General idea is 'tough but fair'.
Consistent behavior from mobs and mechanics. (wont randomly change and screw over the player as a result)
Focus on automation once the tech tree kicks off.
Overall progression through the stages of the pack. See #12
Mixture of magic and tech working hand in hand.
Magic progress requires certain materials from technological progression.
Technological progression boosted/enhanced by magical progression.
Different raw materials/ores unlocked by magical progression.
Aim to produce a more immersive experience through cutting down on HUDs, meta-gaming, and "insider" info.
See #15
As far as practicable set it so what 'Steve' sees/knows is what the player sees/knows, and figuring by doing.
No F3 screen GPS/minimap, light level overlay, potion icons, 'attack damage' listed on weapons/items,
(exception for crafting/processing recipes)
Hints and tips to help the player are useful, and welcome.
Automation design becomes more complex as the pack progresses, which requires multiple mods working in tandem;
Custom ore processing line #22
Oil/petrochem processing #17
Biofuel/renewable mechanics #14
Survival mechanics- aims to make survival more challenging.
Changes to food/hunger mechanics, see #15
No night skipping (makes monsters more of a threat without ramping them up to super-monsters)
Torches are harder to access and craft in bulk (makes monsters difficult to repel, light is a luxury early game).
Power system (tech/magitech stuff)
Duel power system of Rf and Gtech Eu See #11
Magic mods use their native "power systems"
Crafting table See #31
Not overly efficient at working/shaping hard materials. Really only there for shaping softer stuff and assembling components.
As far as practicable; cannot be used for working/shaping metals/gemstones/minerals ect..
Has the added bonus of getting rid of the Gtech 'tools in crafting grid' recipes.
Single block machines
As far as practicable; single block machines can't process full blocks.
Some exceptions will have to be made such as furnace/macerator ect...
Pack Expansions
These are optional 'add-on' game-modes which could be worked on AFTER the pack is released.
Pack expansions are ideas/concepts/alternate game-modes which'll fit well into the pack, but for reasons [limited dev time] can't be added to the pack now.
Overall design notes on the pack.
General idea is 'tough but fair'. Consistent behavior from mobs and mechanics. (wont randomly change and screw over the player as a result) Focus on automation once the tech tree kicks off.
Overall progression through the stages of the pack. See #12 Mixture of magic and tech working hand in hand. Magic progress requires certain materials from technological progression. Technological progression boosted/enhanced by magical progression. Different raw materials/ores unlocked by magical progression.
Aim to produce a more immersive experience through cutting down on HUDs, meta-gaming, and "insider" info. See #15 As far as practicable set it so what 'Steve' sees/knows is what the player sees/knows, and figuring by doing. No F3 screen GPS/minimap, light level overlay, potion icons, 'attack damage' listed on weapons/items, (exception for crafting/processing recipes) Hints and tips to help the player are useful, and welcome.
Automation design becomes more complex as the pack progresses, which requires multiple mods working in tandem; Custom ore processing line #22 Oil/petrochem processing #17 Biofuel/renewable mechanics #14
Survival mechanics- aims to make survival more challenging. Changes to food/hunger mechanics, see #15 No night skipping (makes monsters more of a threat without ramping them up to super-monsters) Torches are harder to access and craft in bulk (makes monsters difficult to repel, light is a luxury early game).
Power system (tech/magitech stuff) Duel power system of Rf and Gtech Eu See #11 Magic mods use their native "power systems"
Crafting table See #31 Not overly efficient at working/shaping hard materials. Really only there for shaping softer stuff and assembling components. As far as practicable; cannot be used for working/shaping metals/gemstones/minerals ect.. Has the added bonus of getting rid of the Gtech 'tools in crafting grid' recipes.
Single block machines As far as practicable; single block machines can't process full blocks. Some exceptions will have to be made such as furnace/macerator ect...
Pack Expansions These are optional 'add-on' game-modes which could be worked on AFTER the pack is released. Pack expansions are ideas/concepts/alternate game-modes which'll fit well into the pack, but for reasons [limited dev time] can't be added to the pack now.