# 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 - end city update ## Features planned - add farming gear and rewards - add building gear and rewards - finalize tech compat etc - reward exploration a lot - better ender dragon fight ## Personal notes end city overhaul will be annoying because nobody mods this for neoforge for some reason atleast not on modrinth What farming gear what rewards how reward how how how how HELP ooooo tech mmmm yes nom