Consider the Stone Age Modpack for integration #12
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jlindhardt
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GrapeSodaGames/gsg-luanti-modpack#12
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This provides a campfire, we could drop new_campfire
jlindhardt referenced this issue2025-10-15 22:25:51 +00:00
Next Steps
The main issue is bettertrees breaking leaf decay. The simplest way of resolving this issue would be to disable bettertrees entirely and replace with additional mods.
So how would that work? it's a requirement for the modpack, so we still need to either remove the mod requirement, meaning we fork the modpack itself, or we make a dummy bettertrees that does nothing. The latter is easy, let's try it and confirm.
Okay yeah that works just fine. we'll address the trees later, #3 already exists. Let's make some notes other there real quick.
So what's next? let's verify which version of charcoal comes out when you cook a log.
Hey how can I break stone? the biface doesn't break stone and I can't make a stone pick. well for now let's just cheat in a furnace for testing.
Okay so it produces "lump of charcoal", which is from ethereal, but the campfire produces "charcoal lump" which is from charcoal. Can I override what comes out of the campfire? Unfortunately, this seems to be hardcoded into a local function. Could I just alias charcoal:charcoal to ethereal:charcoal_lump? Turns out there's a core.register_alias_force() that does what I want here.
Pigiron has a similar problem with technic providing a different (better) iron to steel pipeline. Let's just create a dummy for this like we did with bettertrees.
Sloweater isn't working, what other eating mods am I running again? TPH eating seems like the most likely culprit, let's disable that and see what happens.
Well yes now it is working but I don't know if this is better. First, it doesn't have any visual indication that the eating is on cooldown. Second, it goes back to using left click and isn't animated. I think we disable this and run the tph stuff
Okay that resolves the technical conflicts. Now let's look at gameplay stuff. Here's the opening game progression path so far:
Day 1
Early Game Goals
I see a few possible options. You could go caving for metal, is there a copper pick? Also some mobs drop picks, I know at least ants do. Let's take a look at what picks we do have.
Obviously the mob ones make sense for progression. Let's play some and see if we can get to a point where we can break stone. I've seen at least the duck beaks drop and the anthills are around. Let's see how it goes.
Okay found a problem. The stoneage:torch has a lighting mechanic but I can't seem to figure it out. Maybe it needs fuel? Well, if I can't figure it out, let's just replace it with the original torch.
Oh I need to cook it. It works in the campfire. Then you can use the lit torch to light other torches with crafting.
Next Steps
Okay feeling pretty good so far. There's stuff that needs addressing but the basics are there. The mobs need tuning but that's separate from this modpack. Let's move the mods to submodules next.
Wet mud isn't source available. We can copy it over but we'll have to occasionally check for updates manually. If the modpack is installed in the client the dependencies will take care of it but the server can't do that as far as I know. Maybe worth looking into. #16
We could also just disable wetmud, it's mostly for anti-grief reasons, right? Maybe make a ticket about that as well. #17