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StockiesLad/Mobsiege

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Description

An ambitious survival modpack that aims to tie together (customisable) difficulty with unique challenges (that are custom coded) and an in-depth, multi-branch progression system. Mobs start off considerably more intelligent than usual, packing armour and weapons. As time goes on, they will start to attack your machines directly, knowing that is your vulnerability. In addition, they'll adapt and organise themselves more efficiently where they'll come in larger but fewer groups to coordinate planned attacks. Creepers will attempt to breach walls, then zombies and skeletons will attack through any gaps. They'll set up traps near precious resources and fight a war of attrition, with one goal: to wipe you off the face of the earth. Meanwhile, in the aether, blitzes and breezes will hide in the clouds, ready to throw you out of their beloved home. They'll learn from their mistakes and later on come with special abilities to disable your jetpacks/flying, emit EMP's to disrupt your access to wireless power and your ME system. In the nether, a wave of fire will engulf your surroundings as ghasts send a barrage of fireballs your way, and suicidical hydrogen ghasts that will turn your personal space into a crater. The heat emitted from this place will turn you into charcoal if you're not properly prepared. Are you able to take on this challenge?

Features

  • Fantasy technology machines/blocks: Magical Clouds are a current, notable example of magical, but still technological blocks that are key in technological progression. There are ideas for crystals (that spark between each other) to (maybe) extend deep-resonance, custom alloys, liquid space-time among others.
  • Custom mob behaviours: A fully-fledged system where mobsieges occur when the player is exposed in open locations; uses rather-intricate logic and code. In addition, breezes and blitzes spawn in the clouds of the aether. (see issues tab for more)
  • Custom weapons: Currently there are flares that kill mobs in a certain conic-like space. But ideas for other weapons (like bouncing betties) are in place.
  • Multi-branch Progression: Nearly all tech modpacks involve a linear or laissez-faire system where the player is locked in one or many mods, respectively. I challenge this with my current (but unfinished) mechanical and electrical branches, where the aim is to have related mods chunked together in a progression-branch, providing it's own benefits.
  • Primitive Beginnings: Many modpacks do this, but fail to make it easy-to-understand and in-depth; think greg-tech and sev-tech. In contrast, I have implemented a playstyle where one has to create primitive explosives to actually harvest ores before making pickaxes.
  • Starting Dimensions (unimplemented): The goal is to make the Aether & Nether have their own progressions in addition to the overworld. There will be an option to start in any of these three.
  • Flexible Progression: Instead of gatekeeping certain features or plainly giving everything to the player, materials can technically be obtained through one dimensions, but it would be significantly harder than to just step out of the comfort zone and visit other dangerous dimensions. This way, people are not forced into one playstyle and can delibrately avoid places/features that are not enjoyable to them.
  • Ultra Hardcore (Optional): Features (not yet implemented) that involve a hardcore world immediately deleting itself after death. This would be optional.
  • Consistency: Things like redstone would be tuned where components (like repeaters, comparators) themsleves need power to operate. They would ideally be powered with a coil to not directly intefere with standard redstone patterns; they would just need to be linked wirelessly.
  • Abstraction: I currently wrote my code thus far where most version-dependent features are abstracted (like the usage of forge namespaces) such that all it takes is a couple changes, assuming the same mods are present. I want to try to impossible and make a modpack that can seamlessly transition through different minecraft versions, using UpdateFixerUpper & KubeJS refactors/bridging-modules.

Remarks This is to fill a void in which I believe resides in modpacks, where not enough effort is actually placed in progression. Nor, is it justified as there are no true challenges the player must face that pushes them toward technological development. There is also a severe deficit in depth of progression, where mods like create & thermal series mods are overused. I intend on creating a modpack that feels like an actual, self-consistent game - in textures, style, and gameplay. Later on, even shaders.

Message to Reader If you are an artist, coder or player who likes the ideas of this modpack, sugggestions and feedback would be appreciated. The plans tab grows everyday and I'd rather spend less time constantly play-testing everything and having to make programmer-art textures myself. This pack is far from completion and help... anywhere, is needed.

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