Wiki

Pack Baseline

This page is the exact pre review pack baseline. If a mod is not listed here as Locked or Conditional, treat it as out of scope for the first implementation pass.

Status: Planned

This page is the exact pre-review pack baseline. If a mod is not listed here as Locked or Conditional, treat it as out of scope for the first implementation pass.

For sources and longer rationale, use CurseForge Pack and Research Sources.

Locked Baseline

These mods are part of the first pack shape unless compatibility testing forces a change.

Mod Role Why It Is Locked
Controlify Controller baseline DualSense-first play is a hard requirement
Xaero's Minimap Persistent minimap and waypoint layer Required for in-play navigation
Xaero's World Map Fullscreen map and waypoint management Required for route planning and co-op navigation
Open Parties and Claims Ally visibility on Xaero maps Required for seeing each other on the map stack
FTB Quests Mainline and side-objective quest framework Required for readable progression and co-op guidance
EMI Recipe browsing and discovery Required for station visibility and learnable crafting
KubeJS Pack glue, recipe edits, loot tuning Required for pack control around the custom mod
Lootr Per-player structure loot Required for co-op chest fairness

Conditional Baseline

These mods are allowed candidates, but they need fit or compatibility validation before becoming part of the locked baseline.

Mod Role Current Decision
Waystones Travel network Open because it changes travel pacing enough to require judgment
Xaero's Minimap and Waystones Compatibility Waypoint and waystone bridge Open and only relevant if Waystones stays
Better Combat Combat feel layer Open pending boss-readability testing
YUNG's Better Dungeons Early dungeon scaffolding Open pending spawn and style fit
YUNG's API Dependency for YUNG stack Open only if YUNG content stays
When Dungeons Arise Large structure scaffolding Open pending spawn controls and density fit

Excluded for the First Pass

  • Large content mods with competing weapon or armor ladders
  • Tech or magic mods that replace the intended progression loop
  • Multiple map stacks
  • Multiple teleport networks
  • Multiple structure mods without explicit spawn control

Acceptance Rules

The first pack pass should only keep mods that preserve these outcomes:

  • Full routine play works on a DualSense
  • Co-op allies are easy to track on the map stack
  • Recipe visibility supports the station ladder instead of fighting it
  • Chest loot stays fair in multiplayer
  • No mod floods the world with unrelated progression tiers
  • Server and client stay simple to share through CurseForge and Crafty