u/Charming-Lettuce7927

▲ 2 r/feedthebeast+1 crossposts

[1.12.2] Idea for a magic-gated adventure pack with AoA & DivineRPG — looking for advice and mod suggestions!

Hi everyone!

I'm a university student with some programming background, but completely new to modpack development. I've been playing expert packs for a while and grew tired of heavy grinding and autocrafting. I wanted something more magical and exploration-driven, and since my all-time favourite mods (like Advent of Ascension) are on 1.12.2, an idea came to me. I'd love to get your honest feedback, and I'm also looking for mod suggestions (what to add, what to remove).

The Core Concept

The pack revolves around exploration using Advent of Ascension (Nevermine) and Divine RPG. The twist? You don't access their dimensions by performing vanilla-style tasks (like jumping from 26 blocks). Instead, magic is the key to the worlds.

To unlock a new dimension, you must progress through a specific magic mod and craft a "Realmstone" from its materials. The magic mods are gated in a strict progression line, from primitive to astral. Each one opens 2–3 new dimensions, whose bosses drop materials that unlock the next magic mod.

The Magic Progression (in order)

  • Totemic — the starting magic. Unlocks the first few peaceful/overworld-like dimensions.
  • Roots — nature magic. Unlocks the next tier of realms, making heavy use of materials from Totemic.
  • Bewitchment — coven magic.
  • Blood Magic — sacrifice and power.
  • EvilCraft — (honestly, I'm on the fence about this one!).
  • Botania — the well-known tech-magic.
  • Embers — dwarven/industrial magic.
  • Thaumcraft — the classic.
  • Astral Sorcery — the grand finale, unlocking the most cosmic and powerful dimensions.

Core Exploration Mods

  • Advent of Ascension (Nevermine) — 20+ dimensions.
  • Divine RPG — even more dimensions and bosses to conquer.

The gameplay loop is: progress in your current magic mod -> craft gateway items -> explore new worlds -> kill bosses -> use their trophies/materials to unlock the crafting table and recipes for the next magic mod. I want that constant feeling of "I can't wait to see what dimension this magic will open next."

Tools I'm Planning to Use

Since I'm a programmer, CraftTweaker/ContentTweaker don't scare me. I also plan to use:

  • ModTweaker (for magic mod recipe support)
  • Better Questing (to guide the player)
  • InControl (spawn control)

What I Need Your Advice On

Does this concept actually sound fun? I've never made a pack before, so I'm worried I'm missing some glaring flaw.

Mod suggestions:

I'm really hesitant about EvilCraft. Does it fit thematically between Blood Magic and Botania? Is there a different magic mod you'd recommend for that slot, or should I just skip it and have one fewer step?

Are there any other magic mods I missed that would fit perfectly in 1.12.2? (For example, I haven't considered Wizardry, Psi, or Electroblob's Wizardry — are any of those a better fit than EvilCraft?)

Are there utility mods you consider essential for a first-time pack maker that I haven't listed?

Pitfalls to avoid:

For those who've gated mods behind exploration before, what usually goes wrong? Power creep? Boredom in early dimensions? I'd love to learn from your mistakes.

I'm both excited and terrified to start this journey. Any thoughts, warnings, or encouragement are hugely appreciated! Thank you all in advance.

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