97 lines
2.6 KiB
Markdown
97 lines
2.6 KiB
Markdown
# Thoughts on the modpack and what mods fit that vision
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## Core gameplay direction
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- Slow but approachable
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- Building-focused
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- Exploration-driven
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- Large biomes and dramatic cliffs
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- Tech progression is optional
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- A no-tech path remains viable
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- Magic should feel distinct from Ars
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## Terrain goals
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- Large cliffs and vast biomes
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- One slightly elevated island keeps the player base close together
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- Large rivers and open travel routes
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## Tech direction
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- Keep the tech side simple and flexible
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- RF-based systems are a good baseline
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- Mekanism generators
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- Simplified TFMG
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- Diesel generators phased out
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- Keep CC: Tweaked
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- Keep Create
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## Magic direction
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- Iron's Spells 'n Spellbooks
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- Easy world-shaping magic tools
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- A magic loop that complements exploration instead of taking over
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## Exploration goals
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- Vibrant journeys with other mods in the world
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- Village overhaul
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- Bunkers for gun acquisition, while military guns stay uncraftable
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- Many new bosses and major encounters
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- A plane/travel mod like Man of Many Planes
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- Nether stays dangerous and active, with Hellish Trials added
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- End remains barren and simple at first, but hides complex structures deeper in
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---
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## Key notes
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Keep gameplay simple while still offering something for everyone:
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- Farming
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- Bosses
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- Tech
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- Building
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- Exploration
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- Wizardry
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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
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## Gameplay
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- Serene Seasons and a greenhouse-style mod
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- Enhanced AI
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- Dungeon and structure mods such as L'Ender's Cataclysm, End's Phantasm, Man of Many Planes, Hellish Trials, and other small structural additions
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- Nether: Atmospheric Nether
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- End: End's Phantasm + Nullscape
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- Overworld: Lithosphere + C2ME, with notick disabled and Lithosphere cliffs adjusted to be steeper
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- A small tech lineup: Mekanism, TFMG, CC: Tweaked, Create
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- Keep these mods optional rather than forcing them onto everyone
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- Iron's Spells 'n Spellbooks + Cataclysm spellbooks + GTBC's addons
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---
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## Final note
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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.
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I will keep building on this as I refine the balance between magic, tech, and exploration.
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---
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## Oh god
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- fix strucutres spawning ontop of each other
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- fix cataclysm bad terrain clearing
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- delete underground bunkers
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- change stronghold structure
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- change end structures
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- overhaul monster dungeons
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- walk through leaves
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- try to overhaul caves
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