Moonquest 2 up keep thread
31-12-2014, 05:47 AM
Moonquest 2 up keep thread
The purpose of this thread is to serve as a place to keep users informed, and up to date with progress made. I'll be posting screenshots of recipes changed, and examples of the mods that shall be incorporated and what roll they serve in the pack. I'm trying to keep it small as the playstyle could be a bit heavy... Also trying to keep overlap to a minimum and make sure every mod is put up on full displays in terms of strength.
The modlist so far:
Code Chicken Core
Cofhcore and Lib
Colored Lights Core
Galacticraft core, and planets
Mine Factory Reloaded
Mine tweaker 3
Now this is a rough draft of mods that will for sure make up this pack...There's a few that I have been looking into such as Gen Creator for creating unique structures.
And I've been fiddling around with biomes mods for creating a rather specific world type. Unfortunately the problem with my idea comes from vanilla minecraft itself. When I cut down the biomes that spawned, vanilla biomes became prevalent.. I'd crank up the unique biomes weight but get the same result. Even with a mod that disabled vanilla biomes, they would spawn together in one huge clump based on biome climates...
What I had originally planned placed players in a dead dreary, polluted world Rotting and decaying... However these magical flowers, were slowly repairing the planet earth overtime. You thought it best to take your leave and let the flowers do their work as humanity's caused enough damage. It's time to seek refuge in the stars...
As for some of the changes, well I'll probably be tinkering with power, as botania will be the only source of RF generation for the time being and while it's proving decent enough so far, I do have some concerns for the method of converting may not meet up with some machine blocks requirements for power.
The other changes so far include ore gen.. Ores have been categorized by Y value. As well as some fiddling with rarity.. Coal will spawn in the higher portions of the world in decent amounts. Iron will be mixed in with copper, and tin just underneath the coal layer. Followed by aluminum redstone, lapis, and gold at the very bottom in larger rare patches.
I wanted ore doubling to be more than just a utility, but a requirement. In most packs ore doubling has been thrown around fairly often with players collecting ingots by the thousands.. Why? For "Just because" I wanted this to be truly rewarding. That you work your way to a Buildcraft quarry, striping the land of resources needed to ascend towards space Building vast facility's to process ore for every bit counts.
I also wanted to avoid the old "make the largest quarry you can" philosophy, encouraging different value's to the size of the quarry... The resources you need the most of will be near the top but far more spread out. The resources of little use, but some value, are going to be closer to the bottom... The bigger the quarry, the longer it takes to get deep down, The smaller the quarry the faster it get's to bedrock.
I'm really aiming to make moonquest a pack that rewards players for noticing patterns, for thinking critically, and engineering the way from earth to the moon. A pack that makes the journey a long difficult, bit fair one, that leads to builds of a large proportion that leaves players feeling accomplished.
I'm also hoping to create a pack where mfr's redstone based additions can shine. And in general a pack that can maybe shine a new perspective on mods we know already, and highlight features passed over for something easier. MFR Conveyors will also be the main method of item transportation, forcing players to carefully path, and bridge their item routes. Item transportation become fairly steam pressed and dry lately, and I felt like we need to mix it up a little. A true factory style build, moving items along real time, without smart pipes instantly sending materials where they need to go, instead players must build physical junctions.
As for right now... I feel that's a summary of what I hope to accomplish and what I have set my sites on for moonquest. And now I suppose it would be good to ask how you feel about it... Do you like the direction this pack is moving towards for 1.7.10? What are some ways I can help go over changes and mechanics when a player is entering the pack for the first time?
Another question I would like to ask is regarding the issue with the packs storyline being inhibited via vanilla mechanics.. Do you truly need a toxic waist dump world? Does a storyline make a pack like this better? Should I make a specific map and possibly dump the ore spawning mechanics? Or should I re write the plot to be more along the lines of attempting to find cleaner methods of energy..
Or should the pack start off differently in some other way?
Thoughts, comments, suggestions, opinions... It's your time to shine lady's and gents. Hoping to make moonquest two a sequel worth making. And a pack that players will love. I'll be adding screenshots of progress with recipes, and oregen in the next couple of days once I tweak things a bit more.
29-01-2017, 02:48 PM (This post was last modified: 06-02-2017 07:14 PM by AOkay12.)
RE: Moonquest 2 up keep thread
The idea about moving items with conveyors belts and a "post apocalyptic" world sound really cool. The ore gen idea was also pretty cool.
Its nice to have something fresh once in a while. I feel like modpacks are all the same now a days.
Modpacks now a days: You start off with nothing, then you grind for a couple of hours until you can build stuff and then you grind some more until you reach a point were you don't need to do that anymore, you just afk all the time. Now that's boring. And what you are doing here with this modpack I find really interesting, keep up the good work
A storyline does gives motivation to play, and without motivation it's not fun, so a storyline I find to be vital.
And the idea to "find cleaner methods of energy" sounds really appealing.
I like the direction that the modpack is heading. But that's only my opinion
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