Been thinking of this idea for a while now, about a pack that due to "story line" there is no redstone in Minecraftia (along with many other rarer resources), the source of all power in our minecraft worlds.
Instead the player has to look for new sources of "power" progressing as far as they can until redstone becomes a requirement. For this goal I'm thinking of the following mods/paths:
Path of Death - AbyssalCraft
Path of Light - Astral Sorcery
Path of Magi - Thaumcraft
Path of Earth - Magneticraft/FactoryTech/Better with Mods
Path of Fire - Embers
Path of Life - Botania
I'm not familiar with most of these mods (so good start!) as I'm more of a pure classic tech mod user, so even designing this is going to be a challenge especially as there will need to be a quest book.
Eventually, you can craft W.I.R.Ps (Weakly Interacting Redstone Particals) which is a form of artificial redstone, but this crafting process needs to be a pain, but allows you to progress to "Seeds of Destruction", which is mystical agriculture, but I want to force the growing of these in Thermal Expansions Insolators only. WIRPs could be used for recipes with redstone (i.e. all other mods in pack), but that would be a real stupid idea.
After getting in a more reliable source of resources, then the old "skool" redstone based power/tech is available to the player, and most of the rest of the pack is as a standard pack.
The quest book will also reward a currency, and there will be a "rewards shop" in the book to spend the currency on various different rewards, so side quests may help your progression, instead of being left with lots of pointless rewards that you tend to get in many other packs.
I'd appreciate mod suggestions that will complement this idea, suggestions, warnings about ideas, etc, etc.
I already have a rough story line in my mind, and an idea for the game world generation.
Instead the player has to look for new sources of "power" progressing as far as they can until redstone becomes a requirement. For this goal I'm thinking of the following mods/paths:
Path of Death - AbyssalCraft
Path of Light - Astral Sorcery
Path of Magi - Thaumcraft
Path of Earth - Magneticraft/FactoryTech/Better with Mods
Path of Fire - Embers
Path of Life - Botania
I'm not familiar with most of these mods (so good start!) as I'm more of a pure classic tech mod user, so even designing this is going to be a challenge especially as there will need to be a quest book.
Eventually, you can craft W.I.R.Ps (Weakly Interacting Redstone Particals) which is a form of artificial redstone, but this crafting process needs to be a pain, but allows you to progress to "Seeds of Destruction", which is mystical agriculture, but I want to force the growing of these in Thermal Expansions Insolators only. WIRPs could be used for recipes with redstone (i.e. all other mods in pack), but that would be a real stupid idea.
After getting in a more reliable source of resources, then the old "skool" redstone based power/tech is available to the player, and most of the rest of the pack is as a standard pack.
The quest book will also reward a currency, and there will be a "rewards shop" in the book to spend the currency on various different rewards, so side quests may help your progression, instead of being left with lots of pointless rewards that you tend to get in many other packs.
I'd appreciate mod suggestions that will complement this idea, suggestions, warnings about ideas, etc, etc.
I already have a rough story line in my mind, and an idea for the game world generation.
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