get a better way of digging, probably a drill. Immersive engineering has a drill but its notoriously awful (uses fuel and has limited durability and can't be repaired). The one I really wanted was the Actually Additions drill. However that's locked behind black quartz, which is locked behind soul sand, and it's really really unclear how to get soul sand.
I was pretty frustrated at this point, but then I saw a note that says you can just buy the drill at the shop. Along with a 3x3 area upgrade. Ok that's extremely silly but now at least I can get a drill going now. I needed a battery and the 4m RF battery from
I'm pretty noob at modded minecraft so keep that in mind first of all.
So starting out. I picked the blackout cave version cause I thought it would be the most classic. That was a mistake. After some not fun fumbling around I hit some stone and actually could start the game.
Early game was nice. Hit some rocks, brush things. Go through some basics.
What was a bit puzzling is they had this required of stomping water out of leaves which was not used at all. You don't need water for any of the early game mechanics, and right after that you get sent to the healing spring, which has water.
Healing spring was a nice location. Very happy for all the quests they have compasses instead of making you fumble around blindly until you find something.
Villager automation. I think early game its fine. But I'm a bit concerned later game that there's no way to hugely increase the output that I can see. So far not an issue though. I like that it's not closely tied to power generation.
Getting the villagers was quite annoying. In a modpack with hostile neural networks and similar you don't want to set up a full scale mob farm. So it became this awkward game of staying close to despawn distance and rerolling the mobs and checking on the minimap. I don't think the villager curing minigame added a lot.
Getting your villager token unlocks the next chapter. You have 3 quests I did the Mekanism one and the "Crate" one.
The Mekanism getting started is pretty simple. The confusing thing is they give you a bunch of power options, but really you should go with the basic coal generator, as it doesn't require you do go into other packs. Metallurgic infusers take very very little power.
While doing these quests I got a mk3 energy collector. Which I can't seem to do anything with for now. Also got a staff of traveling, more on that later...
Partway through the Mekanism quest I realized I should set up a productive metalworks smeltery. 3 problems. No ore doubling. No way to make alloys. No sensible way to make plates. Productive metalworks solved all of those.
Next step up some automation. For automation I used Oritech item pipes. They have as "classic pipes" mod that says it will lag your game (wtf). There's pipez with skins that make them not look like garbage, but they're required to be crafted at the world machine, which... Really really not a fan of. If you want to lock pipez behind a world machine upgrade, why not make the world machine make a machine that makes pipez or something. Like you did with Ae2 and budding certus quartz...
For fluid pipes I tried using meckanism fluid pipes because silicon (needed for oritech ones) was kinda tricky to get, but they wouldn't connect to things, so I used oritech ones.
Next was the "create" questline. Now you might go into this thinking you're going to be playing the create mod. I actually really like the create mod as I'm still new, and so I was hoping to get to build some gears and stuff. Nope in this questline I didn't build a single gear.
What the questline does involve though is digging and more digging and more digging, trying to find a specific dungeon. At first I thought a dungeon I saw was the dungeon from the questline, but no it was a randomly generated dungeon. I died a bunch of times here due to a skill issue, and the dungeon loot was very uninspiring.
After realizing that wasn't the real dungeon. I dug more and thought I should probably get a better way of digging, probably a drill. Immersive engineering has a drill but its notoriously awful (uses fuel and has limited durability and can't be repaired). The one I really wanted was the Actually Additions drill. However that's locked behind black quartz, which is locked behind soul sand, and it's really really unclear how to get soul sand.
I was pretty frustrated at this point, but then I saw a note that says you can just buy the drill at the shop. Along with a 3x3 area upgrade. Ok that's extremely silly but now at least I can get a drill going now. I needed a battery and the 4m RF battery from