I don't know the first thing about modding, assembling a pack, etc. It is a cross between Crashlanding and popular Scifi Shows. The worlds use BoP and will leverage the biomes that are not traditionally seen often (heck, I haven't even seen some of them outside of the wiki's). HQM will help tell the story. There is no ore generation and vanilla tools are worthless. It leverages the hunger and thirst.
Its starts out with a modest cottage and barn in where a forest and field meet. There are no mob spawns on this world - just an occasional spider or similar spawner. This world is made up of the many forest and field biomes. There is already crops, animals, and water available with very few bottles for filling the backpack. The hard part is setting out on the adventure and having enough stuff to find the clues. The HQM is not as hard as Crashlanding... at first. This is to allow the adventure to explore the plot instead of the same cookie cutter builds.
The adventurer find himself alone; his parents long since dead from a disease unknown. It was odd how it happened. They were gone for a week and died shortly after. So many memories that have faded and so many questions that still linger. Some questions such as if there are other humans out there. He avoids his parents room but one days a noise comes from it. He decides to explore.
In the room is a chest with his parents journal (HQM), a dagger, and two radiation suits, and AE gun. The journal describes that there they were from an advance civilization who's planet was dying (very cliche) and their ship was the last. It became stranded in space when its reactors became unstable. They were jettisoned. His parents were part of a crew of 24. He was the chief pilot and she was the chief engineer. They took a shuttle to a nearby planet in hopes of finding the resources to repair (i.e. the world the the adventurer is on now). They spent nearly 200 years trying to build up the resources. Their stasis pods were able to rebuild them when they died or an accident happened (i.e. sync clones).
They had collected all of the supplies they needed. They were on their way home to get their son, who was born 15 years ago. They encountered a storm and crashed, causing the containers of uranium expose them to massive radiation. They had become complacent and did not have their radiation suits. This time, they could not sync back to the ship as it would cost the crew their life when the last of the energy was used. They slowly made it to the cottage. While traveling, they came across a stone formation with what appeared to be a portal. But time was valuable and they had to return. Upon our adventurer reading this, he decided to find out for himself what has occurred.
That is all I really have of the story for now.
This is where the quest needs to build him up to take long journeys. Teaching him how to build up food and supplies, so basic dirt and sand sifting along with food production. There clues in the book as to the direction and some land marks. He finds the crashed shuttle. To his surprise he finds that the shuttle can teleport. It take him to the ship where he finds the crew still in stasis. He decides to find a way to continue their legacy with the knowledge that is on the ship and that was in the journal.
So the ship is in a void age where the sky is black and the stars are visible. No rotation of the stars, no moon, etc. The ship has a basic AE system for storage with two subnets. The primary storage has medical supplies, bottles, and food - all in limited supply. The one subnet handles the uranium and the other subnet has extra matter balls and a portal gun. Both subnets have empty energy cells and no way to get power to them yet. Completion of the game means that food and uranium have been stock piled up along with a completed reactor and automation with AE to keep it going.
The stone structure in the woods is how our adventure finds what he needs. It leads a simple catacomb and inside is the a mystcraft portal. There is a chest with dozens of books. Only a few work. An observant adventure will notice that one book has the name of the planet his parents are from. This planet is a mystcraft age with BoP biomes of volcano and deadlands with a dark sky. The portal is in the middle of a city that is falling apart. Inside the buildings are spawners. The goal of the quest system is to guide him in his scavenging for TiCo and a survival generator. No patterns yet though. He eventually stumbles upon a house where a book talks about how they had to enemies had come through the portal and to protect the town, the portal had been dismantled and the books scattered. When the planet started to die, they rebuilt the portal but could not find books that still worked. The adventurer finds clues to where they may be hidden. Of course, he only finds the one and it happens to go to his planet.
Each world the adventurer travels too is more about collecting items such as circuit boards, etc, to build the machinery, etc, to replace the failed components in the space ship. Sometimes the adventurer might need to find an additional city on a planet previously listed. I see this having 5-6 different planets with 2-3 cities each. The cities are not big... more like giant towns. For example, one planet is mostly oceans with the occasional crag biome. One this world we have a huge dome mostly submerged. In there is a mining facility that is littered with explosions and such. The adventure must get in (using his portal gun in through a hole) and explore. Eventually he finds salvages pieces to put together a power source that slowly, slowly runs a mining laser. This will allow the adventure to start mining for uranium and other special materials. There are plenty of dangers in this one. Another world might be all artic. Another one might be all dunes.
So that is my idea. I would love to collaborate with someone on this. If someone could show me how to make the worlds so that I can start begin map construction, that would be awesome. I would love to then hand it over to the make it come together with the HQM and the mods.
Thoughts?
V/R,
Frank
Its starts out with a modest cottage and barn in where a forest and field meet. There are no mob spawns on this world - just an occasional spider or similar spawner. This world is made up of the many forest and field biomes. There is already crops, animals, and water available with very few bottles for filling the backpack. The hard part is setting out on the adventure and having enough stuff to find the clues. The HQM is not as hard as Crashlanding... at first. This is to allow the adventure to explore the plot instead of the same cookie cutter builds.
The adventurer find himself alone; his parents long since dead from a disease unknown. It was odd how it happened. They were gone for a week and died shortly after. So many memories that have faded and so many questions that still linger. Some questions such as if there are other humans out there. He avoids his parents room but one days a noise comes from it. He decides to explore.
In the room is a chest with his parents journal (HQM), a dagger, and two radiation suits, and AE gun. The journal describes that there they were from an advance civilization who's planet was dying (very cliche) and their ship was the last. It became stranded in space when its reactors became unstable. They were jettisoned. His parents were part of a crew of 24. He was the chief pilot and she was the chief engineer. They took a shuttle to a nearby planet in hopes of finding the resources to repair (i.e. the world the the adventurer is on now). They spent nearly 200 years trying to build up the resources. Their stasis pods were able to rebuild them when they died or an accident happened (i.e. sync clones).
They had collected all of the supplies they needed. They were on their way home to get their son, who was born 15 years ago. They encountered a storm and crashed, causing the containers of uranium expose them to massive radiation. They had become complacent and did not have their radiation suits. This time, they could not sync back to the ship as it would cost the crew their life when the last of the energy was used. They slowly made it to the cottage. While traveling, they came across a stone formation with what appeared to be a portal. But time was valuable and they had to return. Upon our adventurer reading this, he decided to find out for himself what has occurred.
That is all I really have of the story for now.
This is where the quest needs to build him up to take long journeys. Teaching him how to build up food and supplies, so basic dirt and sand sifting along with food production. There clues in the book as to the direction and some land marks. He finds the crashed shuttle. To his surprise he finds that the shuttle can teleport. It take him to the ship where he finds the crew still in stasis. He decides to find a way to continue their legacy with the knowledge that is on the ship and that was in the journal.
So the ship is in a void age where the sky is black and the stars are visible. No rotation of the stars, no moon, etc. The ship has a basic AE system for storage with two subnets. The primary storage has medical supplies, bottles, and food - all in limited supply. The one subnet handles the uranium and the other subnet has extra matter balls and a portal gun. Both subnets have empty energy cells and no way to get power to them yet. Completion of the game means that food and uranium have been stock piled up along with a completed reactor and automation with AE to keep it going.
The stone structure in the woods is how our adventure finds what he needs. It leads a simple catacomb and inside is the a mystcraft portal. There is a chest with dozens of books. Only a few work. An observant adventure will notice that one book has the name of the planet his parents are from. This planet is a mystcraft age with BoP biomes of volcano and deadlands with a dark sky. The portal is in the middle of a city that is falling apart. Inside the buildings are spawners. The goal of the quest system is to guide him in his scavenging for TiCo and a survival generator. No patterns yet though. He eventually stumbles upon a house where a book talks about how they had to enemies had come through the portal and to protect the town, the portal had been dismantled and the books scattered. When the planet started to die, they rebuilt the portal but could not find books that still worked. The adventurer finds clues to where they may be hidden. Of course, he only finds the one and it happens to go to his planet.
Each world the adventurer travels too is more about collecting items such as circuit boards, etc, to build the machinery, etc, to replace the failed components in the space ship. Sometimes the adventurer might need to find an additional city on a planet previously listed. I see this having 5-6 different planets with 2-3 cities each. The cities are not big... more like giant towns. For example, one planet is mostly oceans with the occasional crag biome. One this world we have a huge dome mostly submerged. In there is a mining facility that is littered with explosions and such. The adventure must get in (using his portal gun in through a hole) and explore. Eventually he finds salvages pieces to put together a power source that slowly, slowly runs a mining laser. This will allow the adventure to start mining for uranium and other special materials. There are plenty of dangers in this one. Another world might be all artic. Another one might be all dunes.
So that is my idea. I would love to collaborate with someone on this. If someone could show me how to make the worlds so that I can start begin map construction, that would be awesome. I would love to then hand it over to the make it come together with the HQM and the mods.
Thoughts?
V/R,
Frank