From 7c2c59530af767ce159f8104fb3b50e0eacd4a13 Mon Sep 17 00:00:00 2001 From: BMX Date: Sat, 5 Sep 2026 13:10:33 +0200 Subject: [PATCH] Added a thoughs file and started working on mods that make it nice --- Thoughts.md | 84 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 84 insertions(+) create mode 100644 Thoughts.md diff --git a/Thoughts.md b/Thoughts.md new file mode 100644 index 0000000..495f91b --- /dev/null +++ b/Thoughts.md @@ -0,0 +1,84 @@ +# Thoughts on the modpack and what mods fit that vision + +## Core gameplay direction + +- Slow but approachable +- Building-focused +- Exploration-driven +- Large biomes and dramatic cliffs +- Tech progression is optional +- A no-tech path remains viable +- Magic should feel distinct from Ars + +## Terrain goals + +- Large cliffs and vast biomes +- One slightly elevated island keeps the player base close together +- Large rivers and open travel routes + +## Tech direction + +- Keep the tech side simple and flexible +- RF-based systems are a good baseline +- Mekanism generators +- Simplified TFMG +- Diesel generators phased out +- Keep CC: Tweaked +- Keep Create + +## Magic direction + +- Iron's Spells 'n Spellbooks +- Easy world-shaping magic tools +- A magic loop that complements exploration instead of taking over + +## Exploration goals + +- Vibrant journeys with other mods in the world +- Village overhaul +- Bunkers for gun acquisition, while military guns stay uncraftable +- Many new bosses and major encounters +- A plane/travel mod like Man of Many Planes +- Nether stays dangerous and active, with Hellish Trials added +- End remains barren and simple at first, but hides complex structures deeper in + +--- + +## Key notes + +Keep gameplay simple while still offering something for everyone: + +- Farming +- Bosses +- Tech +- Building +- Exploration +- Wizardry + +Balance is important: ammo and guns should be difficult to craft and find, while more relaxed systems like farming and survival play should be highly rewarding. + +--- + +# Mods that make this possible + +## Gameplay + +- Serene Seasons and a greenhouse-style mod +- Enhanced AI +- Dungeon and structure mods such as L'Ender's Cataclysm, End's Phantasm, Man of Many Planes, Hellish Trials, and other small structural additions +- Nether: Atmospheric Nether +- End: End's Phantasm + Nullscape +- Overworld: Lithosphere + C2ME, with notick disabled and Lithosphere cliffs adjusted to be steeper +- A small tech lineup: Mekanism, TFMG, CC: Tweaked, Create +- Keep these mods optional rather than forcing them onto everyone +- Iron's Spells 'n Spellbooks + Cataclysm spellbooks + GTBC's addons + +--- + +## Final note + +Many magic mods also expand exploration and progression, which makes magic more central than it first seemed. That is fine; it strengthens the pack's identity and fits the overall direction well. + +I will keep building on this as I refine the balance between magic, tech, and exploration. + +