







SCE Protocol (Curseforge link)
Feature dump:
- Reactive systems where player actions (or inactions) shape how dangerous the world can be
- Hordes triggered by exposure/light and reckless actions, not uninteractive timers; pollution to keep in check; events with specific mechanics to follow; etc.
- Counterplay-focused survival mechanics where knowledge and preparation matter (and SO much is explained in-game via Quests & tutorials)
- Progression-based world stabilization and threat eradication (don't like one of the world events? Hate a pesky horror mob? There's a good chance you can end it permanently via a Quest!)
- Questlines and objectives that unlock new systems, tools, safety, and progression
- Tactical combat with custom support call-ins, supply drops, airstrikes/orbitals, vehicles, etc.
- Balanced in large part by the pollution system
- Gameplay built with co-op in mind and synergistic mechanics
- Numerous viable base strategies, including: Mobile train bases; Force Fields (don't forget fuel!); safe pocket dimensions (if you can overcome their extreme conditions); classic military-style base defense setups using barbed wire, high walls, traps, cameras/drones, turrets, military units, etc.; pop-up structures to give you a quick shelter in a pinch
- Generally, not just with bases: Numerous, viable ways to play is what this mod pack strives for
- Opt-in high-risk gameplay for players who WANT chaos, bosses, enhanced enemy invasions, and escalating danger (many of which are localized to YOU, so others can steer clear; if it's not local (like awakening a hivemind), on-screen text will say)
- Cozy survival options for the more-chill gamers, including farming/homesteading, protected living spaces (remember the Force Fields?), and long-term world-building
- Techy options, too!
- Multiple ways to approach survival: Inhibitors (via certain call-ins), direct combat, fortifications, a nomadic life, logistics (tech), or total eradication (following the main Quests)
There's a core design principle a lot of mod packs seem to violate:
Control.
Whether it's a giant dragon randomly finding your base and roasting it a few hours in, hordes of overpowered enemies overrunning you at a set time no matter how ready you are (or aren't), horrors appearing at all times of day to randomly insta-kill you, or infection mods overtaking your world (and TPS) until you're in a helpless death-loop and have to start over…
This mod pack addresses all of it.
- No random end-game creatures will come unless you summon them
- Hordes are tied to your actions (or inactions), not an inevitable timer
- True horrors only spawn in specific conditions (like night, which you can largely avoid by sleeping), and none of them are oppressively overpowered nonsense monsters. The stronger ones can even be permanently eradicated from the game, and are often constrained to specific, avoidable spawn conditions (like being in a specific biome, being completely insane, being in total darkness (super avoidable with flares and flashlights), etc.), and all of this is telegraphed via text on-screen and/or in Quests
- Infection mods are not active until you (or somebody on the server) AWAKENS them
- Even if they DO begin to take over, this mod pack has a custom death-loop prevention system AND an "overrun" detection system to kick the main infection mod back to a previous stage, and give the players a little slap on the wrist for not containing it well enough
- Etc.
And if there ARE any larger threats, it's very likely telegraphed.
Main Objectives/Quests:
As you complete the main Quests and begin eradicating creatures and cleaning up the world, the whole server will feel it. These mobs truly cease to spawn naturally once eradicated, only remaining spawnable via avoidable or farming-specific methods, like spawn eggs (which you unlock for purchase after eradication!), spawners, or structures.
But it's not just eradication. Where most games strive for one simple loop, this one dares to give you variety: Civilization rekindling, Boss battles, multi-Quest story-based chapters for dealing with some of the largest threats (mostly WIP for now), mob kills milestones, some tech progression, etc.
And there are no wrong choices; every main objective leads towards a safer world. Pick what looks fun to you, and if nothing does, pick any of the many optional/extra chapters, or just have fun making your own fun!
It's deep!
But don't confuse lots of options for a lack of depth! This is no GregTech (I haven't been working on this for 10 years), and I quite literally have ZERO team (rarely even a playtester, though I appreciate the rare occasions I have one), but I've done my very best to try and ensure features tie into and/or balance other features.
Almost everything—from cosmetic features like shaders, to gameplay features and balance—has been tweaked for fairness, synergy, immersion, and/or performance. If I couldn't tweak something via configs, chances are there's an exclusive custom script/.mcfunction file or datapack for it in the mod pack.
Despite all this, I still only consider the pack "beta":
Some of the features and chapters are still work-in-progress; particularly, I haven't added NEARLY as many mobs as I'd like to the "eradication" Quests, and some of the main story chapters (like dealing with the main infection mod) still need creating/rewriting from earlier builds.
Despite being as rigorous as possible—even noticing quite a few mainstream mod packs with issues I've fixed—there are still some rare bugs and instability issues (which hopefully a larger playerbase could help identify).
Despite the above, new mods and features are still far from off the table IF they can be implemented in a stable, performant way; I'm looking for and internally testing some very interesting and synergistic mods even right now; however, with a mod list this big, performance becomes the biggest factor.
Overall: So many features, systems, and ideas (present and future) need feedback, testing, player input, suggestions, etc., and I hope to gather a large enough audience/playerbase that things can be tested promptly, so feedback and issue reports can be submitted and iterated on more quickly.
Playtesting and feedback (early and often) are the only ways any game can improve, after all, so definitely don't hesitate to give your feedback if you play. You could help shape the direction of this mod pack!
by RandomPhail
2 Comments
Well I love everything about this design philosophy.
See, this sounds really awesome, but that title is packed with nothing-speak corporate words which generally are off-putting to anyone who sees this post.