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Changing recipes

 

When it comes to modpacks. Throwing a bunch of mods together, doesn't work always....
They are overpowered as items of significant use can be gained very easy...
So that's when crafttweaker comes in to play!
Crafttweaker is the  successor of the old minetweaker.

Crafttweaker combined with modtweaker can tweak other  mod mechanics and recipes to  the point of removal, customization and with game stages lock and unlocking!

A complete showcase of  craftertweaker will be uploaded in  my other blog.
Since I used to love minetweaker. Crafttweaker  has changed...
So I have to get to know it once again!

Back to the point...
Changing recipes is a balancing  proccess required in many modpacks.
As  it reduces players getting  op items early on....

For example:
A modpack will be broken if from early on you can craft a  regeneration amulet or something incredible overpowered....

A modpack can have mods that give resources very easy but each one requires a progression through each one to  acquire the  best!

If you have played a modpack you have seen that many mods you know may be overpowered on their own and combined with other mods give us the so called "exploit" something that breaks the quests and the fun of progressing through a modpack!

Even disabling a recipe for an item and giving it once or twice as a quest reward is much more enjoyable than just being able to craft it (if the original recipe is too easy).

I have tried making modpacks a few years back...
Everything was amazing but I found out that if one simply doesn't balance what he is making even a little it will be out broken and too easy for anyone to play......

For balancing mod mechanics and recipes see Crafttweaker.
Once you learn how to use it, it will assist you in everything!
If for some reason you are stuck, search Reddit, or their site or ask people that you know have used it before!


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