Added a thoughs file and started working on mods that make it nice

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2026-09-05 13:10:33 +02:00
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# 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
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## 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.
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# 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
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## 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.