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Friday, January 9, 2015

Modpack Plans

          Hey guys, this is just a quick update post regarding why I haven't released Quester's Rest yet. After my college semester ended, I started work on customization, but realized I wouldn't be able to finish the pack in a week. So I have scrapped it and moved on to a new project.

          The new project will be another Minecraft modpack, but this one will be more tech-oriented. In this pack, I introduce OreSpawn as a driving factor in progression. I have done this for several reasons:

1) OreSpawn drops are, for the most part, not useful except for creating a weapon called Big Bertha, which does 500 damage on any unarmored mobs. This weapon is vital in bringing down the toughest of OreSpawn mobs, but is absolutely overpowered otherwise. I plan to change that by requiring the player to kill mobs not only to progress in tech tiers, but to also use those machines to create Big Bertha, placing the weapon much, much later in the game.

2) I found OreSpawn as a whole overpowered. Later-game mobs that can be defeated with no less than the Ultimate set drop copious amounts of diamonds, gold, and other minerals. However, I will not change these mobs' drop tables. Instead, I will bring other mods in balance with OreSpawn. For example, machines from Thermal Expansion and Ender IO may require blocks instead of ingots for creation.
    In order to create a sense of progression, I will disable natural access to OreSpawn's dimensions, requiring the player to reach a specific level in a mod before creating the spawn egg needed to reach said dimension. For example, OreSpawn's Mining Dimension will require materials from the End and possibly the Erebus to access.

3) Some tech mods are easy to begin with. For example, IC2's NanoSuit needs only coal, redstone, diamonds, a Macerator, and a Compressor to create. Granted, it needs a lot of power, over 2 stacks of coal, and 16 diamonds to create, but if resources are common enough, the set can be made in only a day of gameplay. If additional resources such as titanium and uranium ingots are needed, or even Ultimate Armor itself, then that would make the NanoSuit more difficult to craft within the first 24 hours.

Note: This point is debatable. The pack is in VERY early stages of planning, and so IC2 may not make it into the pack.


With that said, I do look forward to making this pack. This is an idea I've had for a few months and I've just been waiting for OreSpawn to update to 1.7.10 so I can create it. Do keep in mind that because of OreSpawn's intense nature, a heavy-duty computer may or may not be required. At the moment, I would say 4 GB RAM and perhaps about 2.5-2.9 GHz processing power will be required as a minimum. In addition, I will try to keep the access to OreSpawn's Crystal Dimension to a minimum, as I realize that dimension can take a huge toll on any computer.

Documentation of mechanics, progression, and other important things will be placed on the blog upon release. Recipes will not be included; for that, see NEI.

As for the release date, I estimate it will be ready in the summer. I realize 1.8 mods will be released around this time or earlier, but as most mods are, and will continue to be, for 1.7.10, this will be the intended version for the pack. I am about to start a new college semester so I will be busy, but I will attempt to allocate any free time to development of the pack.

If anyone has any ideas, suggestions, or mods for the pack, feel free to come forward with them. If you would like to help test or develop the pack, contact me on Twitter at @Ninjaofquest.

Thanks for reading this blog, and I hope to see you around!