So I've felt that itch again to have my own go at a #Minecraft #modpack. After having played a lot of vanilla and like well over a dozen packs since my last attempt, around half of those on a server with my little community I was able to gather, and now that #PrismLauncher recently received a massive boost in functionality and #Modrinth integration ( #FTB and #Curseforge being just a pain up the donkey on #Linux, the latter not even remotely showing any support for anything but #Windows), my self-set goal was to try and come up with a Modrinth exclusive #Fabric pack on 1.20.1 that doesn't feel unfinished and lacking at all ends like most of the Modrinth packs I tried do that aim for more than just enhancing the vanilla experience.
After the first week I can't say I've come overly far but I think at least worldgen should be pretty much feature complete by now and things aren't looking too bad. Or at least well enough that I felt confident to set up a test server without constantly having to delete and re-gen the world while massively changing things around. YAY! 🥳
Not gonna lie, there is some pain involved like #Quark neither being on 1.20 nor Fabric yet, #Pipez being absent from Modrinth and a lot of other stuff I'd have loved to see in the pack. The eagerly awaited massive #EnderIO update for one that's been lacking for any basegame version beyond 1.12 but finally got picked up again.
To lower the chances to yet again take a bite too large to chew I have limited myself to #ModernIndustrialization as the "hero mod" to build the pack around. The mod apparently is an attempt to reimagine the #Thermal series which is starting to age a bit while also taking inspirations from #Create and #Mekanism, and it conveniently covers the complete span of early to late game.
As magic mods and I just don't seem to get along well, I've spared out any of those but I do love myself some fancy building, world exploration, dungeons to explore, and gear/ability progression to cover up my #SkillIssues that inevitably arise from the latter few, so I added a lot of that to complement the tech section. And boy, those dungeons will be a challenge!
I've seen things like creepers riding on ravagers during quick tests in creative mode. Luckily these kinds of mobs are exclusive to the dungeons and don't roam free in the world... 🥴
In conclusion, should I be able to turn this pack into a generally playable thing I'm sure it deserves its current working title #WeirdMods2
After the first week I can't say I've come overly far but I think at least worldgen should be pretty much feature complete by now and things aren't looking too bad. Or at least well enough that I felt confident to set up a test server without constantly having to delete and re-gen the world while massively changing things around. YAY! 🥳
Not gonna lie, there is some pain involved like #Quark neither being on 1.20 nor Fabric yet, #Pipez being absent from Modrinth and a lot of other stuff I'd have loved to see in the pack. The eagerly awaited massive #EnderIO update for one that's been lacking for any basegame version beyond 1.12 but finally got picked up again.
To lower the chances to yet again take a bite too large to chew I have limited myself to #ModernIndustrialization as the "hero mod" to build the pack around. The mod apparently is an attempt to reimagine the #Thermal series which is starting to age a bit while also taking inspirations from #Create and #Mekanism, and it conveniently covers the complete span of early to late game.
As magic mods and I just don't seem to get along well, I've spared out any of those but I do love myself some fancy building, world exploration, dungeons to explore, and gear/ability progression to cover up my #SkillIssues that inevitably arise from the latter few, so I added a lot of that to complement the tech section. And boy, those dungeons will be a challenge!
I've seen things like creepers riding on ravagers during quick tests in creative mode. Luckily these kinds of mobs are exclusive to the dungeons and don't roam free in the world... 🥴
In conclusion, should I be able to turn this pack into a generally playable thing I'm sure it deserves its current working title #WeirdMods2
