This has been on my mind for a while, after seeing a lot of comments like:
"After running a quarry once or twice, I don't need any more resources"
"My <insert storage system> is full of resource <x>, there's nothing I need to do with it"
"It only costs <x> of a <"rare" resource>, make a stack"
Plus, there's no real need for ore doubling, farms, etc, etc with normal world generation/minecraft game rules.
I thought to myself, how about a tech/magi-tech pack that is designed around the idea of resource scarcity? My initial ideal was to turn all smelting of ores/dusts into nuggets instead of ingots, giving a global x9 resource cost to all mods. This didn't work too well in attempted implementation.
Luckily, mekanism now offers a 5x ore processing system, so reducing ore generation drastically is an option, and there is a system you can then build that can get around it, if you can build it.
Combined with some other mods, would make survival more of "a thing" and force you to be really careful with your resources. Crafting the wrong item would be painful. Losing your inventory to lava even more so.
Finding ingots in dungeon loot would be a big boost, instead of "meh, more iron ingots".
These changes would slow down the game start, some people would hate that, others love it.
Below are my ideas being implemented. I'd appreciate any ideas, flaws, loopholes, mod suggestions, etc even if you are not interested in the pack idea itself. There's so much on offer with mods, as much experienced input as possible ensures nothing gets missed.
Hunger Overhaul
This is included (tweaked to be less "evil"), to give hunger+food more meaning
Iguana Tweaks for Tinkers Construct
I like the idea that the Tinkers system is the main source for tools, with a progression type system (tweaked). Tinkers Construct will be your first "technology" system to build to get you out of the caveman era.
FatherToasts Mob Properties
Attempting to randomise stats of mobs, give zombies more access to gear (hopefully overriding the spam of Mekanism equipment on mobs), plus more importantly, expanded loot drops. Mob farms might be a useful source of metals.
Custom World Generation
Thanks to COFH World. 4x less ores (2x less for ores that can't be processed through the 5x system), but slight bonus in ores in mountainous terrain. Diamonds may not always be at the bottom of the world...
Gives more value to oreberry bushes as a result.
Adjusted Tech Trees
Thanks to minetweaker, change various recipes to move "tech tree progression". Biggest change is anything that looks like it needs a "circuit" has to be crafted using a laser assembly table (or a forestry fabricator - if available in minetweaker). Other changes include Enderium Ingots for Ender Tanks/Chests, Reduced wood from logs, reduced torches from coal/charcoal, spreading unique mod resources into other mods recipes (share and share alike).
MFR only Chunkloading
Could be good for a twist. Only chunkloading option that's tech based and needing a good source of power
Zombie Awareness
Fear the night....
EnviroMine
Not only does it add 4 more stats to manage, but it also introduces some Physics to Minecraft. Now you need to be careful how you mine & build.
List of mods
Simple listing of the mods in the pack: https://dl.dropboxusercontent.com/u/46396473/mods.txt
Gameplay progression (in a nutshell):
1) Start out finding base materials to make wood/bone/flint tools, a Smeltery, and get a food source growing. At this stage raiding villages and dungeons would be a big boost (bit like the magic farm start).
2) Progress through the tool material progression system, building basic machines as you go to maximise efficiency.
3) Start of Automation and advanced ore processing.
4) Work towards "end game" goals, such as a 5x ore processing, stargate system, build a spaceship, be a KAMI thaumcraft master, etc.
Known Problems
HungerOverhauls option to slow down tree growth doesn't appear to work. I'd like for Deforestation to be part of the game play. While you can have tree farms, you can't rely on them for a steady high volume income of wood (so charcoal is less of an option).
I'd love an option to add Finite Water. My google fu is weak in finding a mod.
If you've read all the above, thanks for your time!
"After running a quarry once or twice, I don't need any more resources"
"My <insert storage system> is full of resource <x>, there's nothing I need to do with it"
"It only costs <x> of a <"rare" resource>, make a stack"
Plus, there's no real need for ore doubling, farms, etc, etc with normal world generation/minecraft game rules.
I thought to myself, how about a tech/magi-tech pack that is designed around the idea of resource scarcity? My initial ideal was to turn all smelting of ores/dusts into nuggets instead of ingots, giving a global x9 resource cost to all mods. This didn't work too well in attempted implementation.
Luckily, mekanism now offers a 5x ore processing system, so reducing ore generation drastically is an option, and there is a system you can then build that can get around it, if you can build it.
Combined with some other mods, would make survival more of "a thing" and force you to be really careful with your resources. Crafting the wrong item would be painful. Losing your inventory to lava even more so.
Finding ingots in dungeon loot would be a big boost, instead of "meh, more iron ingots".
These changes would slow down the game start, some people would hate that, others love it.
Below are my ideas being implemented. I'd appreciate any ideas, flaws, loopholes, mod suggestions, etc even if you are not interested in the pack idea itself. There's so much on offer with mods, as much experienced input as possible ensures nothing gets missed.
Hunger Overhaul
This is included (tweaked to be less "evil"), to give hunger+food more meaning
Iguana Tweaks for Tinkers Construct
I like the idea that the Tinkers system is the main source for tools, with a progression type system (tweaked). Tinkers Construct will be your first "technology" system to build to get you out of the caveman era.
FatherToasts Mob Properties
Attempting to randomise stats of mobs, give zombies more access to gear (hopefully overriding the spam of Mekanism equipment on mobs), plus more importantly, expanded loot drops. Mob farms might be a useful source of metals.
Custom World Generation
Thanks to COFH World. 4x less ores (2x less for ores that can't be processed through the 5x system), but slight bonus in ores in mountainous terrain. Diamonds may not always be at the bottom of the world...
Gives more value to oreberry bushes as a result.
Adjusted Tech Trees
Thanks to minetweaker, change various recipes to move "tech tree progression". Biggest change is anything that looks like it needs a "circuit" has to be crafted using a laser assembly table (or a forestry fabricator - if available in minetweaker). Other changes include Enderium Ingots for Ender Tanks/Chests, Reduced wood from logs, reduced torches from coal/charcoal, spreading unique mod resources into other mods recipes (share and share alike).
MFR only Chunkloading
Could be good for a twist. Only chunkloading option that's tech based and needing a good source of power
Zombie Awareness
Fear the night....
EnviroMine
Not only does it add 4 more stats to manage, but it also introduces some Physics to Minecraft. Now you need to be careful how you mine & build.
List of mods
Simple listing of the mods in the pack: https://dl.dropboxusercontent.com/u/46396473/mods.txt
Gameplay progression (in a nutshell):
1) Start out finding base materials to make wood/bone/flint tools, a Smeltery, and get a food source growing. At this stage raiding villages and dungeons would be a big boost (bit like the magic farm start).
2) Progress through the tool material progression system, building basic machines as you go to maximise efficiency.
3) Start of Automation and advanced ore processing.
4) Work towards "end game" goals, such as a 5x ore processing, stargate system, build a spaceship, be a KAMI thaumcraft master, etc.
Known Problems
HungerOverhauls option to slow down tree growth doesn't appear to work. I'd like for Deforestation to be part of the game play. While you can have tree farms, you can't rely on them for a steady high volume income of wood (so charcoal is less of an option).
I'd love an option to add Finite Water. My google fu is weak in finding a mod.
If you've read all the above, thanks for your time!