With the recent release of Hunger Overhaul for 1.7.10 I have decided to update my (currently WAY Indev) modpack to said version. A lot changed in 1.7, including the release of Electrical Age that has finally given me a reason to move on from IC2. Since so many dramatic changes had occurred in the structure of my pack I have decided to start this as a new era for my pack development. Feeling comfortable with my abilities to derp around a config file, I had decided i'd like to ask for ideas from the FTB community. My pack currently under the working title NAM (Not Another Modpack) and even though I had just compiled the 1.7 mods and got them working, I have put in over 5 hours and 30 KB worth of code working MineTweaker 2 back in 1.6.4. To make a long story short, I'm hoping to ask for your help to guide my pack.
My current viewpoint of what I want my modpack to be:
NAM has and will be designed for the uber hardcore players of Modded MC. While it will use all the conventional standards of HCMC: Hunger Overhaul, TiCon both Iguana's Tweaks and Spice of Life, I have decided to also add in the mod Ex Nihilo, Forestry, Mariculture, OpenComputers, HydrauliCraft Blood Magic and the aforementioned Electrical Age mod (I think this is allowed in packs, the main post was confusing and talked about OpenComputers in the modpack area) as main focal points of my pack and have removed Pam's Harvest Craft for quite a specific reason. NAM currently consists of 61 mods all with very specific placements in the Tech Tree in mind. Now this may sound very ambitious and indeed it is, I started about a year ago and worked for a good 3 months at first, then I took a break for a month and came back for 2. After that I started to alternate months until 2 months ago when progress was halted. The main problem I had was that the lack of playtesting by my friends led me to guess and check work. And while I am afraid I don't have an answer to that yet as I really don't want to step on any devs' toes, I believe a change to 1.7.10 is exactly what I need to get the pack all ready and rearing. As you may be able to tell by now, this thread is just as much of a place to jot down my ideas as it is a way to explain what I've been doing.
Now for some background: I am a second year High School student with 2-3 hours a day of freetime and just about infinite amounts on weekends. In the past I've had a habit of randomly stopping projects and starting others, and this pack is the only project I have actively worked on longer than a month. (Other that a Civ V mod I made back when I had no idea of how to mod whatsoever (I still know very little, but I at least know the basics)) I love MineCraft and gaming in general and I love hard mods. I mean NES hard. BnBs isn't even satisfying enough for me!!! So I decided to take it upon myself and make a modpack so hard you cannot even survive your first night without hiding in a hole or standing on a tree all night! (Don't worry, by the third night you'll be able to mine)
So I guess that feeds directly into what to expect:
My current viewpoint of what I want my modpack to be:
NAM has and will be designed for the uber hardcore players of Modded MC. While it will use all the conventional standards of HCMC: Hunger Overhaul, TiCon both Iguana's Tweaks and Spice of Life, I have decided to also add in the mod Ex Nihilo, Forestry, Mariculture, OpenComputers, HydrauliCraft Blood Magic and the aforementioned Electrical Age mod (I think this is allowed in packs, the main post was confusing and talked about OpenComputers in the modpack area) as main focal points of my pack and have removed Pam's Harvest Craft for quite a specific reason. NAM currently consists of 61 mods all with very specific placements in the Tech Tree in mind. Now this may sound very ambitious and indeed it is, I started about a year ago and worked for a good 3 months at first, then I took a break for a month and came back for 2. After that I started to alternate months until 2 months ago when progress was halted. The main problem I had was that the lack of playtesting by my friends led me to guess and check work. And while I am afraid I don't have an answer to that yet as I really don't want to step on any devs' toes, I believe a change to 1.7.10 is exactly what I need to get the pack all ready and rearing. As you may be able to tell by now, this thread is just as much of a place to jot down my ideas as it is a way to explain what I've been doing.
Now for some background: I am a second year High School student with 2-3 hours a day of freetime and just about infinite amounts on weekends. In the past I've had a habit of randomly stopping projects and starting others, and this pack is the only project I have actively worked on longer than a month. (Other that a Civ V mod I made back when I had no idea of how to mod whatsoever (I still know very little, but I at least know the basics)) I love MineCraft and gaming in general and I love hard mods. I mean NES hard. BnBs isn't even satisfying enough for me!!! So I decided to take it upon myself and make a modpack so hard you cannot even survive your first night without hiding in a hole or standing on a tree all night! (Don't worry, by the third night you'll be able to mine)
So I guess that feeds directly into what to expect:
- Expect to die. A lot. So much you will cry
- Expect no savepoints, at all. By this I mean if you die you will respawn within 1000 blocks of spawn, no more though. There is no skipping the night or setting spawn in beds, but they do help keep you sane quite well. If you don't want to wander back to spawn on an empty stomach, build a train track back.
- Expect to eat a lot. This pack doesn't pull any punches, early game is basically all about managing your time between eating, getting food and getting materials to make new tools so you don't have to eat so much.
- Expect to clear cut. Trees take a bot load of time to grow, and even longer on SMP. Wood is a really valuable resource, and the higher up the tech tree, the more you'll need.
- Expect to drain entire oceans. Water is a valuable resource too with CodeChickenCore's Finite Water. Rain is your best friend.
- Expect to die at night. Special mobs with configs where it's rare not to see at least 5 SM per night near you.
- Expect to forget the safety of home. With torches lasting only 5 minutes thanks to the Amnesia Lights Mod and later game lighting becoming later game, your in trouble.
- Expect to appreciate your Vitamins and Minerals. Now each food is classed in a SoL food group based on their IRL most important Vitamin or Mineral. And without Pam's you'll starve if you don't find some new ways to feed yourself.
- Expect no mercy. The lack of a Minimap mod and the very presence of block physics means that home made out of dirt just fell on top of you.
- Expect sticks. Logs are crafted into 2 sticks in the ages before metal. Yeah, I went there.
- Expect a tight Tech Tree. Mods are woven together tighter than a fat guy in spandex... maybe. But it's still very nicely balanced and paced. The only times it really feels grindy is the initial first two day's race for wood (which is a noob-proofing device and a way to tell people this pack will take time) and the TiCon Smeltery material hunt which is purely done to tell people "Yo, join SMP."
- Expect to play SMP. Most things in the pack are balanced around SMP. The only things that are not are the plant growth times because no one wants to idle for 24 hours. This pack is made for tight-knit communities that want to have fun dying
- Expect to enjoy dying. Every death will not end your game, but instead make you better by noticing your shortcomings. The pack may be hard, but it will still be possible. Back in 1.6.4 I have made it past day 2 quite a few times. And then I noticed I forgot a recipe... or found a glaring gap in progression or.. you know what? I probably should stop talking now.