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
- finalize tech compat etc
Features planned
- some extra machines maybe like a drill or harvester to make repetetive tasks easier if desired
- add GTBC's mods wooo but need to put in jar with disclaimer and credits etc etc
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