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SKS Minecraft v13 Planning

See the v12 page for chat and information on the current pack.

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
    • [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
  • 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

Modpack changes

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 exported 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 either a tremendous airship or a fleet of smaller ships
  • focused on specialty low volume production of high effort produce
  • mainly focus on tr ade with others with occasional resource or transport offering beyond established railway lines
  • one of the specialty products being ships(if we can find a shipwright and an appropriate mod exists, i think there was some create variant w airships but im not 100% sure how well that works yet…)
  • alternatively any mod allowing to pack up and move large structures should work, ideally combined with a mod to allow for an extradimensional interior for complex machines that shouldnt be moved…
  • politically i'd see it as a Syndicate ala Syndicalism with a sidefocus on creating an internal ecosystem within the nomadic mode of existing

Members:

  • desea

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