Added a thoughs file and started working on mods that make it nice
This commit is contained in:
+84
@@ -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.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user