#The Ground Up

1 messages · Page 1 of 1 (latest)

rough lily
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I'll put together something so people can try it out before it hits curseforge, I spent all day optimizing it

deft fulcrum
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What about hitting cursedforge using the alpha release feature before the actual release?

rough lily
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It's so far from done I don't want to do that yet

wintry token
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Inspired by terraria, RLcraft, TerraFirmaCraft, Better than wolves, and more
RLcraft, TerraFirmacraft, Better than wolves are prone to the realism, then your pack will be realistic like those?

rough lily
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that's mostly the point, but I want to mix in some magic nd stuff

rough lily
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sorry for the vague explanation I was in a rush

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The general concept is to make it feel more realistic than base minecraft but I also want to improve upon the magical parts of everything, which is why i'm also including mods like botania and thaumcraft

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all while trying to keep the JEI page count under 80

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I do intend to put this up in the alpha stages by tonight

rough lily
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one of the other core concepts is access to certain resources before the nether, seeing as it's going to be far more difficult

wintry token
rough lily
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yeah but I want to chain the progression differently

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I am also implementing some lesser known mods where possible

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I also am using a few backport mods to make it just better

wintry token
rough lily
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More so to give the pack it's own unique style

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My own mod, dynamic chef, is going into this when it's done, I will happily feature the mods made by other people here as well

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All I need is permission

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I'll also throw up a new image for this when I start an actual test playthrough

wintry token
# rough lily yeah but I want to chain the progression differently

If you're going to use only recipes changing to connect mods, then maybe it will be same as quest modpacks
What if to make fully integrated modpack - need to remake mods into one idea,
For example, you've referenced the botania and thaumcraft
They have different energy matter, in thaumcraft it is a vis, in botania it is a mana
In initial/original state, that's why those mods are two different systems
But they could merge mechanics into one system
Like botania flowers now consume vis from aura nodes to function or generating it

rough lily
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My other big change in core gameplay was going to be requiring steel to mine diamond instead of iron

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Yeah I could create a core mod for the pack to integrate it all

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Writing the story will carry in this situation

wintry token
rough lily
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Yeah that's a good idea

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I also got the dumb idea of replacing the stronghold with recurrent complex

wintry token
rough lily
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I can make crafting certain thaumcraft items require botania things and vice versa

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Artisan worktables can help with that a lot

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Also going to make use of reskillable

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Idk I'm making a curseforge alpha thing in a minute

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So people can see what mods im usin

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Im also using a tech mod or two for that dimension of realism

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Immersive engineering mainly

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But I'll probably also add a hint of magic to that as well

rough lily
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ik i'm yapping too much but I also plan on making a questline (and maybe a deviation from it, like a secret evil route)

rough lily
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i'm really excited because this is a really old idea I had, I got it back when I was like 10 and saw better than wolves somewhere

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only saw the playthough up until the crafting table but I was still inspired

rough lily
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nevermind the deadline I'll post it when I feel like it

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it's a messrn

rough lily
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I gotta make a decision

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do I get rid of:

  • botania
  • thaumcraft
  • or embers
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oh or nature's aura

rough lily
rough lily
# rough lily
poll_question_text

What to get rid of

victor_answer_votes

2

total_votes

4

victor_answer_id

2

victor_answer_text

thaumcraft

victor_answer_emoji_name

🪄

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done

rough lily
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I might have to create a core mod to add some of the features I want in this

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things like:

  • my own tools
  • editing the exhaustion so it's not stupidly difficult
  • tweaks for some of the mods added to this
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the tweaks are likely what's gonna get me to make one

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I also had to make texture overrides for immersive engineering lmao

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they ended support for the version and there's still a really prevalent bug in it

rough lily
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digging this back up because I wish to continue work on it, started by re-optimizing, removing features I thought weren't fitting for the theme of the modpack, and completely removing villages and everything to do with them(mostly just hidden for now but I'll make a coremod that deals with the other issues caused by all that)

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also, I'll be changing how crafting works, it'll be skill based through reskillable and artisan worktables since it allows setting skill requirements to craft certain things

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might remove all the magic

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also going to clean more up and try to improve, of all things, building

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tech too

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also going to revive my mod because it's going to be a major part of this