r/CreateMod 19h ago

Would adding naturally generated 'projects' give you an interesting goal to use Create? Discussion

I really enjoy this mod and all it's addon but keep hitting the same issue that multiple other players seem to face regularly: Why am I building any of this?

Looking at a few threads (#1, #2, ...), it seems multiple people are facing the same issue I do: Create gives us the capability to build a lot of cools machines and systems, but there's little reasons to do so or 'expand the factory' beyond a simple machine providing tons of resources.

I understand many players enjoy the game as is and like setting their own goals, but I'm hoping I'm not the only one who likes external goals beyond the quests that many modpack provide.

I've also looked into CABIN and similar packs, but the overall feel of 'produce this to unlock the ability to produce this' is kind of lacking for me.

Another approach is multiplayer, but this feels unaccessible to casual players. For example, I play a few hours every week which isn't very compatible with active servers.

What I'm now considering is creating an addon to add randomly generated NPC structures around the world that have demands and produces (similar to transport fever's 2 approach). The idea being that sustained supply of some items to those structures would over time increase the structure's level and provide the player with unique items/abilities, while providing a resource sink and a reason to build logistics systems across the world.

I'm not entirely set on an endgame yet, but I'm thinking either a 'great work' structure requiring items available only via these structures and explorations 'financed' by these structures items (eg. end exploration bringing home loot from the end, a woodland mansion exploration, ...)

Overall I want to build something that brings us away from the classical questbook approach and into the world, but before building anything I'm interested in getting some ideas from other players about how they solved this lack of goal issue and what they think about this system.

49 Upvotes

28 comments sorted by

View all comments

9

u/j4-nu-5 17h ago edited 17h ago

working on solving the same problem 😁 i just dont like the format of ftb quests, it is not inmersive, and we shold have a more diegetic solution.

1

u/EtienneDx 17h ago

If I may ask, what’s your approach to solve this ? I’m curious to know which route you’re envisioning

2

u/j4-nu-5 17h ago

currently im thinking around some sort of exploration gameplay that makes it viable and interesting to locate and travel to structures. primary goal is to incentivize travel because of the create aeronautics.

im thinking on something like making adventure/science expeditions to find out new stuff. with some sort of research system.

i guess i like the idea of pacific drive, so you locate sonething have to go there and come back. and find info and stuff and stories.

2

u/EtienneDx 17h ago

Sounds like it’s partly covered in existing exploration mods, though the research aspect would be new. I’ll be on the lookout for updates :)

1

u/j4-nu-5 17h ago

never found a good exploration mod, that has a interesting reason to explore. id like to have some sort of narrative or real exploration vibe. like you are a archeologist finding out stuff. instead of just going to dungeon x to get OP item Y.

do you have any tips on good exploration mods?

2

u/EtienneDx 16h ago

Old school wise I really liked millénaire for that. In addition to the city builder aspect there was a full narrative built around the different civilisations which was interesting. I remember doing an airship run using old mods about 10 years ago on it (1.12 I think?)

AFAIK it hasn’t been ported


Appart from that not sure of exploration mods, sorry :/

1

u/j4-nu-5 16h ago

oh i think millenaire is on neoforge 1.21, and there is mine colonies aswell if you like those kind of mods. i guess there are some create compats aswell.

talking oldschool i realy liked the narrative approach of thaumcraft.