I think that The Erebus should be added to GTNH.
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It adds bit more of adventuring to GTNH and allows gating some other mods.
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There are biome id conflicts and Mincraft crashes when erebus ids are higher than 127.
Sadly it's closed source, but since 1.7 is not continued we probably are allowed to modify it.
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Mod: https://minecraft.curseforge.com/projects/the-erebus
Required Changes : https://github.com/Zoko061602/TheErebus/commit/f7ae72e1ffb1505f5f967e7779465c7053eede95
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@Zoko061602 @draknyte1 Aren't biome IDs saved as a Byte and therefore cant be higher than 127 anyways?
@bartimaeusnek Biomes are stored in an Array with a length of 256 and the ID is just the index of the corresponding biome.
i remember we add that mod allready and not find a nice story for it. The Beatles and animals are nice.
I know that this idea is a bit odd, but what about Botania?
I think it would work quite well with the erebus, just some ideas:
I think that might be a good way of gating Botania and giving the erebus an actual purpose.
Yea but be need to rework Botania from scratch and need to gated it mabe inside Erbus in a intelliget way.
Yea a Infernal and Special mobs variants of Erebus monsters.
We could add the Erebus as a Lategame Dim (with lore, that for materials for the extreme tiny components you need to shrink yourself down and explore a new Dimension), and we could Gate Botania in a mixture of IC2 Crop-Breeding, different Dimenions, Witchery and Thaumcraft.
I think it would make sense to split Botania and the Erebus into 5 tiers:
Thats nice, but remember its competing with endgame thaumcraft and blood magic toys at that point and you can complete all of that when you get a LuV blast furnace which is at IV basically... and at that point the entire mod and its mobs/bosses are trivial so it doesn't really add anything at that point.
I'm against adding any new mods that don't allow bug fixes & redistribution of modified versions (Erebus).
There's a few things from Botania I miss, but I'm not really in favor of adding another Tech Mod (self admitted disguised as a magic mod). I'd rather pull out the few nice things and add them to a smaller mod: horn of the wild for example. Botania is great, but I've played it in every other kitchen sink mod and think we're fine without it here. Plus, we'd have issue with retrogen of flowers and such, and lots of balancing with the other mods that would take a good long while and not sure that it's worth the effort.
@mitchej123 i chat with vadis the mod dev (Erebus) rn to check the license thing.
If we can get a license to fix bugs and redistribute/support the 1.7.10 version with changes then I'm more with Erebus; it's new content I haven't played with before and (seems?) confined to a different dimension.
Still more on the pass side for Botania.
I'm against adding both modes. Erebus does not fit the topic, Botania will not be needed at those stages where it should be put
I'm on Botania. Properly nerfed and gated should be great complement of magic in GTNH.
if i ever add it it will be nerfed first.
@mitchej123 Retrogen is not necessary. We can add recipe for petals from i.e. sifting dirt
Yes there will be non of the flowers in the overworld or any existing dim. If we ever add erebus or another dim for it we can add gen there if possible.
Think we move this to GTn 3.0 and mc 1.12
@Zoko061602 @bartimaeusnek @mitchej123
oke when we add this eventually at 1.12 and not at 1.7 ?
@Dream-Master sound fine to me, at least for botania, Erebus _could_ be added to 1.7.10 aswell, since we still need lategame content...
ok but we need to wait vadis pulled the code zoko send him
I think botania would be an awesome addition honestly.
Not likely to happen and discussion has gone stale. Reopen if required.
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Thats nice, but remember its competing with endgame thaumcraft and blood magic toys at that point and you can complete all of that when you get a LuV blast furnace which is at IV basically... and at that point the entire mod and its mobs/bosses are trivial so it doesn't really add anything at that point.