I got the idea watching @
KirinDave and his latest RR LP with Su. They've got ExNi and ExAq installed in the pack, and I was like 'okay... why bother with those when you've already got worldgen?', to which my mind answered 'okay, but what if worldgen didn't actually include anything they provide?"
It seems like I'm getting a few responses here, and I'd like some feedback to see if I'm hearing this correctly:
Point 1: Oh jeez, you replace ore mining with something boring and grindy
Point 2: Eh, I wasn't a fan of skyblocks or ExNi in the first place, but it sounds like others might
Point 3: It goes too far away from what Minecraft is.
I'm not sure of how to solve Point 1 without also getting a rebuttal of 'creative mode lite' due to how easy it is to obtain materials via ExNi. I mean, by the time you get your first Autonomous Activator, you've got passive ore generation. I did intend these to replace quarries, and I will certainly be using the AgSkies recipes to make it charge you for doing it, however anything that reduces the grind of the sifters prior to getting Activators is just going to nudge it in this direction way too fast. If anyone has ideas, I'm all ears.
Point two seems kind of like a mixed bag, but it raises an important and valid concern. This isn't a skyblock map, but it has some things in common with a skyblock map (lack of easily obtainable resources... outside of dirt/gravel/sand/stone). This is likely to put some players off. Those who like skyblock maps may see it as 'too nancy' because you actually give them a world to start on, whereas those who don't like skyblocks hear 'no ore gen' and reply with 'pass'. Being neither fish nor foul, it is likely to draw criticism from both parties. Again, any advice on this is welcome.
Point 3 is... well... I dunno. Modded Minecraft hasn't really been about being very 'minecrafty'. Look at IC2 and BC... they introduced a whole hell of a lot of concepts that are completely absent in Minecraft, and yet people don't complain about them not being very minecrafty. Yes, it is a dramatic and fundamental change of one of the core mechanics of Minecraft, literally half the name of the game. But does this, in and of itself, invalidate the idea?
Lastly, I would like to point out that this isn't a MAP, this is an idea for a MOD PACK, where this is the intended game play style for the pack. There's no one set map (although I bet map seeds for 'interesting' starts would be quite entertaining to pass around), and all the surface flora and fauna are still around.
In fact, I'd probably say Night 1 is probably going to be more dangerous this way, because you likely won't have ores yet but WILL have all the spawns that naturally occur. So you're going to need to build your hovel of shame et al on a lower resource level than typical for some. Your first 'week' will be the hardest, and will likely be harder than normal modded minecraft. Because you have no reason to immediately go delving, you're more likely to be on the surface where all the mobs are spawning.
I'm planning on definitely including the Better Dungeons mod to give players something to explore. Probably BoP, Botania, and others as well. If you've got any ideas on mods that would encourage players to go exploring, by all means! But I will say this gives people the unique opportunity to just settle down pretty much wherever they want, and are not punished for not being particularly adventurous. Those who crave adventure can find it. Those who are not are not punished for that lack.