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SKS Minecraft v13 Planning

See the v12 page 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?

Teams / Towns

Industry focused anarcho-communist direct democracy

Members:

  • TransGal4872
  • Izzy
  • GracieTheCutie
  • Lunya-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)

Memb ers:

  • 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
  • ChloeCat624
  • leafeon876

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