# 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. --- ## Currently working on - fix cataclysm bad terrain gen - try to overhaul caves - end city update - large caves and cliffs (need to find lithosphere config or compat mod) ## Features planned - add farming gear and rewards - add building gear and rewards - finalize tech compat etc - reward exploration a lot ## Personal notes FUCK cataclysm their terrain gen is shit cant fix cookie cutter issue gonna struggle with this for weeks to eventually find out I propably won't be able to fix it end city overhaul will be annoying because nobody mods this for neoforge for some reason atleast not on modrinth WHAT FUCKING mod do I need to actually overhaul the world good What farming gear what rewards how reward how how how how HELP ooooo tech mmmm yes nom