
Mogwump's Alternate Recipes
Integrating several mods' progression for improved recipes. Some harder, some less tedious
📖About Mogwump's Alternate Recipes
Mogwump's Alternate Recipes
This mod is very early in development, and doesn't have that many recipes yet.
If you an avid tech mod enthusiast, you have probably come across the terms "vertical scalability" and "horizontal scalability". Put simply, vertical scaling is making your one process go faster, whereas horizontal scaling is just building more.
If you have multiple large tech mods, they sort of act like different towers standing next to each other with a few bridges between them. You can get materials from one process to completely skip another process from a different mod, but you mostly progress in each mod individually.
This mod aims to tweak a few recipes to force you to delve deeper into certain mods, and make you automate things you wouldn't normally automate.
This will make progression more difficult and force you to utilise multiple mods' progression.
The intent is to make progression feel a bit more coherent in smaller, private packs where you don't want to put in the effort of going through every single item and adding custom recipes. This will also provide a few more automation/logistical challenges for a lot of mods due to increased complexity and resource demand.
Only the recipes for the mods installed will be loaded, so there won't be any broken or empty recipes.
For now, all recipes are in the data folder of the mod, and can thus be changed with KubeJS or similar tools. I may implement config options in the future though.
This mod shouldn't hurt performance any more than just using a few more kilo/megabytes of RAM, as any mod/datapack does anyway, since it doesn't add any functions or anything similar - just recipes.
This was intended for a personal modpack but I've generalised the recipes with load conditions so it can be used with whatever. I will likely update this in the future, but don't expect too many new recipes. Currently there are 15 total recipes, so not much.
Current mods
Current list of supported modsFor any of the recipes to be loaded, you must have at least one of the combinations of mods below.
- CC: Tweaked with:
- Create with:
- Any rope (#c:ropes) - eg. Supplementaries
- Portal Gels with:
- Stellaris with:
Q/A:
Q/AWhat versions are supported?
Currently Neoforge 1.21 and above.
Server or client?
Everything is entirely server-side (or singleplayer). This mod will do nothing on the client.
Any chance of a fabric port?
Unlikely. It would require changing every recipe, so don't expect a port any time soon unless it's a complete rewrite. For now, I will support fabric mods through Sinytra.
Can I disable any recipes?
You should be able to overwrite any changes including recipes with datapacks/mods/kubejs/etc, but there are currently no config options. That is something I might implement eventually though. Again, not in the immediate future.
Can I use this in a modpack?
Yes! Preferably distributed in a format where the mod is downloaded from the modrinth website on each install, such as .mrpack, but this isn't strictly necessary if you really need to.
Does this add any new items?
Currently, no. I plan on keeping it this way. If I do decide on adding items, it would likely be in a separate mod.
Can I fork this and publish it?
Only if it is to a different modloader such as forge, fabric, or quilt. I will try my best to keep this updated and maintained, which should be fairly simple with the current features. I will support some fabric mods through Sinytra, but Sinytra does crash with some mod combinations so feel free to make a fabric port. For more info, read the license on the github.
Can I contribute to the github?
Sure! Make sure to check the license and contribute to the additions branch. Feel free to contribute or even just make suggestions for mod support by making a new issue!
Also check out Recipe Integration for compatability between mods without changing progression!