#The Ground Up
1 messages · Page 1 of 1 (latest)
What about hitting cursedforge using the alpha release feature before the actual release?
It's so far from done I don't want to do that yet
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?
that's mostly the point, but I want to mix in some magic nd stuff
sorry for the vague explanation I was in a rush
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
all while trying to keep the JEI page count under 80
I do intend to put this up in the alpha stages by tonight
one of the other core concepts is access to certain resources before the nether, seeing as it's going to be far more difficult
Sounds like you want to add more tasks to the progression by connecting different popular mods, reminds about questing modpacks
yeah but I want to chain the progression differently
I am also implementing some lesser known mods where possible
I also am using a few backport mods to make it just better
You're including lesser known mods - because there is more probability that player hasn't played into such mod and will have new experience?
More so to give the pack it's own unique style
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
All I need is permission
I'll also throw up a new image for this when I start an actual test playthrough
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
My other big change in core gameplay was going to be requiring steel to mine diamond instead of iron
Yeah I could create a core mod for the pack to integrate it all
Writing the story will carry in this situation
Maybe with core mod, you will partially mix, but won't fully integrate mods, they still can left as separated ideas but supporting each other, not requiring
Yeah that's a good idea
I also got the dumb idea of replacing the stronghold with recurrent complex
What if separated systems - will be like standard quest modpack
I can make crafting certain thaumcraft items require botania things and vice versa
Artisan worktables can help with that a lot
Also going to make use of reskillable
Idk I'm making a curseforge alpha thing in a minute
So people can see what mods im usin
Im also using a tech mod or two for that dimension of realism
Immersive engineering mainly
But I'll probably also add a hint of magic to that as well
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)
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
only saw the playthough up until the crafting table but I was still inspired
I gotta make a decision
do I get rid of:
- botania
- thaumcraft
- or embers
oh or nature's aura
What to get rid of
2
4
2
thaumcraft
🪄
done
I might have to create a core mod to add some of the features I want in this
things like:
- my own tools
- editing the exhaustion so it's not stupidly difficult
- tweaks for some of the mods added to this
the tweaks are likely what's gonna get me to make one
I also had to make texture overrides for immersive engineering lmao
they ended support for the version and there's still a really prevalent bug in it
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)
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
might remove all the magic
also going to clean more up and try to improve, of all things, building
tech too
also going to revive my mod because it's going to be a major part of this