Do you plan on adding Biome O plenty or Alternate Terrain Generation ? Vanilla generation is a bit limited imo.
It may be up for consideration for 1.2.X, at which point we would perform a map reset (which would be required if we add any type of extra world gen mods like BOP). However, this is not planned for anytime soon.
Our goal for 1.1.X is to fine tune the pack to add a complete set of quests, migrate to Forge as much as possible (as opposed to using bukkit plugins), and to add a lot of balancing tweaks that offer players enough challenge to keep them hooked and not able to just blast through a large mod in a day or two.
Minor update -
We have added a few more quests, performed more fine tuning to server configs, and will be entering into a 1.1.2 test phase this weekend. We will be testing out changes for 1.1.2 on our test server and will be keeping players up to date on what we have planned. We will be adding IguanaTweaks, Hunger Overhaul, and Minetweaker+ModTweaker.
Our plans for each of these three are:
Iguana Tweaks - heavily configure this mod to gently encourage players to utilize TiC... actually, it will be more like encourage players to NOT use vanilla tools. May not necessarily just bump vanilla tool durability to 1, but rather give TiC a MUCH better appeal over vanilla tool.
Hunger Overall - sort of the same as above. We will be looking at the difficulty and complexity to craft various foods i n the game and adjust hunger/saturation payouts accordingly. Again, we don't want vanilla undermining the effectiveness of mods. Players will still have access to vanilla foods and be able to eat them to restore hunger, but mods like Harvestcraft and Natura will have much more appeal over just a handful of steaks.
Mine/modtweaker - fix/change recipes of half broken mods. Example is Modular Powersuits. The mod has indeed been updated for 1.7.10, but the Thermal Expansion recipe list has not, leaving some of the MPS recipes broken. We will try to incorporate Mekanism, TE, and even a little bit of ProjRed into MPS recipes. We may also investigate other recipes from other mods that could use some tweaking to make mods play better with each other. Don't worry, we won't be completely overhauling recipes to the point where they are unoriginal or overcomplicated. We may also disable some items for more specific reasons.
We have also discussed removing the FLORA mod. This mod was added during 1.0.X as a temporary substitute to Modular Powersuits. After playing with the mod, we felt it was way too overpowered. Basically, you can become a walking nuclear bomb with no consequence to you at little effort (early/mid TE progression) - the armor doesn't consume power nor does it have durability.
Remote IO (NOT to be confused with Ender IO) is on the chopping block as well. Doesn't provide any unique or over favorable features when compared against other mods in the pack. In other words, we haven't seen anyone use it nor even know what it is. Other mods in the pack already do what it can do, and players are a lot more familiar with those other mods.
Stay tuned for more updates, and feel free to get in touch with us to give us feedback, suggestions and requests![DOUBLEPOST=1413126910,1413061666][/DOUBLEPOST]Grief Prevention was removed due to it causing serious client side FPS drops.