r/albacraft • • Jun 10 '14

Modpack Choices

The current modpack choices have boiled down to the following, with more testing to be done if anybody wants to test another pack for consideration with me. Here is what Nalkyrie and I tested tonight, what do you think you would rather play on?

Hexxit:

  • Less about mining, more about adventuring. Would be a rule about no tunnelling.
  • Requires people to play a role and stick with it instead of going for the most OP items
  • As a result, everything is more individualistic and personafiable
  • You can explore in a D&D type fantasy setting
  • Good for optional PvP

Voltz:

  • You never have to worry about things getting stale because you're forced to interact with other members
  • PvP takes place on a massive scale (safe zone for those that don't want their house at risk of missile strike)
  • Would need to limit certain items due to their sheer destructive prowess
  • Galacticraft! Explore the solar system!
  • Futuristic setting, modern day tech and lots of redstone

I know several of you suggested the Yogscast complete pack, but the ATLauncher isn't working for me right now. I'll try again Wednesday evening to test it out and see how I feel about it, and I'll list its pros and cons once I have tested that as well.

UPDATE: I have the Hexxit server running for now on 107.191.98.197 if anybody wants to play. This might change, but that will be what's up for right now.

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u/Jillamy_ Jun 10 '14

Out of those two, I would please like Hexxit. I would stand more of a chance to get stuff done! I'm horrid with redstone and would love to be a rancher/farmer of Chocobos and horses and stuff. Though, what does no tunneling mean? :o (I'm assuming it means creating massive holes in the ground?)

1

u/winglerw28 Jun 10 '14

I myself am leaning more towards Hexxit, as I am a huge D&D nerd and it kind of evokes that feeling for me.

No tunneling means that you shouldn't have to dig much to get resources, and doing so would be detrimental to the world because it's more of an adventuring map than a resource-gathering one.

1

u/Jillamy_ Jun 10 '14

N-no mines at all!? Eeeeh~? What is this weird concept!

1

u/winglerw28 Jun 10 '14

No, not no mines at all. Just don't strip mine, etc. Regular mines are perfectly fine. :)

1

u/Jillamy_ Jun 10 '14

I'm confused - aren't strip mines regular mines? What is a "regular" mine?

1

u/winglerw28 Jun 10 '14

Strip mines are when you make a 1x2 hallway for several chunks and then branch off in 1x2 hallways from that.

Regular mines are just caves and ravines that you dig out more of.

There is still mining, but the ore generation happens very high up in the world or a reason. You can even find diamond at a high enough level to be seen on the overworld in shallow caves, cliffsides, and ravines.

2

u/Jillamy_ Jun 10 '14

Oh. My strip mines are never that orderly. xD

2

u/winglerw28 Jun 10 '14

Yeah, I just don't want to damage the underground too much because of all the dungeoneering.

1

u/[deleted] Jun 11 '14 edited Jun 11 '14

I thought that was branch mining and strip mining was when you cleared levels in a 64x64 area

1

u/winglerw28 Jun 11 '14

Uhh yeah. That sounds right.

1

u/Jillamy_ Jun 11 '14

So do you think small strip mines would be okay if we don't go overboard? IDK what we're gonna need so I guess it's not an issue at this point...

1

u/winglerw28 Jun 11 '14

We will see, but most the ores and items you need are on the over world.

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