First of all let me say that Ill present my own idea and wishes to you, feel free to disagree and discuss.
I think that a mod-pack could be more than just a collection of mods that suit eachother made compatible and work.
I think a mod-pack could add its own value and find its own niche/apply a twist.
Let me show you where I am comming from on this one.
(Ill be talking from a dw20 prespectie as that is the pack im using atm.)
Whenever I start play a mod-pack that I know most mods in I get the same problem: After the initial resource gathering I build the same setup every time. I use the mods Im most familiar with and that work best for me. There is absolutely no use in side-grading other than the challenge of building a working machinery compound.
A good example of that would be sorting systems.
There are so many different options for sorting your items and when setup properly they do mostly acomplish the same thing. I build one sorting system and I expand that. I never touch on any of the other mods abilities.
Now lets get to what I thought of:
When I first saw the research functionality in TC3 I got this idea for a more linear mod-pack.
What if you were to progress through a "research-tree" of some sorts? What if all you could craft when jumping into the game are vanilla items. What if every mod and every item in it is classed as a certain tier or age?
You could progress from stone-age (quite literally with your stone pickaxe and sword) over to having the first cool,intelligent and multi-purpose blocks. Lets say you build a chest and after storing a couple items and crafting a couple chests you are able to research/develop new things in the "storage" part of the tech-tree. Lets say for instance the concept of the barrel or extending your chests with iron plating to make them bigger (Iron chest mod).
You would naturally progress through the games content rather than build only golden chests and barrels from the start.
I think that would work with almost all mods (and for the others a work-around could be found). Lets say you find some rubber, some redstone and some conductive materials. You start researching into electricity and start building low-tier cables and storage units. You eventually learn to build some basic machinery.
Transport is also a sensitive topic for me. Atm its only balanced by the ressource cost of the individual mods.
BC pipes are dirt-cheap but not the most advanced system. Lets assume that in my vision that would be the entry point to transport. You research the basic pipes. You learn to waterproof and electrify them. You reseatch how to sort (diamond pipe) and how to deal with overflow (obsidian, hoopers, ...). Eventually you can start researching into more intelligent solutions such as RP2 tubes.
These ideas would mean that every mod has a use, that you have to progress through different ages of technology and that you cant just mine for a couple hours straight and then build advanced machinery from the get-go.
The reason Id love that so much is because that would bring MC closer to structured games like Anno, Settlers and even 4X games but with that creative freedom we love so much.
I think that a mod-pack could be more than just a collection of mods that suit eachother made compatible and work.
I think a mod-pack could add its own value and find its own niche/apply a twist.
Let me show you where I am comming from on this one.
(Ill be talking from a dw20 prespectie as that is the pack im using atm.)
Whenever I start play a mod-pack that I know most mods in I get the same problem: After the initial resource gathering I build the same setup every time. I use the mods Im most familiar with and that work best for me. There is absolutely no use in side-grading other than the challenge of building a working machinery compound.
A good example of that would be sorting systems.
There are so many different options for sorting your items and when setup properly they do mostly acomplish the same thing. I build one sorting system and I expand that. I never touch on any of the other mods abilities.
Now lets get to what I thought of:
When I first saw the research functionality in TC3 I got this idea for a more linear mod-pack.
What if you were to progress through a "research-tree" of some sorts? What if all you could craft when jumping into the game are vanilla items. What if every mod and every item in it is classed as a certain tier or age?
You could progress from stone-age (quite literally with your stone pickaxe and sword) over to having the first cool,intelligent and multi-purpose blocks. Lets say you build a chest and after storing a couple items and crafting a couple chests you are able to research/develop new things in the "storage" part of the tech-tree. Lets say for instance the concept of the barrel or extending your chests with iron plating to make them bigger (Iron chest mod).
You would naturally progress through the games content rather than build only golden chests and barrels from the start.
I think that would work with almost all mods (and for the others a work-around could be found). Lets say you find some rubber, some redstone and some conductive materials. You start researching into electricity and start building low-tier cables and storage units. You eventually learn to build some basic machinery.
Transport is also a sensitive topic for me. Atm its only balanced by the ressource cost of the individual mods.
BC pipes are dirt-cheap but not the most advanced system. Lets assume that in my vision that would be the entry point to transport. You research the basic pipes. You learn to waterproof and electrify them. You reseatch how to sort (diamond pipe) and how to deal with overflow (obsidian, hoopers, ...). Eventually you can start researching into more intelligent solutions such as RP2 tubes.
These ideas would mean that every mod has a use, that you have to progress through different ages of technology and that you cant just mine for a couple hours straight and then build advanced machinery from the get-go.
The reason Id love that so much is because that would bring MC closer to structured games like Anno, Settlers and even 4X games but with that creative freedom we love so much.