You and your crew are stranded on an archipelago of islands, and you must create society again from what seems to be the ruins of a civilization, except, its like the people just up and vanished?? Could they have vanished for a reason? There's something... off, about these Islands. You feel a presence among yourselves that is inhuman, but you are all afraid to admit that you might not be alone after all on these Islands.
This is a Hard pack, but for the sake of video and streaming content, it is not a Hardcore pack. These islands are unforgiving, like the real world, only you cannot seem to escape these islands. Even in death.
More than anything, I wanted to keep Parity in mind for this pack. In fact, before the theme for the pack was decided, "Parity" was going to be the name of this modpack. There are countless mods that add new features, including some of those included in this pack, but I wanted to make sure all of the odds and ends were tied-up. The biggest of which was WOOD and its variants, using generation mods such as Biomes O' Plenty, Biome Makeover, and Ecologics made the amount of wood triple in some cases, but thanks to mods like Compat O' Plenty and Every Compat (Wood Good), the sheer amount of wood types was no problem when incorporating some of the more cosmetic mods like Supplementaries and Another Furniture.
The ruins of these islands are created by a myriad of structure generation mods, such as Integrated Dungeons and Structures, Philip's Ruins, The Graveyard, Hopo's Underwater Ruins, YUNG'S Mods, and Towns and Towers. These form the foundation of the exploration portion of the modpack, as well as setting the overall theme for the pack: Rebuilding what was once lost.
For the sake of spoilers, the mods that contribute to the "Mystery" and "Horror" of the pack will be left underneath a Spoiler section. The spoiler section is listed below:
A big part of the mystery and horror come from mods that add Mobs... very interesting mobs, for lack of a better word.
Some of the more gruesome ones, that spawn rarely like any other mob, come from The Graveyard, such as the Revenants and the Ghouls. Nightmares from the mod will be configured, in the future, to appear under certain conditions that are not well known to the player but will be disclosed here... or by looking at the config files... maybe.
Alex's Mobs added some surprisingly freaky mobs as a part of their Halloween update, so I decided to make them a lot more common :D
In the future, there will be other mods adding more ambient sounds to the sound design of the pack, hopefully amplifying the horror of some situations. I might even add In Control to spawn Deeper and Darker mobs into the regular world, as a part of either caves or even on the surface, but definitely at the "source" of the Corruption: The Ancient City in the Deep Dark Biome. Furthermore, upon release of this pack, I might revamp the entire pack to be even harder, centered around Terrafirmacraft, if it happens to update to 1.19.2.
(Currently being Beta Tested for use on a Production Server for Vtubers, Invite Only)