Well this is closer to news about released modpacks. You at least explain a method behind the madness even though it's explained using words such as rough, potential, may, try, and other phrases of uncertainty. Lots of tries in there but glad stability is now the most important feature. Some questions I have.
Our primary goals are to respect the wishes of mod developers irrespective of any licences that may be attached to a mod (In other words if a mod developer wishes us not to use a mod, even though the license says that legally we can. Then where possible we will respect those wishes.)
When has there been a case where it wasn't possible to respect those wishes?
When designing our modpacks we do our best to ensure that our packs are accessible to as wide a base as possible.
Why this philosophy rather than packs targeted at different groups of people?
Beta Testing
During beta testing pack developers will start to refine the configs and make any potential balance changes that need to be made. In addition to this we also start to profile the servers looking for potential memory leaks and other stability issues.
This seems a bit late in the process to be checking for leaks to me. Can you explain why you look at art and configs before leaks? Who is responsible for fixing them in the cases of a flaw in the mod and cross mod issues before the hard set date you've already set by this point?
How do you extend gameplay and decrease grinding?
Are you planning on using infrastructure primarily as gates preventing access to higher tiers or to decrease grinding?
What tools and techniques are you going to use to make item management easier?
I've seen youtubers spend entire episodes gathering items from inventories and crafting. Any plans to decrease the time needed at the crafting grid?