Guided quests/goals have really become more important to me than before. I've played so much Minecraft that a pure everything sandbox isn't interesting anymore for my friends and I, and it's more important to have a goal and end point to our worlds so we don't just slowly stop playing on the server until someone finally shuts it down.
So packs with limited mod sets, and some sort of quest book. It also helps learning new mods so much more than a wiki.
For actual content, we typically enjoy an automated/tech/magic mix, without going as far as gregtech style.
Absolutely the same for me too and not just a few quests but actual thought and depth in the quests. I love progressive type modpacks that have to work through other mods to get to the end goal. Very satisfying.
I am just downright bored of vanilla, especially when mods can ad so much amazing work to the game... but the wide open sand box has gotten a bit boring, even modded, after 10+ years so I really enjoy quest packs that give you a series of goals and accomplishments, and bonus points if its wrapped up on a story.
I kinda miss the way quest packs were in the old HQM days, though.. Modern quest packs, at least the ones i've tried thus far, just seem to be "heres the big wide open soapbox..with checkmarks!" instead of following a storyline and unlocking things as you developed and discovered.
It's funny that you say that, about just being checkmarks. Just stopped playing the new Skyblock 5(?) pack, and the "tasks book" is just pages of user clickable checkboxes. Think that it might just be partly in development still though.
The "colors" theme was quite fun and new, everything is colorless until you unlock the color palette one color at a time. It's the foundation of crafting as you can make most of the mats from mixing dye.
that's the reason i've been liking mods like cold-sweat and serene seasons. playing a mod like that on hard mode puts pressure on players to prepare for seasons, and it makes the game feel like it takes effort to survive