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Thoryx--Rearmed/Thoughts.md
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# 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
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## 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
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## 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.
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## Currently working on
## Features planned
## Personal notes
end city overhaul will be annoying because nobody mods this for neoforge for some reason atleast not on modrinth
"choosing" to keep end city structure base game :(
what is this https://modrinth.com/mod/aquamirae/gallery
finalyzing beta version this weekend??? pog poggers
first release still far away though as I need to do optimization etc etc
should upload everything from beta to modrinth so it gets approved by the time I actually want to release the modpack to community
aquamirae
cataclysm
dungeons arise
burning arena
ancient factory
soul black smith
and more should get better loot
uhhhhhhhh guns spawn now but pretty shitty
ammo spawn more ammount
guns more frequently
make ammo boxes able to be found
somehow make ammo only spawn with the right gun meaning roll for gun and ammo at the same time
make bayonets roll with compatible weapons as extra roll so no 100% guarantee with the right gun
thinking about how addon thingies spawn