Season 3 was a refined experience based off of what we learned from Season 2. Several of the mechanics from the previous season that were unenjoyable were scrapped in favor of the mechanics that people did enjoy in the new season.
Season 3 has been our smoothest blend of modded content for builders and exploration to date. Nature's Spirit and Supplementaries allowed for a good amount of creativity without complicating the capabilities of vanilla. However, this still ended up being a bit too much for what we were looking for.
Season 3 also saw the rise in popularity of fishing as something people wanted to do. Tide and Hybrid Aquatic were a significant part of the beginning of the season.
An unfortunate effect of world generation meant that most major settlements were spread out to the initial world borders at 2000 blocks out.
Some of Season 3's highlighted mods included:
among the other mods we typically use to increase performance and Quality of Life.
Season 3 was also the first season to include community built structures generating naturally in the world.
Most of the issues came from things beyond our control.
Bluemap: During this time, the server seemed to be running out of memory and caused sudden restarts. Removing Bluemap seemed to fix this for a time.
Tide: While most people enjoyed Tide, there were several backend issues that led to server restarts, deleted items, and other complications.
Supplementaries: This mod also had several complications which affected both backend and sometimes things within the server, including breaking the vanilla behaviors of redstone farms.