Description
Infinite Power
Tagline: “Lucraft’s wonders and OreSpawn’s nightmares collide — craft nothing like you expect, find bosses behind every hill, and fight until your inventory weeps.”
1) High-level vision
A hardcore adventure-survival modpack where:
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All crafting recipes are scrambled (so the player can’t rely on known recipes — experimentation and discovery are key).
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Too many bosses to count — OreSpawn + Lucraft provide dozens; we crank up boss density and add scripted boss waves.
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Emergent progression — you’ll unlock tech/magic/mob tiers via exploration, boss drops, and quests, not simple recipe knowledge.
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Replayability focus — randomized recipes each world/seed; permadeath optional; leaderboard support for speedruns.
2) Core gameplay loops
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Explore — find dungeons, biomes, and hidden arenas that spawn specialized bosses.
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Fight — defeat bosses to obtain unique loot that unlocks new crafting/machine recipes or skill nodes.
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Discover — because recipes are scrambled, you must experiment at specialized workstations and use scanning tools/books to record new recipies.
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Progress — accumulate boss trophies, tech parts, and grimoire pages to open endgame content and final boss gauntlets.
3) Suggested mod roles & examples
(Use these categories to pick compatible mods for your chosen MC version. I avoid naming fringe/unreliable mods for accuracy; swap in equivalents as needed.)
World / Content
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Lucraft (core: tech, structures, bosses)
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OreSpawn (lots of mobs, mini-bosses, bosses, dimensions)
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Additional boss/content mods (to stack bosses): e.g. Mob Mashups, Lycanite’s Mobs style mods (or similar), dimension mods
Crafting / Recipe control
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CraftTweaker (for scripting recipe changes)
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A recipe randomizer mod or script-layer (see CraftTweaker approach below)
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JEI (hidden or restricted, optional — you can hide recipe view to enforce discovery)
Quests / Progression
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FTB Quests or BetterQuesting (quest chains, boss unlocks, progression gates)
Loot / Drops
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LootTweaker (change boss drops)
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CustomNPCs or similar to add vendor/quest NPCs
Difficulty / Boss arenas
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Astral Sorcery-style boss arenas (or configure Lucraft arenas)
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Custom spawner tools: e.g., InControl or other spawn control mod
Utility / QoL
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Waystones / Teleporters (optional, can be gated behind bosses)
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Inventory tweaks (limited, to keep survival tension)
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Dynmap / Map mods for server admins (optional)
Balance / Server
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Sponge/KubeJS or server-side scripting to add boss waves, scale health/damage with world age
4) Recipe scramble system — design & goals
Goal: players cannot rely on base-game recipes. They must discover or earn recipes.
Options:
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Full randomization at world creation: map each vanilla & modded recipe output to a random crafting recipe (shaped/shapeless). Keep some exceptions (e.g., dirt, stick?) or make everything a puzzle.
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Tiered scrambling: early-game items are scrambled to other early items; boss-tier items are locked behind boss drops.
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Progressive reveal: defeating bosses or completing quests unlocks fragments of the recipe database (think: discovering runes that reveal a recipe).
Implementation approach (practical):
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Use CraftTweaker to remove and re-add recipes at load time.
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Generate a recipe mapping script (Python/JS externally) that outputs CraftTweaker ZenScript to replace recipes with scrambled ones. Each world generation run should optionally re-generate the mapping file for a unique scramble.


