Tradewinds
Alpha
Status: Tradewinds is currently in alpha stage. We are drafting up modlists, ideas and setting up this brand new modpack project.
Feel free to join us on Discord to follow development, pitch ideas, playtest, and provide feedback during this critical stage of development!
We're also looking for volunteer developers and contributors!
Description:
It's a 1.12.2 modpack whose theme is focused on exploration, trading, economy, and resource management. Inspired by games such as RuneScape, ArcheAge and Black Desert Online, my goal is to create a modpack where you help shape a pre-industrial revolution/post-golden age of pirates era world that's ripe for exploration, riches and wonders to be plundered and explored, and full of cultures and factions to side with or betray.
You can read more in this overview:
https://docs.google.com/document/d/1teK_aqXw0GYmJRFmiRdIeLZHwC_iAzHxhwQ-B-_b5po/edit?usp=sharing
Tradewinds started as a project back in 1.7.10, many years ago, which received a lot of attention and hype when I was pitching ideas and posting progress on the FTB forums.
Unfortunately, due to real life, the community moving away from 1.7.10, and other issues, the project never saw a release.
Now, with the resurgence of 1.12.2 and new development efforts surrounding this version, and being in a better position in life with better skills and knowledge, I feel more confident than ever to take on this project and see it through to the end.
I've began drafting up my early alpha ideas, which can be found here in one consolidated "design documents" library:
Tradewinds Design Documents
An overview of my goals and ideas:
Trade and Economy Focused.
It's in the name - the overall goal of the modpack will be to engage in the world's economy and trade. However, what this looks like to you, the player, can vary wildly - you can be a lord presiding over workers and resources, you can be a tradesman who explores the world's riches, or you can plunder what others have earned.
Varied Start.
Players won't be dropped into their worlds with no direction. You will be able to choose a how to start. A pirate, a bandit, a lord, a farmer, or just a plain country folk with no direction.
Regardless of your choice, you will have full control over your choices thereafter.
Resource Scarcity and Management.
To facilitate the game's sense of economy and trade, resources will be limited to certain sources. From the obvious - coal in mountains, oil in the desert, or fish from bodies of water - to the obscure - treasures in lost ruins, handcrafted goods from isolated cultures, or precious medicinal reagents from untapped remote locations - it will be up to you to figure out how to obtain, allocate, and extract profit from resources and their relative scarcities.
Exploration and Travel.
The world is vast and rich. Many biomes, climates, continents, lands, cultures, and civilizations exist. Each have their own supply and demand, politics, rules, and reasons to interact with.
To travel to these vast and wonderful locations, players will be able to make use of various modes of transportation. Trains, aircraft, boats, horses.
Factions and Laws.