I like the ideas AceOfBase brings up, but I am not sure whether he is right in saying that packs like Crash Landing and Agrarian Skies actually keep their players around. My assumption would be that people play it and finish it and then also move on. The only reason for a constant number of players is probably the fact that those packs are still in the top 10 of the all-time-hqm-packs. If you google for hqm packs you find always the same list of maybe up to 20, probably less, packs. I started playing modded maybe a year ago, so that is why I also only just 2 month ago had a look at Crash Landing. While I liked some ideas, I got annoyed by the whole Environmine system pretty fast, so that is why I did not got hooked. But every day people getting into modded and with HQM being one of the main motivators, packs like Agrarian Skies and Crash Landing will be long around after most of the other HQM packs will be forgotten. AS1 is even way more popular than AS2, just to give an example. To sum it up, the things AceOfBase says might be right in regards to considering the marketing aspects, but I am not sure whether there really is a community on those servers with long time players.
I think if the modpack is based on the early industrial era then it would be as good a theme as any, specially for tech lovers. The problem is, there aren't many mods out there without those stupid 'grey and white future cubes'. Cheers to immersive engineering and railcraft! But, without any major changes to the way the modpack is played, it will become just-another-modpack. *hint*hint*Nations and wars*poke*poke* PS plz remove the mod which generates an apls biome next to a desert. *cough*biomesoplenty*cough*
sure should be a intresting result also in terms of new pack im going to talk to @Krhymez a bit but if we both agree i got a cool idea thanks to @MaelstromPhoenix put it this way if i get my way this Overview - Progression - Mods - Projects - Minecraft CurseForge will be at the core of the pack mu ha ha ha
Well, then don't add it anytime in the future. BTW Minecraft terrain gen is almost as bad as bop, speaking logically.
Crazy idea takeout thermal expansion and Ender io and basically all of these techmods add magic crops and the Erebus that way the pack is. More magic ish rather than s bit of everything
Alternate terrain gen does not makes a desert biome next to a mountain biome.[DOUBLEPOST=1461827048][/DOUBLEPOST] Better than magic crops, add agri craft resource crops so loosing stuff to raids won't be too big a problem.
I think this mod solves this issue and makes biomes look realistic aswell: Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes - Minecraft Mods - Mapping and Modding - Minecraft Forum - Minecraft Forum
We need a ore gen mod too, like Greg tech vein ores (but please don't add Greg tech). I would recommend geocraft or similar. Less messy mining. This would automagically discourage the use of quarries because ores will generate only in a few chunks, leading to the quarry mining crap tons of useless scrap making it a lot less efficient. Excavator rocks!
not possible as these mods add world gen so can not be touched[DOUBLEPOST=1461834735][/DOUBLEPOST] lol dont worrie we wont ever have gregtech
If this modpack is to be 1.9, then I would recommend skeleton riders and zombie riders and more such hostile mobs because they pose a healthy threat to an unprepared player, speaking from personal experience. (Really, there should not be soo many skeletal trap horses)[DOUBLEPOST=1461835334][/DOUBLEPOST]Will this modpack be based on role play? That would be super cool. (Thinking about game of thrones and such)
see now this really depends if i get my way i would like a quest based map with actual npcs that u have to go to and complete quests i also want classes where a player can be a warrior or a mage or a dwarf etc and it will most likly be 1.8 depending on how quick mods update
If mods directly updated to 1.9, then will you put more work i n PvP and fighting? 1.9 ain't called the Combat Update for nothing. Warrior- kills mobs and what else? Mage- does all the magic things and turns people into pigs, right? Dwarf- mining and mining and mining and mass producing metals and jems? Sign me up! What else?
well im fuzzy on the details atm not done much planning and need to speak to krhy and see what hes thinking i was thinking something like dwarfs- dwarfs can mine certain materials better then players and can mine dense ores which no other class can mage- mages have access to magic quicker due to there inert ability to harness there magical energy (aka they get thaum craft stuff faster) warriors- get a buff to dmg and are better at using swords and maces ect thief- can sneak better and do better damage if not spotted or something like that possibly machnic- can make things that others cant like machines ect inventory- can make things earlier or something like that havnt really though much about this one farmer- more food from crops most likly more but havnt worked it out yet my idea is to keep interaction and basicly make people work together mages can get stuff dwarfs cant and dwarfs can get stuff mages cant warriors can get special drops from mobs ect also i want pickpocketing and lockpicking of some descriptions *hopes @The_Icy_One will help with that* also skills will hopefully be a thing so u can increase 1 handed ect *^ same as above -.-* i also hope we can keep the food focus most of the classes i came up with on the spot so will need more work