Files
Thoryx--Rearmed/Thoughts.md
T
2026-09-08 10:16:45 +02:00

3.1 KiB

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