Consider the Stone Age Modpack for integration #12

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opened 2025-10-15 19:40:19 +00:00 by jlindhardt · 11 comments
Owner

Required

  • Armor Expanded
    • Woven and leather armor
  • Better Trees (I had issues with this but this would be ideal if it'll work)
    • No more punching trees
    • Provides bushy leaves, could drop bushy_leaves
    • Handles tree chopping with gravity, check on palm trees and the like
    • drops sticks from leaves
    • seems to break leaf decay. This is unacceptable, need to fix.
  • bucket
  • builtin_item
  • Charcoal (conflict with ethereal? I can verify and potentially overwrite anyway)
    • Is required by campfires
  • craft_table
  • Fallen Nodes Redo
    • Makes dirt, cobble, straw, and cactus nodes affected by gravity
  • farming
  • Farming Flood
    • makes all plants floodable. Not entirely sure what that means but I guess it's how minecraft works for automation.
  • Fire
  • Footprints
    • destroy plants by walking over them
  • grass string
    • 9 grass = 1 grass string >> 1 string
  • handmill
    • farming tools.
    • farming redo integration, we have that already
  • hardcore farming
    • adds locust, rat, and crow mobs that attack farms
    • adds traps and a scarecrow
  • nettle
    • damaging weeds grow
  • pigiron (conflict with technic?)
    • handles conflicts with ethereal, but might affect charcoal mod. could need compatibility
  • quarry mechanics
    • Makes cut stone separate from natural stone
    • Makes cobble and cut stone affected by gravity
      • Does this break dungeons? They're cobble. We could change what they're made of, though.
    • Adds a Quarry Hammer to get cut stone, cannot cook cobble anymore
    • makes ore drop a cobble as well as the ore lump
    • Adds a Sandstone Rubble node as cobble equivalent
    • Adds Trowel tool for removing gravity effects, cementing them in place
  • Rock Piles
    • Could replace loose_rocks
    • 1 large_loose rocks = 1 cobblestone
  • sickles
  • sleeping mat
    • Outdoor bed made from grass
    • the description says it's supposed to require different kinds of grass but I didn't see that happening.
      • consider making it require grass string or string instead
  • sloweater (conflicts with our other eating mods?)
    • This is supposed to restrict you from eating lots of small things, to encourage you to make better meals. Doesn't seem to be working though. Test this.
  • stamina
  • wet mud
    • water plants without having to have irrigation trenches.
    • dirt + bucket of water >> wetmud
  • wooden_bucket
  • xcompat

Optional

  • 3d_apple
  • 3d_armor_flyswim
  • 3d_ores
  • animalia
  • anvil
  • atl_path
  • better_water_physics
  • bow2 (conflict with bow?)
  • cheese
  • composting
  • conifers
  • emote
  • fire_plus
  • item_physics
  • medieval_weapons
  • mobs
  • mobs_animals
  • moretrees
  • nextgen_fungi
  • openion_yeast
  • riesenpilz
  • skeletons
  • snowdrift
  • spears
  • vessels
  • visible_wielditem
  • wateringcan
  • wooden_bucket

Provides

  • campfires
    • Would replace new_campfire
    • Destroying the campfire produces a charcoal lump
    • allows cooking
  • rainbarrel
  • stoneage
    • silex ore (in dirt), new tools (biface, fire striker)
    • replaces all stone tools with biface
    • replaces wood pickaxe with wood mattock, combo shovel and pick, but can't break stone
  • stoneage_bonus
  • woodstuff
# Required - [ ] Armor Expanded - Woven and leather armor - [x] Better Trees (I had issues with this but this would be ideal if it'll work) - No more punching trees - Provides bushy leaves, could drop bushy_leaves - Handles tree chopping with gravity, check on palm trees and the like - drops sticks from leaves - seems to break leaf decay. This is unacceptable, need to fix. - [x] bucket - [x] builtin_item - [ ] Charcoal (conflict with ethereal? I can verify and potentially overwrite anyway) - Is required by campfires - [x] craft_table - [ ] Fallen Nodes Redo - Makes dirt, cobble, straw, and cactus nodes affected by gravity - [x] farming - [ ] Farming Flood - makes all plants floodable. Not entirely sure what that means but I guess it's how minecraft works for automation. - [x] Fire - [ ] Footprints - destroy plants by walking over them - [ ] grass string - 9 grass = 1 grass string >> 1 string - [ ] handmill - farming tools. - farming redo integration, we have that already - [ ] hardcore farming - adds locust, rat, and crow mobs that attack farms - adds traps and a scarecrow - [ ] nettle - damaging weeds grow - [x] pigiron (conflict with technic?) - handles conflicts with ethereal, but might affect charcoal mod. could need compatibility - [ ] quarry mechanics - Makes cut stone separate from natural stone - Makes cobble and cut stone affected by gravity - Does this break dungeons? They're cobble. We could change what they're made of, though. - Adds a Quarry Hammer to get cut stone, cannot cook cobble anymore - makes ore drop a cobble as well as the ore lump - Adds a Sandstone Rubble node as cobble equivalent - Adds Trowel tool for removing gravity effects, cementing them in place - [ ] Rock Piles - Could replace loose_rocks - 1 large_loose rocks = 1 cobblestone - [ ] sickles - [ ] sleeping mat - Outdoor bed made from grass - the description says it's supposed to require different kinds of grass but I didn't see that happening. - consider making it require grass string or string instead - [x] sloweater (conflicts with our other eating mods?) - This is supposed to restrict you from eating lots of small things, to encourage you to make better meals. Doesn't seem to be working though. Test this. - [x] stamina - [ ] wet mud - water plants without having to have irrigation trenches. - dirt + bucket of water >> wetmud - [x] wooden_bucket - [x] xcompat # Optional - [ ] 3d_apple - [ ] 3d_armor_flyswim - [ ] 3d_ores - [ ] animalia - [ ] anvil - [ ] atl_path - [ ] better_water_physics - [ ] bow2 (conflict with bow?) - [ ] cheese - [ ] composting - [ ] conifers - [ ] emote - [ ] fire_plus - [ ] item_physics - [ ] medieval_weapons - [x] mobs - [x] mobs_animals - [x] moretrees - [ ] nextgen_fungi - [ ] openion_yeast - [ ] riesenpilz - [ ] skeletons - [ ] snowdrift - [ ] spears - [ ] vessels - [ ] visible_wielditem - [ ] wateringcan - [ ] wooden_bucket # Provides - [ ] campfires - Would replace new_campfire - Destroying the campfire produces a charcoal lump - allows cooking - [ ] rainbarrel - [ ] stoneage - silex ore (in dirt), new tools (biface, fire striker) - replaces all stone tools with biface - replaces wood pickaxe with wood mattock, combo shovel and pick, but can't break stone - [ ] stoneage_bonus - [ ] woodstuff
Author
Owner

This provides a campfire, we could drop new_campfire

This provides a campfire, we could drop new_campfire
jlindhardt canceled time tracking 2025-10-16 01:20:10 +00:00
jlindhardt added spent time 2025-10-16 03:11:19 +00:00
3 hours
Author
Owner

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.

# 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.
jlindhardt stopped working 2025-10-16 15:46:37 +00:00
2 minutes 30 seconds
Author
Owner

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.

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.
Author
Owner

Okay yeah that works just fine. we'll address the trees later, #3 already exists. Let's make some notes other there real quick.

Okay yeah that works just fine. we'll address the trees later, #3 already exists. Let's make some notes other there real quick.
Author
Owner

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.

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.
Author
Owner

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.

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.
Author
Owner

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

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
Author
Owner

Okay that resolves the technical conflicts. Now let's look at gameplay stuff. Here's the opening game progression path so far:

Day 1

  • Craft Biface tool
  • Craft Fire Striker
  • Craft Woven, Wooden, or Cactus Armor
  • Build campfire
  • Build sleeping mat

Early Game Goals

  • Craft stone hoe (from silex)
  • Craft Wood Club (wood sword recipy)
  • Craft Bone Spear (from gnawed bone, where does that come from?)
  • Craft Leather Armor
  • Craft Wooden Bow
  • Craft Furnace (from loose rocks, also requires torch now)
  • Craft Wood Mattock
  • Craft Digging Stick
  • Break Stone????

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.

  • Bronze
  • Diamond
  • Mese
  • Iron
  • Crystal
  • Mossycobble
  • Arcanite
  • Mithril
  • Silver
  • Ant
  • Duck Beak
  • Mantis
  • Stoneater
  • Wood Mattock (lvl 0, breaks soft ores and placed blocks, but not cobble)
  • Deer Antler (lvl 1, breaks stone, called "bone" in the code, can you make it with bones from bonemeal? yes, it appears all bones are converted to gnawed bones so they'll work.)

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 that resolves the technical conflicts. Now let's look at gameplay stuff. Here's the opening game progression path so far: # Day 1 - Craft Biface tool - Craft Fire Striker - Craft Woven, Wooden, or Cactus Armor - Build campfire - Build sleeping mat # Early Game Goals - Craft stone hoe (from silex) - Craft Wood Club (wood sword recipy) - Craft Bone Spear (from gnawed bone, where does that come from?) - Craft Leather Armor - Craft Wooden Bow - Craft Furnace (from loose rocks, also requires torch now) - Craft Wood Mattock - Craft Digging Stick - Break Stone???? 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. - Bronze - Diamond - Mese - Iron - Crystal - Mossycobble - Arcanite - Mithril - Silver - Ant - Duck Beak - Mantis - Stoneater - Wood Mattock (lvl 0, breaks soft ores and placed blocks, but not cobble) - Deer Antler (lvl 1, breaks stone, called "bone" in the code, can you make it with bones from bonemeal? yes, it appears all bones are converted to gnawed bones so they'll work.) 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.
jlindhardt stopped working 2025-10-16 19:02:10 +00:00
3 hours 3 minutes
jlindhardt stopped working 2025-10-16 21:02:34 +00:00
37 minutes 7 seconds
Author
Owner

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.

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.
Author
Owner

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.

# 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.
jlindhardt stopped working 2025-10-17 04:51:49 +00:00
3 hours 6 minutes
Author
Owner

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

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
jlindhardt stopped working 2025-10-17 15:47:20 +00:00
34 minutes 35 seconds
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