Suggestion: Crafttweaker support to leverage even better mod integration in modpacks.
Guinaro opened this issue ยท 1 comments
I would love to have some crafttweaker support for your custom machines, so I'm able to integrate your machines more into the modpack I'm developing.
Presser block:
Control which item produces what and how long it takes. Remove items or add items.
Market block
Methods to control what can be bought, methods to add stuff to be bought, methods to remove certain items to be bought ...
Shipping block that allows you to sell crops, fish, meats, and beekeeping items for emeralds
See market but for selling.
Ground Trap and Water Trap blocks that allows you to use bait to 'catch' resources when placed in the ground/water
Ways to control which baits catch what resources
Also if possible, maybe support for the Game Stages mod, so that we can control when certain "recipes" become available in your machines.
Also if possible, a way to vary the "money" item for individual bought, sold items.
Like buying a carrot seed could be one iron_ingot, but a grape seed could be a diamond, ...
Thank you for taking this under consideration.
Guinaro
If support for 1.12.2 has halted for Harvestcraft then disregard this entire message. ๐ Though I am considering a 1.16 pack in the future so there is still potential for usefulness.
I'd like to add my support to this suggestion with some context for the usefulness wholly recognizing the amount of difficulty this could present. I've been working on a private modpack for coming up on 2 years and have loved to work with CraftTweaker. I'm not sure when or if I'll ever go public with the pack, so there is no pressure or hurry to make this suggestion a reality.
With that disclaimer out of the way I'd also like to take a minute and say that a modpack without Pam's Harvestcraft is missing out on not only the wonderful work that you have done, but the experience. The experience uniquely ties together play styles from quite a few of the friends in my group. Tech mods and their machines can be extremely intimidating to vanilla/casual minecraft players coming into the modded environment. When pairing Pam's Harvestcraft with Cooking for Blockheads and JEI it creates a wonderful bridge to all the other incredible experiences a player can have. Your mod is legitimately in such a critical spot for the modded minecraft community. Thank you for that! ๐
Ok now for the meat of why I support this suggestion from an aspiring modpack maker! I'll give a brief story which you can skip over to the next paragraph if you would like.
My wife and I were having a blast making a home in minecraft with an incredible view from our kitchen. We love avocados and making guacamole IRL, so we absolutely had to make an avocado tree. Looking in JEI we saw that we would need to crossbreed some trees together with bees from forestry. We were gearing up for that experience when I realized that there was a second Avocado in JEI from Pam's Harvestcraft and that we could circumvent the need of "breeding" trees via getting a market and spending an emerald. Bees are part of my heritage and love them and was a little saddened by this reality.
There is a cascading failure in the design of my modpack. Here is an excerpt from my notes regarding bees: The breeding of trees is bypassed by the market from Pam's Harvestcraft. The Resource content is bypassed by much better ways, like mystical agriculture or void miners/quantum quarry. This leaves the content of bees in question as to whether or not they should be included in the pack. If they are called into question, then so is gendustry, and thereby forestry as a whole. Then if forestry as a whole is in question so in binnie's mod.
The problem I'm running into is not wholly or even majorly from Pam's Harvestcraft's side. However, this CraftTweaker suggestion would provide a means to solve some of the problem putting bees in a "keep in pack" position. Changing what the market can sell would allow me to remove duplicate tree types and fruits while allowing the unique content through. Bees from forestry utilizing gendustry and binnie's mod in my opinion are in an interesting position for modded minecraft as well. They are both simple and have a potential for extreme, creating a slow burn bridge from a casual gamer into machine master. (Should they chose to go that route)
Tangent: Maybe another solution is an integration mod between Harvestcraft and Forestry, but I don't have any programming experience and wouldn't dream of asking to add that to your plate. Maybe I'll ask reddit. Regardless the usefulness of CraftTweaker is invaluable.