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Media Files<!DOCTYPE markdown> # SKS Minecraft v13 Planning See the [v12 page](https://games.shadowkat.net/Minecraft/) for chat and information on the current pack, and sign up using the "Edit this page" link at the bottom of the page. ## Goals - Multiple settlements with different politics and themes - Valle Niasmor-likes (anarcho-communist direct democracies) - One with a planned economy? - Adventuring / dungeoneering focused town - "Homestead" kinda thing? - Old west mining town - nomadic fleet - Social Democracy (Largely private ownership, some socialized industries, democratic) - [add your ideas here] - More organisations - Railway org - News agency? - Utility Coop and Regional Grid - BRICS, blocky region inter community solidarity - settlements with specialized focus could trade with other specialized settlements to fill gaps in resources ~ TransGal4872 - Server-wide railway - Could we perhaps dual-track long distance lines from the start, and optionally use more straight tracks instead of diagonals? ~ Liizzii - That was the plan! ~ Izzy - Freedom of Movement or Work Visa/Immigration policies? ~ TransGal4872 ## Modpack changes - Geographicra ft i n temperature band mode? - Cleanroom-based for newer Java? - [x] Celeritas? https://github.com/kappa-maintainer/Celeritas-auto-build/releases - [x] Dynamic Trees -> Dramatic Trees https://www.curseforge.com/minecraft/mc-mods/dramatictrees - Mod updates: - [x] Baubles -> Bubbles https://www.curseforge.com/minecraft/mc-mods/bubbles-a-baubles-fork - [x] BlahajASM -> CensoredASM https://www.curseforge.com/minecraft/mc-mods/lolasm - [x] Binnie's Mods -> Binnie's Mods Patched https://www.curseforge.com/minecraft/mc-mods/binnies-mods-patched - [x] Clumps -> Fixeroo https://www.curseforge.com/minecraft/mc-mods/xp-orb-clump - [x] Tinker's Construct -> Tinker's Antique https://www.curseforge.com/minecraft/mc-mods/tinkers-antique - Add Tinker's Arsenal Reloaded? https://www.curseforge.com/minecraft/mc-mods/tinkers-arsenal-reloaded - [x] FastWorkbench -> Universal Tweaks https://www.curseforge.com/minecraft/mc-mods/universal-tweaks - [x] Engineered Golems, Rustic Thaumaturgy -> Congrega Mystica https://www.curseforge.com/minecraft/mc-mods/congrega-mystica - [x] Natura -> Natura Legacy https://www.curseforge.com/minecraft/mc-mods/natura-legacy - [x] Immersive Technology https://www.curseforge.com/minecraft/mc-mods/mct-immersive-technology - [ ] OC Glasses -> OpenGlasses? (nobody really used the old one, but someone might with the new version since there's better documentation) https://www.curseforge.com/minecraft/mc-mods/openglasses2 - Added mods: - [x] Cloche Call https://www.curseforge.com/minecraft/mc-mods/cloche-call - [x] Gnetum https://www.curseforge.com/minecraft/mc-mods/gnetum - [x] Thaumic Tweaker https://www.curseforge.com/minecraft/mc-mods/thaumictweaker - Litematica? https://modrinth.com/mod/litematica - Removed mods: - [x] Macaw's Roofs? - [x] Animania: Farm - [x] Subaquatic - [x] Fluidlogged - fucking mod keeps crashing my SP game! *angry neko noises* ~ Liizzii - [x] BetterFPS - [x] Farsight (for real) - [x] FastFurnace -> Redundant with CensoredASM - [x] Born in a Barn - Regularly reset dungeon dimension - Dimension stacking? - End > Overworld > Nether - Emptiness > Dungeon dimension - Stop bees making endgame dungeon materials - Disable Agricraft mineral crops ## Teams / Towns ### Industry focused anarcho-communist direct democracy Members: - TransGal4872 - Izzy - GracieTheCutie - Lu nya-58692 ### Adventuring / Dungeoning town Members: - Techokami ### Homestead town Members: - lizardqueen865 ### Magic town ### Old west mining town - settlement in either a desert or a mesa - large main street with saloons, banks, stores, jails, etc. - lots of mineshafts where ores are sourced and exp orted to other towns - light theft *is* allowed, but if you get caught you're considered an outlaw who anyone is allowed to kill (while you're in town) - big train station with steam locomotives (and minecart tracks of course) - politically, i'd describe the town as a "soft anarchy" where griefing isn't allowed, but robbery is as long as you're okay with being considered an outlaw. there wouldn't really be a centralized government, maybe a few deputies which are considered enforcers of the law - horses are bred and used as transportation Members: - mjdxp ### Nomadic Town/Ship - Settlement aboard a big airship that regularly relocates - focused on specialty low volume production of high effort products - mainly focus on trade with others with occasional resource or transport offering beyond established railway lines - one of the specialty products being ships - politically a Syndicate ala Syndicalism with collective ownership and each member working towards syndicate members benefits with a sidefocus on creating an internal ecosystem within the nomadic existence - main focus will be on negotiating permission to establish skyharbors to "dock" at Members: - desea ### Social Democracy - Most aspects are still privately owned, including deep progress into magic mods and similar mods with major progression. - Certain key aspects of industry / processing are socialized and owned by the communit y - Basic ore processing area - Basic Tinkers setup - Dedicated community core lumber area - Inherently takes up a lot of space - Is of benefit to everyone - Not much benefit to everyone having their own independent plot of oak or similar "core" trees - Still "chop your own wood". - Potentially *basic* Magic Mods setups - etc. - No centralized communal storage system - Laxxer zoning/planning laws than found in planned communities (Don't require lengthy approval to get a house built in an already-zoned residential area) - Potentially some simple safety nets - Flint or similar low-grade tinkers tools - Bread or other simple food available to avoid starvation - Intended to prevent people from crashing hard, but still encourage them to seek out better for themselves - In general, hopes to avoid the issue of "One person makes all the progress in a mod and then slingshots everyone else to the end by proxy" - Progression-motivated players tend to quit if they feel they don't have much progression to make - Allows for proper specialization rather than everyone tending to inherently pull a "jack of all trades" - Inspired by what I personally felt caused the decline in my interest in SKS12 - Admittedly, may have to watch out for things becoming overly socialized and thus straying too close to Anarcho-communes - Most likely built at least partially in a forest (Trees are cool, and too much of Minecraft is just paving areas flat) - Governed in a democracy, with an elected leader (ranked choice voting) for X weeks time (X's value to be decided by the residents with the initial constitution and any further amendments) Members: - Rosa_Aeterna ### Federated Theocracy of Haruhiism (name tbd) - faction that builds bases/churches in every town, maybe with its own independent settlement - collects magic-related stuff and ancient knowledge books - would do both prosocial organizing and antisocial hoarding - wears mysteeeeerious matching cos metics Members: - mirqmarq428 - LankyWhisper624SavePreviewCancel Edit summary Note: By editing this page you agree to license your content under the following license: CC Attribution-Share Alike 4.0 International