Server-friendly modpack idea [Part 1]

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Garm

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Jul 29, 2019
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I have been working on a set of limitations and rules for a modpack that is specifically geared towards long-term server gameplay. Atm I just want more people to consider my ideas and possibly brainstorm them with me and\or suggest better alternatives.

I want to cover some specific starting concepts first before heading on towards the main ideas. The modpack would use Ultimate as the base and will try removing unnecessary parts of multiple mods in order to achieve the ideas outlined below. Addition of other mods is possible but unlikely. I would prefer this modpack to be as easy as possible to set up after each update.

I hope this pack or something similar to it make it to the FTB to provide another approach currently lacking in my opinion. As we have Magic world, Tech world, Ultimate, this pack could easily settle a niche somewhere close to Victorian\Steampunk world, at least in the way i see it develop.

Now to the idea (Copied from my original post on Reddit):

I have seen many servers for FTB as well as other technology based servers, and I've noticed, that most of them are not really fit to play over extended periods of time. The server start/wipe/reset triggers extensive player participation, that dwindles as soon as players manage to create self-sufficient bases.
I have tried looking at this from MMO Game perspective. What things make people come back to the game yet not hate said process. Essentially I've narrowed down to specific points:
  1. Server lag.
    If the server grows more and more laggy as the time passes, it becomes really hard to keep playing. As such first and foremost objective of any server willing to last for a long time would be to make sure there are no lag-generating mods, or parts of one.
  2. Lessen discrepancy between newcomers and old players.
    While many MMO's do not follow this rule, they also make sure the progression of the new player is only long enough for him to master the game. In Minecraft progression is everything, extension of it works very well in SSP (e.g. Gregtech), yet in the SMP it causes multiple problems, that many people don’t realize exist. Initial problem of the player separation – new-coming players can only manually mine and craft very basic stuff mostly due to limited resources they posses.
    Due to very heavy resource dependence of current mods one end up on a server, where new players and old players essentially have no middle ground: each group has its own problems. This is exacerbated by the fact, that new people can't offer anything to veteran players, while any gift from a veteran player essentially strips new player from the best parts of the progression. Best way to battle that would be to strip player access to very high-tech machines.
  3. The game should retain same level of challenge.
    Another unfortunate effect I've witnessed is the eventual slip of the gamemode from hard to peaceful, and from survival to creative. I've seen players wearing invulnerable and semi-invulnerable armours loose interest in the game simply because they have lost the danger, fear of the dark caves and lava lakes.
    Same could be said when people create high-tech complexes, that make every possible block for them. It is really cool to create said complex (progression) but the game gets really boring, unless if the creative gameplay is what you are interested in. As such it is very essential for admins to narrow down the general feel of the server and adjust mods accordingly to make sure they wont affect gamemode too much.
  4. Promote trade.
    I am surprised how little trade is happening on the tech servers. While trade should not be limiting (sucks if you are the only one online), but it should have an incentive over playing alone. This would promote rule #2 as well as helping players create good social connections with other players. This would help retaining older player too (harder to quit the server with a ton of your friends playing on).
    Unfortunately to facilitate any trade two major mod nerfs needs to be made: less automated item generation (soul shards, massfabs, even cobble generation) as well as player ability to store such items. One of the main reasons why people don’t trade as much is due to the fact that they have enough space to hoard anything for later use, this means even if player needs significant amounts of something for a new project – most of the time one can create them from nothing or just access old storage.
  5. Promote infrastructure.
    Another aspect many servers forget about. In vanilla minecraft people have roads, rails, and canals. In modded server we have portals and super-flying suits. While they are very “technological” indeed they strip a lot from the server especially in the eyes of the newcomer. With portal hubs they will never see anything between spawn and their destination, there is no sense of immersion - world is segmented into player bases. And without immersion there is no attachment.
    Portals, Enderchests, Endertanks, Tesseracts are very useful and “lessen” the fps drop, but there is a reason why I put it in the quotation marks. They make item movement much easier and less laggy, yet with that they remove one of major bottlenecks in complexes. Without said bottleneck players end up creating monstrosities, that process unfathomable quantities of resources. Slow complex with normal pipes and rails for long distance transport would generate much less lag than extremely streamlined complex using teleportation blocks.
  6. Prevent resource accumulation.
    Final and most crucial aspect, which I wanted to talk about. Mod overdependence on resources for progression and construction. It helps the mod to dictate, how the player should progress through the mod, but in doing so it causes ALL problems mentioned above.
    Players create and exploit most efficient complexes to achieve certain tiers as fast as possible, which usually adds strain to the server. As new tiers are usually specialized for even greater resource generation this increases the separation between players. As the construction progresses players develop monstrous complexes all by themselves which fulfill all of their needs thus making trade and infrastructure redundant.
    Shifting purchasing power from resources to player time will help alleviate this problem. Unfortunately out of two solutions one ( modifying progression of all the mods) is outright impossible, as such there is but one solution to this problem in my mind: limit player ability to store resources. Yes it is harsh, but that’s the only option I see, that could work.
I would also like to stress out, that this is not a recommendation for ALL modpacks, but a suggestion for new one. We have Ultimate, and Magic World, we can have another one, “Low Tech” for example. These who would not enjoy the propositions I've made could continue playing w/o any change, while others seeking additional challenge, technically sound projects, and more stable long term SMP servers could use that modpack, without a hassle of modifying it after each update.
For the naysayers I would like to mention, that I've tried playing according with said rules. While more challenging in some areas, this gamemode did not limit me in creation of large factories and complexes, but the results have been much more lenient on the server. Usage of rails for inner distribution, for example, have concentrated server strain in smaller periods of activity, compared to constant strain from pipes (e.g. Less amount of packets, but larger amount per packet). This would become much more prominent on servers as players would have bigger incentive to make single efficient factory and use it between themselves due to the challenges mentioned above, but in the end server ends up with only one such factory (which even uses less calculations) per group of people, instead of much laggier factory per person.
Thank you for reading this rather large wall of text. If you have any suggestions I would be glad to hear them, and possibly include to the list. In the meantime I will start writing the Part 2, which would outline problems and benefits of each mod, and then possible adjustments to it.[DOUBLEPOST=1371695211][/DOUBLEPOST]There is possibly another solution for #6 which is gradual resource withdrawal from the server, but I feel like this is something that can only be done on admin level and can't be easily introduced\enforced via modpack.
 

PeggleFrank

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Jul 29, 2019
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Near the end, you say that a single global factory for everybody would be the best idea, but (although it's not healthy for the server) that completely destroys the point of trying to keep the game challenging and also destroys the point of trade.
I've seen many servers that have a global (or even personal) factory for people to use, and it instantly kills the challenge when you can have every machine in the game at your finger tips if you need to build or process something.

It offends your 6th rule of not getting too many resources stockpiled up. When you can just go mining for 30 minutes and come to the surface and send all your ore through your factorization AE ore-tripling factory (or rather a public one) it defeats the point of resource accumulation when you can get resources in an instant.

Trade is also damaged by a public factory. When everybody has near-infinite access to the same machines, there's no point in giving somebody some diamond shards since they can just throw some gravel into the public factory and get diamond blocks out of it to place in a craft packet maker and get their own. Giving somebody a machine also has no point to it, since they already have access to the same machine that you have access to.
 

whizzball1

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Jul 29, 2019
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I'm the kind of person to make high tech complexes.
Sorry.
This idea doesn't take kindly to me.
You do know that people can cheat around the whole Resource Accumulation thing with DSUs, which are virtually infinite inventories.
If the person hides them (And they are easily Automatable, being acceptable to Storage Buses), then one will never need to have a worry.
In fact, they can seal up the DSUs forever and no one will ever find them.
In fact, they can put facades to make sure the DSUs are unrecognizable.
A theatre for exploits, this is.
 

PeggleFrank

New Member
Jul 29, 2019
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I'm the kind of person to make high tech complexes.
Sorry.
This idea doesn't take kindly to me.
You do know that people can cheat around the whole Resource Accumulation thing with DSUs, which are virtually infinite inventories.
If the person hides them (And they are easily Automatable, being acceptable to Storage Buses), then one will never need to have a worry.
In fact, they can seal up the DSUs forever and no one will ever find them.
In fact, they can put facades to make sure the DSUs are unrecognizable.
A theatre for exploits, this is.

I'm fairly sure he means in the config.

Or by just commenting out the mods' code for certain blocks. Which wouldn't be fun for redistribution.
 

Garm

New Member
Jul 29, 2019
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I am sorry i guess i wasn't exactly clear on this - the idea was not in making sole factory per world, but a single factory per small group of people. Single factory won't be beneficial due to logistical limitations, since each player would be forced to bring his resources to the factory and then move the produce back. Imagine trying to send trains upon trains or ore to a single processing factory, and now others trying to do the same. As such players would face two dilemmas - its hard to build a factory alone, and the factory should be as close as possible to one's base. That is where small groups of people, who settle close to each other would form and potentially create one factory between themselves.

Rule 4 (harder "out of thin air" item generation) and rule 6 (limited storage) will make sure, in my opinion, that factories will not create excess and store produce by default. In fact it could be possible to make sure players would be required to bring not only the materials but fuel as well.[DOUBLEPOST=1371696966][/DOUBLEPOST]
I'm the kind of person to make high tech complexes.
Sorry.
This idea doesn't take kindly to me.
You do know that people can cheat around the whole Resource Accumulation thing with DSUs, which are virtually infinite inventories.
If the person hides them (And they are easily Automatable, being acceptable to Storage Buses), then one will never need to have a worry.
In fact, they can seal up the DSUs forever and no one will ever find them.
In fact, they can put facades to make sure the DSUs are unrecognizable.
A theatre for exploits, this is.



As PeggleFrank said Main intention would be removal of crafting recipies of such blocks and items.


I understand, that some people wont enjoy such modpack - and that is why i am making it a separate modpack. That means if you dont like it - you dont have to do anything - your gameplay would not change in anyway. I am as opposed as you are in making global changes to each modpack.

This type of modpack has a niche to fill in my eyes.
 
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whizzball1

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Jul 29, 2019
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The problem is, even though the idea is probably an ingenious one, being a member who joined just today, it would be a long while before the members of FTB notice you.
Lathanel (one of the main modpack creators) and by the time he goes online, this post could be drowned out.
Your only hope is that one of the FTB or Forgecraft team comes on at this odd time and looks at the post.
I wish you the best of luck.
 

Garm

New Member
Jul 29, 2019
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Thank you. I was a lurker for quite some time, as I did not have any valuable content to bring before. I do intend to continue with eventual Part 2 of the process ( selecting what needs to be trimmed\removed\modified) and then eventual Part 3 (creation of config files, that would turn Ultimate copy into the pack I remotely envision) Hopefully at that time it might get noticed and potentially introduced. If it does not I hope to provide tools and guidelines for admins so that they could replicate my work later on.


Moreover, while I would be glad if this topic would attain notice of FTB team - this is not my intent yet. Target audience of this topic are you guys - average players, and admins of FTB and other similar servers. While i've spent few months polishing these ideas of mine I still need to make sure I have not forgotten some other essential rule.

For example Rule 6 is not my own - I initially thought, that only way to dwindle resource accumulation was to remove it using in-game activities - PvP destruction, Admin events, Payments for specific actions etc. Up until i was pointed at the fact, that modded minecraft essentially nurtures a hoarder inside of us. So please don't think of this as a final form - give suggestions, tell me why these ideas wont work - ill be grateful.
 
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