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Konlii

Companion Mods

10 posts in this topic

Making this thread here so that we don't fill up the pre-release thread with stuff that doesn't directly concern pre-release testing.

 

Since Bioxx has decided not to reinvent the wheel, it seems that some of the things that were once core to TFC are going to be handled by companion mods instead.  The biggest example we have in pre-alpha right now is the use of Pam's HarvestCraft for crops.

Some of these (like HarvestCraft) are probably going to end up on some kind of official list from the devs and have special compatibility written directly into TFC2.  Others (like Chisels and Bits) will provide functionality that Bioxx has decided explicitly to not include in TFC2 and I assume will end up on some kind of unofficial list that floats around this forum.  This thread is a fledgling attempt to start building those lists.

 

So far in the pre-alpha, these are the ones I am running and would consider companion mods to TFC2:

CraftTweaker/MineTweaker RecipeMaker (though there's not enough content to actually need any cross-mod recipes yet)

Pam's HarvestCraft (obviously)

Simulated Nights (simulates the passage of time when sleeping through the night by ticking entities and/or randomly ticking blocks proportional to the amount of time skipped)

Tomb Many Graves 2 using my personal "antique" resource pack (I don't like losing everything when I die, but death waypoints and keepInventory are too cheaty)

Edited by Konlii
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On the subject of HarvestCraft:

It's a well-written mod with lots of variety, but to put it bluntly I think the whole "garden" mechanic kind of sucks.

 

Are there plans to TFC-ify the HarvestCraft crops?  By that I mean have them naturally spawn already growing in the world in the correct season/climate for each crop?

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I agree about harvestcraft.  Finding "gardens" with random plants in them is just weird.

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Pam's harvestcraft was different  at 1.6.4, there was no Garden. But since 1.7.10 garden birth :'(

Pam's harvestcraft 1.6.4 : there were Group of 3 or 4 plants of the same kind, like carrot, blueberry, rutabaga, etc. They bring diversity to the landscape and ambiant. There is any way to lead 1.11.2 pam's harvest craft like 1.6.4 ?

 

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I don't yet know if I'm going to change how we get crops from harvestcraft. For now the gardens are an effective solution while I work on the far more important aspects of tfc2. 

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1 hour ago, Bioxx said:

I don't yet know if I'm going to change how we get crops from harvestcraft. For now the gardens are an effective solution while I work on the far more important aspects of tfc2. 

Sure

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Gardens were added to Harvestcraft to reduce worldspawn I believe. They are questionable (I've seen garden-gardens used to exploit them), but it would be straightforward to simply modify the config to allow grass to drop all seeds (look for the 'seeds{' listing) if gardens are perceived to be too weird and re-registering biome specific [harvestcraft:fooitem] for world gen is too much work.

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Grass In TFC2 Is Not Vanilla Grass So Bioxxe Would Have To Completely Add That Ability By Hand, Essentially The Same Thing As Creating A Crop Type For Each, It Also Means All Crops Are Found In All Biomes

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I wonder actually, if it was made possible for the already existing harvestcraft crops to be able to grow on grass, you could then specify which crops grow in which biome without having to actually implement the crops themselves

On ‎20‎/‎04‎/‎2017 at 1:13 PM, Bioxx said:

I don't yet know if I'm going to change how we get crops from harvestcraft. For now the gardens are an effective solution while I work on the far more important aspects of tfc2. 

 

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While I'm not really a fan of the current gardens system, the issue with plant generation is that any changes will affect worldgen. While it would be nice to have this kind of feature it would be preferable to implement separately as a biome linked flora registry, not part of TF2.

 

As Bioxx says, the is a functional solution and other things need work.

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