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Introducing the new and improved Alice 1.6
A message from the ModPack team. The ModPack Team has been working for the last two weeks on rolling out a re-balanced and much improved version of Alice 1.6. There are some significant changes in the pack this time around, and there is a lot to be excited about. We've added a large number of new mods, retired a few, and brought back several other favorites from the past.
What started out as a humble re-balance and map reset has turned into an update of grandiose proportions. Even so, balancing resource scarcity and relative "toughness" has remained one of our top priorities throughout this update.
Our goals
With this update, the ModPack Team hopes to present players with increased focus on exploration and creativity in their gameplay. Mind you, we are by no means forcing you to discover and explore the plethora of amazing new dungeons added by mods like ChocolateQuest, nor are we saying that you must use all the brand new and brilliant blocks from Carpenter Blocks or Chisel mod. (Promise.)
However, this re-balance isn't a simple, static update. Over the next several months, mods will be added, content further balanced, new mechanics created, and so forth, long after the mod pack's initial release. Once you get on now, you may notice that a handful of items, blocks and other mechanics – from new and old mods alike – aren't currently enabled or implemented. Time constraints have required that we focus on critical issues, and set aside some features for inclusion in future updates.
That said, let’s see what’s been changed!
What's new
We hope that you don’t have to simply repeat the same work that you may have done previously, and so we’ve made a plethora of changes to the modpack.
To begin, we’ve replaced Extra Biomes XL with Biomes O' Plenty, and we have padded the world with neat world generation mods like BigTrees! Finding that perfect place for you base should prove to be a bit more fun this time around.
As far as technology goes, our “big end game” mod, GregTech is currently no longer a part of the mod pack. It wasn't easy to do — simply removing such a monolith of a mod — but we have added two equally large mods, specifically, Mekanism and RotaryCraft. (And in time, we intend on adding Atomic Science and a few other mods.)
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Possibly the biggest change, however, is that automated mining methods such as quarries have been removed from the modpack (a few of the bee species are also affected similarly). Surely we are nuts? But wait — we have shifted the direct focus of mining and resource gathering back to tools. Awakened Ichorium Pickaxe wielding one-man quarries... Oh my, power trips are quite indubitably great for your health. Don’t enjoy mining at all? We’re writing our own share of mods that help you trade resources in a much larger quantity via the market, but you’ll have to hold as we figure that out. It’s an experimental idea, and it might not even work out, but we’d like to try it.
Spawn shops will now be regulated by a "necessity" rule. Simply put, spawn will no longer sell items for the sake of convenience, but will instead sell items that cannot be obtained due to the likes of disabled mechanics and so forth.
There’s many more changes than those that we’ve mentioned, so for a more in-depth look, you can
check out this spreadsheet that compares the old mod packs' mods with our new, re-balanced modpack.
The future
As previously mentioned,
this mod pack update isn’t a “static” update. Content will be added, possibly removed, and so forth. Here’s a quick taste of possible additions to Alice later down the line…
The mod
Dimensional Doors was a hot topic during the entirety of this new update. Exploring through the very fabric of space and time, conquering dungeons and solving puzzles along the line. All with the added functionality of being able to create very own personal pocket dimensions? I’m sold. All of these mechanics may seem simple at first, but their applications are from it. Hence, it was decided that we defer Dimensional Doors for a later update.
Another great mod that wasn’t added yet is
Twilight Forest. Exploration and adventure is a key gameplay mechanic of Minecraft, and in order to improve on said exploration, the ModPack Team decided to bring dimensional mods into the exotic flavour of SKCraft. Twilight Forest isn’t the only such mod that was considered, others such as Tropicraft were also part of our daily discussions. In the end, however, they were deferred for a later update.
As you can see, the mod pack isn’t a set-in-stone, absolute true form of it’s existence. New content will most certainly be added, current content modified, so don’t stop suggesting, and keep the new mods rolling!
Thank you!
We understand this mod pack was a huge inconvenience for everybody involved, both the players and the ModPack Team alike. In the light of all this, we would just like to thank everybody for sticking with us to the end!
We hope that you, the players, have as much fun playing the new mod pack as we, the ModPack Team had building it!
Release notes
- If you find the new trees too funky, use F9 or F10 to adjust the settings. It takes some getting used to, but you can grow to enjoy it!
- We'd like to thank Lord_Drahcir's friend, Nox, for the launch screen.
- We will be moving builds later in the week when we get some time. In the mean time, find a place to settle and play with some of the new mods.
- Withers are not yet properly spawning in the Nether; we're going to look into it.
- The Bazaar is not yet open. It will be rebuilt anew.
- Some of our trading mechanics are still in the works!
- Go to the Welcome Center in the market in order to get an Ender Cup that will put you randomly far from spawn if you drink it.
- Sorry, we don't have GammaBright this time. This is partly because some of the new mods added appear to break it.