AppleMangoOrange / SitakuPack

Potential 8S modpack
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[BULK MOD] Modpack version 2.0 - Tech update #55

Open DrEksplosive opened 2 years ago

DrEksplosive commented 2 years ago

The Great Tech Update Alright I'd like to first clarify that this will entail approximately 4 mods:

These mods are not required to be added into the modpack immediately, and can be kept for a later date, if we choose to adopt the 4s monthly update model. These mods are designed to increase the technology available to the player.

Why should these mods be added to the modpack? These mods are immersive tech mods that cater to a variety of different things. They also progressively level up, per se. Create - Beginning to Mid game mod that starts players off on the tech journey Immersive Engineering - Mid game mod that introduces the player to FE (Forge Energy) and will be the main source of electricity in the beginning. AE2 - Mid to end game mod that includes complicated storage machines that can be directed to complete certain processes, most materials are locked behind diamond tools. Mekanism - Late mid to end game mod that introduces majority of the endgame technology to the player. Certain machines such as the digital miner might have to be modified or removed. Create-related additions - These are designed to add more functionality to the create mod beyond it's current functionality. Applied Mekanistics - adds compatibility between AE2 and Mekanism.

Essentially, these mods are designed to cater towards the more technological people within Sitaku, and will permit greater diversification of crafting recipes, as it adds more machines that can be used to gain endgame items. For example, in order to gain netherite, one would have to utilise a variety of Mekanism Machines to do so. These mods also allow greater diversification of machinery, as well as renewed uses for them.

For the less technologically inclined players, tutorials and introductions can be used such as the Immersive Engineering guide book, as well as wiki pages for Create, Mekanism and AE2 Additional context This update is highly recommended to improve the variety of technology within the modpack. It is not required to be added instantly, and can be saved for a later update, but each mod adds it's own machines that can be easily used to modify recipes to slow speedrunning progress.

About screenshots - sorry haven't got any yet, but I have done testing (my chocolate factory world) and the mods work really well together, as I'm using immersive engineering to farm sugarcane, create for cocoa beans and the main mixing process, mekanism for storage and condensation of liquid chocolate, and AE2 for storage of chocolate bars. (Kasman helped a bit)

Kasreti commented 2 years ago

the whole point of it being vanilla+ was keeping the amount of mods to a bare minimum. since you said it can be an update, im neutral about adding it in -- but we should keep the modpack largely simple

DrEksplosive commented 2 years ago

I do agree with your idea of keeping it as an update; The reason I suggested this is because these tech mods spread over the entire game, and can be integrated into crafting recipes and whatnot.

As for wanting to maintain simplicity and a vanilla+ environment; I feel as if yes, the server should start as vanilla+, but then progress towards a heavier more modded future. As measures have been taken to prevent players from speedrunning, these mods could be added 1-2 months later without seriously affecting progression. Also I have a ~60 mod modpack with all these mods, and it runs very nicely 60+fps with 4gb ram so...

DrEksplosive commented 2 years ago

Maybe we leave a vote in developers for the following: A) Yes, add it now B) Maybe add it in a future update C) Nah, don't want this

Kasreti commented 2 years ago

progressing towards a heavy modded is not the right path. also please consider the server's performance when suggesting new mods, there are no plans at the moment to get better hardware wanting to prevent speedrunning and adding new mods will mean we probably have to plan out the updates in advance to gate certain things, if that's your goal. i don't know how you want to add new mods without affecting progression -- by the time the mods are added, its likely that theres no incentive to get there, so youll need to gate smth probbaly

Kasreti commented 2 years ago

no way in hell this many tech mods should be the starting amount imho. option b or c

Squiddum commented 2 years ago

no

Squiddum commented 2 years ago

we will discuss updates after the modpack itself is finalised

AppleMangoOrange commented 2 years ago

From the very beginning, I have avoided adding 'Tech'1 mods since they stray way too far from vanilla, which is not the point of this pack. This obviously does not include mods like Create since they embrace the (somewhat) medieval theme of Minecraft.

Overall, Mekanism, IE and AE2 undermine Create, SSN and, in some aspects, Minecraft itself. They do not fit the current state of this pack whatsoever and will make the pack boring very quickly. It would also be an almost extact repetition of 7TH survival.


A solution that I have that could be the best of both worlds, is to add modern 'Tech'1 mods in a later update to the modpack (like as a version 2.0), behind vanilla Minecraft's post-end-game. Essentialy, this would add a linear progression towards the best gear possible, somewhat mimicking real-life. Even though this also means that the modpack would take much longer to fully complete, it would also mean that we could use the modpack as a 'template' of sorts for future survival series.

To be completely transparent, this would mean that the modpack would feel like an ATM (All the Mods) modpack, just:

This would be a good thing in almost all cases, but we can't really know till we try it out (which we are). The actual decision will be made once version 1.0 of the modpack is fully finished. If we do plan to go this route, then the smaller decisions regarding mods and gameplay will be made when the survival series is going on. Of course, changes can and probably will be made to the "1ST half" of the modpack, but work is mostly be directed to the "2ND half".


1Tech here means mods which add 'modern tech' to the game; for example Diesel Generator. This obviously also includes 'futuristic tech' like Matter Energy Networks.


TL;DR: Tech mods lock behind vanilla post-end-game, will add as release 2.0. Update will be made after release 1.0 is out.

AppleMangoOrange commented 2 years ago

Reopening issue as this has not been implemented. This helps to keep track of progress.