i kind-of want to make a minecraft modpack. here are some of my goals (some in opposition to each other, for which i will have to determine a suitable synthesis): * i want an emphasis on cross-mod interaction and creating one cohesive tech tree rather than many little silos. like, say, GT: NH, or FTB Interactions. * but i would like to avoid "building around the quest book" contrivances and would like to keep your path through the tech tree feeling natural and freeform. i don't want e.g. recipes with details that make no logical sense except as a hodgepodge of progression gate items included purely for the reason that they act as a lock. * i would like to invoke classic tech packs like Technic SSP, just a little bit. not with strict adherence to certain inclusions, but certain staple mods or analogues to them would be great * i would like to deemphasize any involuntary combat in the course of normal gameplay, perhaps even more than vanilla does. minecraft combat is awful. GT:NH comes across like it believes it can get away with the worst mob balancing ever conceived purely because GregTech is seen as "hardcore". this is a failure. i am interested in detailed and longwinded process diagrams, not shallow distractions by annoying hitsponges. some specific things i'd like: * GregTech, for its nature as a deeper IC2-like, its interesting gamey oregen, and as a tech tree baseline for all my ridiculous subcomponent microcrafting needs. * Equivalent Exchange, to cement the pack's design as fundamentally not that serious. sure, all base resources can be fungible, why not. GT turns ores into mainly just a process of discovery anyway. be careful, though, to not invalidate too many processes. * OpenComputers, as well as Computronics. i think having a computer mod is a cute side-game, and OC fits much better than CC amongst tech mods because it has more to play with wrt recipes, power requirements, ... * Applied Energistics 2, the key to facilitating my chaotic approach to storage and inventory management without making me go crazy * but get rid of the godawful meteors and uncraftable alien patterns * it's difficult to justify putting it as early in the tech tree as i'd like it to be. AE and Equivalent Exchange both share a theme in reducing material object to energy; maybe i could justify it as "MV electronics attached to Literal Magic"? Annihilation/formation as a sister concept to transmutation seems like it could be interesting. ---- i'm playing through FTB: Interactions right now to give me some insight. here's a list of things that bug me: * one of the first impressions you get from the pack is the fact that you start in a skyblock world, for the reason that playtesters would die repeatedly while attempting the onboarding quests in the overworld (by the quest book's admission). this is not a good thing to admit about your game design. why did you trick me into playing a skyblock pack before i get to play the actual game? * the alchemic condenser //requires// dyed terracotta. not regular terracotta. not a specific color of terracotta. any dyed terracotta. [[https://github.com/FTBTeam/FTB-Interactions/issues/85|this is intended]], and it's because you're supposed to harvest the dyed terracotta that decorates your skyblock platforms. this reason isn't acceptable. why are you asking me to make something i can't produce all the ingredients for yet? why are you asking me to scavenge decorative blocks? what is the justification for this machine not working with regular terracotta? it's a small thing, but it's awful. game design jail. ---- here are the mod choices which most strongly constrain the minecraft version i use: ^ (mod) ^ 1.7 ^ 1.12 ^ 1.20 ^ | gregtech | 5, 6, 6U | CE, CEu | CEu Modern | | equivalent exchange | ProjectE | ProjectE | ProjectE, EE"4" | | opencomputers | yes | yes | |