Explosives. Guns. Forgetting to add coolant to your nuclear reactor. Turning your friend's base into a radioactive death trap. These are the things that make Minecraft worth playing!
This pack is inspired by the already-existing Dysfunctional Warfare pack. I have made some (in my opinion) significant improvements, added mods to fix lacking areas, and trimmed mods that weren't really adding anything to the experience. Slightly More Functional Warfare was created for me to play with friends on a faster-paced PvP server, and config changes and mod choices reflect that. Some words of warning: In PvP, this pack plays as a game of hide-and-seek with nuclear stakes. A conflict in the mid to late game will most likely be over in a few seconds to a few minutes, and end with the annihilation of one or both parties' bases. Stealth is imperative, as it will take someone about one minute to input coordinates and deliver a ballistic missile to your base upon finding it. The competition is in racing along the tech tree and finding your opponents before they find you.
You can do what you want, but my friends and I play with the following rules:
- Bases must be within 2000 blocks of world spawn.
- One mekanism/rftools teleporter/teleport location per person. (Most probably to be used as a base recall, but do what you want with it.)
- Initial grace period
- Starter pack consisting of basic Mekanism machines, a digital miner, some basic armor, tools, food, backpack, and a stack or two of basic resources like iron and coal. This eliminates the first 2-ish hours of grinding.
- Limited Server Time. We only play when at least 66% of the participants are online, usually twice a week for 5 or 6 hours. This prevents one person with a lot of free time from immediately outstripping everyone else who has limited free time.
I have written a getting started guide that details some options for the pack and how to get into the mid-game with HBM's NTM. (Mid game being, in my opinion, the completion of oil processing. This is what opens the door to nuclear capability.)
I make no guarantees that this guide is 100% correct. This was written by me as I made my way through the mods, and it's very possible and even likely that I've missed things. Regardless, I did all the stuff in the guide and got to the mid-game, so it does work. I will occasionally update this with more information, so check back on occasion.
Do not expect permanent updates and curation. I will continue to maintain this pack for as long as my friends and I are playing with it. There may be gaps of inactivity lasting months or years, and upkeep may cease at any point. I work full-time, have not programmed in over 5 years, do not know Java, and am maintaining this pack by myself, so my ability to fix things or make major changes is unfortunately rather limited at the current time. You are welcome to do whatever you want with this pack, including:
- Use it in a Youtube video
- Incorporate it into your own pack
- Modify it
- Dislike it
- And basically anything else
If you do end up using it in a Youtube video or your own pack or something like that, I'd appreciate a shout-out. I'm not going to sue or anything if you don't, it would just be nice. Thanks for reading, and I hope you enjoy! Information about planned content is below, and you can find a list of the major changes from the original Dysfunctional Warfare pack at the bottom.
8/21/2023:
I have actually put in more time than I expected for this pack, and I'll be attempting to make some overhauls for the next run my friends and I play. Some of these ideas may be too ambitious for me to actually realize, but I will give all of them a solid try. All of these changes will be OPTIONAL, and NOT enabled by default. I will announce any such changes in version updates, and include instructions for turning them on. Currently these are all ideas and not present in the pack.
- Adjust availability of some items to make for a better PvP experience. Current ideas include:
- Removal of Mekanism Teleporter and RFTools Teleporter crafting recipe, and gifting of one teleporter to each player upon spawn. (On the first run-through of our game, players built widely distributed bases and rarely walked or moved in the overworld. This is convenient, but also makes it near impossible to locate other players.)
- Removal or change of recipe for the Shackles armor modification. Yes, it costs 3500 steel and coal to craft as well as a lot of patience. For the fact that it makes you immune to death from anything except large amounts of radiation though, that recipe is way too cheap for how fast you can attain it. Leaving it as is will make player PvP the equivalent of that one battle between the early iron-sided ships where they truced after ineffectually bludgeoning each other for an entire day. Why have cool guns and gun mods when they will be useless 5 hours in?
- Tweak power generation. Most likely this would involve making the RF - HE conversion rate less favorable to make Mekanism less dominant for power generation. The Gas-Burning Generator with an ethylene loop and the Fusion Reactor trivialize most power concerns, even for HBM machines, for very little resource investment. Along a similar vein, I may buff Industrial Foregoing's generators to make them better options. The goal here is to put the various methods of power generation in the mod on much more equal footing where currently Mekanism stands alone. This will require testing and so I can't say for sure what this change will look like now.
- Vastly lower worldwide generation of resources, while adding designated, publicly available points that produce those resources in some way. This would provide incentive for player interaction and conflict. These sites might be HBM bedrock ore sites, Techguns ore cluster sites, command block-based supply drop sites, or something else along those lines. This would necessitate changes to the Industrial Foregoing Laser Drill and RFTools mining dimensions, either removal or perhaps significantly increased power cost and lowered efficiency.
We'll see how far I get with these.
Current major changes from Dysfunctional Warfare (as of version 1.9.5, 8/21/2023):
- Removed mods that don't fit the theme or don't play nice
- AgriCraft
- FirstAid and RoughTweaks (Not particularly enjoyable to die in 1 or 2 hits to every zombie with a pickaxe. That's what RLCraft is for)
- ICBM (HBM has exactly the same stuff, but cooler)
- SoManyEnchantments
- Probably some others that I don't remember
- Added a few mods to fill missing niches:
- Applied Energistics 2
- Fast Leaf Decay
- Morpheus
- COFH World
- RFTools
- Effortless Building
- Torchmaster
- Updated a few mods to newer versions
- SecurityCraft
- HBM Reloaded switched to HBM Extended (also fixes a couple of world-killing crashes)
- Tweaked configs for better performance and faster-paced PvP experience
- Turned off radiation affecting blocks in world (Reduces stochastic crashing from HBM mechanics deleting leaves, for which there is currently no fix. This will still happen, but should happen less.)
- Removed most duplicate ore spawns (i.e. 5 different copper ores)
- Increased most ore spawns somewhat and iron significantly
- Added some HBM overworld ores to the IndustrialForegoing laser drill configs
- Added crafting recipes for cactus green dye because you actually need it and it's annoying to get
- Added crafting recipes for HBM steel pipes that don't conflict with Immersive Petroleum's Turbine Shafts