Proposed FrogTEK 4.0a 6

This is no where near ready even for testing… I have so much to do behind the scenes and with scripting/configs to even think about a release (alpha or otherwise) but I though it would only be fair to break down some more what’s going on with FrogTEK, both the server and the pack (feel free to be worried, this is going to get drastic).

Major Server Gameplay Changes

Off the bat, Essentials is being removed; the biggest thing this will affect is the commands everyone uses for easy transport around the server (/home, /back, /spawn) as well as the AFK functionality. We will keep a form of the /kit command, however, it will be a bit more limited. Why is this being removed? Simply put, the use of insta-port commands vastly reduced a lot of the “fun” game, which is exploring and taking risks. There was really no reason for people to build rail networks or setup routes to minimize getting lost after death as they could just zip around the map easily.

Going further, food is going to matter. Hunger Overhaul is going to make hunger a big factor for explorers as well as general work around the homestead. It’s really a lot to explain (there will be a quest that does this… we’ll get to that), however know that dying of hunger is a thing and will be embarrassing. While you could (in theory) just mass farm carrots or something to keep bumping  it up, you could also make awesome meals such as bacon cheeseburgers thanks to Pam’s HarvestCraft.

Finally, there will be quests courtesy of Hardcore Quests; even though hardcore is in the name, hardcore mode will not be on (so lives don’t matter). The quests are not mandatory and will help provide guidance to various gameplay elements as well as lore (some example quest lines… “Basic FrogTEK Hopping”, “Prep for Nerdtacular”, ‘From ELR to TMS”, etc). Rewards will range from “unique” tools/items to lore books all the way to fairly inane things (do you need 3 sticks… too bad).

Tentative Mod List

  • BattleTowers*
  • BiblioCraft
  • Big Reactors**
  • Binnies Mods
  • bdlib
  • Blood Magic
  • ChickenChunks
  • CodeChickenCore
  • COFHCore
  • ComputerCraft
  • Enchiridion**
  • EnderIO**
  • EnderStorage
  • Extra Utilities
  • FlatSigns
  • Forestry
  • Forge Multipart
  • Gendustry
  • Hardcore Questing
  • HarvestCraft WAILA
  • Hats
  • Hat Stand
  • Hunger Overhaul
  • Iguana Tweaks
  • Infernal Mobs*
  • InventoryTweaks
  • Iron Chest
  • Legendary Beasts
  • Magic Bees
  • MineFactory Reloaded
  • MineTweaker
  • MobiusCore
  • Natura**
  • NEI Addons
  • NEI Plugins
  • Nether Ores
  • Not Enough Items
  • Not Enough Keys
  • ObsidiPlates
  • OpenBlocks
  • OpenEye
  • OpenModsLib
  • OpenPeripheralCore
  • OpenPeripheralAddons
  • Opis
  • Pams HarvestCraft
  • RedstoneArsenal**
  • Roguelike Dungeons
  • StevesCarts
  • SortFix
  • Tinkers Construct
  • Tinkers Construct Tooltips
  • Tinkers Mechworks
  • Tinkers Steelworks
  • Thaumcraft
  • ThermalExpansion
  • Warp Book

Items with a single asterisk (*) have a permissions issue (either we need to introduce a mod specific to the pack that we have written or ask the author nicely) while mods with two asterisks (**) are being evaluated for whether or not they need to stay in/fit in.

This is the basic list of what will be in the pack and is still very much still open to suggestions. It should be important to note this list is only 59 mods (way down from where we were) and if we don’t keep the marked ones it will drop to 51… not quite a “lite” pack but nearly so.

Feel free to comment with questions or concerns and I will post more about what is going on as I can.

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6 thoughts on “Proposed FrogTEK 4.0a

  • Dan

    Since Tammy and I have been hooked on Agrarian Skies for several weeks now, I am digging this concept. I was thinking you could even have almost like tutorial quest chains. Don’t know how JABBA works here are 8 quests to do and at the end you get something useful like a t3 barrel upgrade. I think if your going to tackle HCQ mod its going to be a lot of work and the Frogtek community could help out with quest chain ideas. It also dawned on me on my drive home last night, have you considered Galaticraft for end game exploration?

    • CoderJ Post author

      That’s exactly my thinking. The “Basic FrogTEK Hopping” would be an intro to the tool/gameplay changes, including barrels and what not.

      HQM is a bit of a beast, but luckily, it accepts cut & paste so writing quests isn’t hard… it’s just getting them setup ;).

  • Shawncaster

    I like the mod list, however, I feel that losing Mekanism takes some of the industrial/machinery aspect out of the pack. I know that the change to power has put us in a touch spot for Mek, but losing it could impede on any industrial designs that a player could want. If they want to build an industrial space or factory, they will have less blocks to work with now.

    I could just be missing something, but I think Mek should stay, to add to the industrial aspect of the pack.

    • CoderJ Post author

      I do like how Mekanism has added more industry to the pack, however, it’s become the same song and dance issue we’ve had with other industrial oriented mods (IC2, UE, etc) where there is a change of direction which causes dead end forks, random nerf/poofery, etc.

      Unfortunately, we have to keep in mind we’re running a server with limited resources here. While automation and factories are great (and really awesome to share) when they start having small glitches it brings the entire server to it’s knees… which impacts everyone, not just the person whose factory it was. I’ve kept TE and MFR in the mix, so there will still be some processing of resources/automation going on (Thaumcraft also supplies some ways)… just not as much. Which will make quests that much more involved ;).

  • Grebog

    Without buildcraft, is there a pipe that will work well with the bees?I ask because well that is likely I would delve more into without magic crops and mekanism. I only ask because the standard had been to use the gates with the wood tube to an apiarist pipe for managing apiaries.

    • CoderJ Post author

      I’m playing around in creative right now…it requires some planning (dense pipe settings and servos) but it is possible to use item ducts (TE3) effectively with apiaries.

      Also, with Gendustry, you will gain access to the Industrial Apiary. It uses 20RF/t (initially) and take various upgrades (biomes, light, sky, etc); one upgrade is “automation” which for +10% RF/t (so 22RF/t) will automagically move drones/princess back to the drone breeding slot… meaning all you have to pipe out is the excess drones and product. I like Gendustry; it takes some of the BS out of bee breeding but at a cost (almost all the machines are pretty expensive, and return on mutagen is fairly low).