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current content ::as of update 1.1(complex curiosities) [not yet released, but getting close to release] |the first major update, reworked the tech tree |your game may take a long time on first load, and may crash when making a world, its fine and expected dont worry
:8 core tech chapters, and seven sub chapters :roughly 500 lines of code :a comprehensive quest tree :1000+ hours of my life wasted coding it all :a set lane of quest progression :decently stable framerate :no ai generated content :plenty of mods (400+) :a VERY ambitious future
|:idea: my modpack is my most ambitous project, i am just starting to actualize that ambition
i had the idea during a playthrough of a cool and fun and better modpack(create astral) and i thought to myself, "wow, it woulf be cool if i tried to make a modpack" and my friend who i play minecraft with supported that idea i already have some good experience with writing and planning, so it wasnt that hard to make the plan and story, the only real issue is the sheer magnitude of my ambition, i have WAY too much planned
|:main concept: microcosms main selling point is that EVERY stage of progression is optional, you can complete the whole game without touching either side of progression
create microcosm mainly focuses on the atmosphere, aiming for complex [ULTRAKILL] inspired combat, with four core classes to choose from(classes are not implemented yet) that work like the classes in terarria this modpack will also follow the progression style of terraria, however that is not implemented yet
|:current state: decent framerate, given you have a good setup recomended to use as little of 10GB of memory when playing, more the better the tech tree is roughly halfway done out of its entire roster, ALL RECIPIES ARE DUE TO CHANGE unless stated otherwise in a very soon update, multiblocks are planned, as well as a proper polishing to the tech tree, i will warn you when a upate is bound to break existing infrastructure NOTHING IN THIS PACK IS SET IN STONE
|:ambition: [NONE of this is in the version you can play, just listing ideas rn] :chapter types
:tech
the tech chapter was the focus of the most recent[not yet released] update, adding 7 out of the 10 planned chapters, so in a future update, it will be "complete" however in a more future update, the progression of tech will continue on in the integrations A side, however you will still not have to touch magic to progress so dont worry about overcomplication(I say that and yet my notes file for ideas is almost a full gigabyte)
:magic
the magic chapter is the next planned section to be released, however untill a future update it will have create centered production methods, eventually when i REALLY learn on making my own mod, it will have some bobtania inspired infrastructure, however i will vehemintly disagree on adding botania itself, not because its bad, its a great mod, however its own progression does not match the type i wish in this modpack, and plants in a industry modpack makes no sense the magic side will continue progression on the integrations C side
:integration
the integration chapter is intended to be a merge between tech and magic, it does not force the convergance, however it is more benifical to merge the two sides fully
:integration (side A)
a tech focused continuation, things like the valkyrien skies(and in the future, aeronautics) mod and many multiblocks can be found behind this chapter, this chapter also relies on heavy precision as a small mistake can cause a lot of damage
:integration (side B)
more material focused, as both sides will have methods of making stuff in this chapter, and both sides will also use items in this chapter
:integration (side C)
the magic chapters continuation, uhh, i have not written much about this part
:classes
the players can pick from four core classes to play, and each one gives the player different challenges to overcome, however each class will be fighting the same catalogue of bosses, each one will have their own playstyles
:artificer
the MOST ambitious one of the four, this class will have complex ULTRAKILL inspired playstyles, where you can do a LOT of damage, but you are built like paper, and a good portion of weapons in this class are inspired directly from ultrakill, and other sources but ultrakill is the core inspiration.
this class HARD focuses on the tech chapter, and i have to make this over from scratch
in late game this class shifts focus to the A side of the integration chapter
:mage
most of the "mage" class is already present, thanks to irons spells, however it would be quite lacking in this modpacks later game, so all i really have to do here is make some end-game content for this class this class is mainly spectacle based and more AOE focused, with spells focused entirely on wipeing entire fields of enemies this class hard focuses on the magic chapter, in late game it shifts focus to the C side of the integration chapter
:ranger
out of all "existing" classes, this is the most feature incomplete, all you got is a few bows and a crossbow, however it will have more precision/setup focused combat, where it rewards being able to hit the same target more then once this class focuses on the B side of integration, while leaning into the tech chapter / a side
:melee
the closes to feature "complete" in current version what much is there to say about a melee class, you swing a sword and have good durability this class focuses on the B side of integration, and somewhat leans into the magic chapter / c side
|:LORE: a simple paraghraph to tell of the birth of this illustrious world "the world of microcosm was formed from the falling of the three greatest beings, ignis of flame, shaping the core of the earth with his death, gaias of life, reshaping the land into the magic rich world it is now, and at last there was ✌︎👌︎✡︎👎︎⚐︎💧︎💧︎ of the abyss, for his death reshaped the cosmos"
:support:| if you find bugs please reach out in the discord and if you are a mod creator and wish for your project to be credited/remove/added(open to discussion) please make a request in the discord and i will comply the discord server, despite being nearly empty, is quite well made
:links/closing:| if you would like to join in development in this project in any way shape or form, please dont hesitate to reach out, i dont have much money to pay now, but i hope one day i can reward you for your efforts in aiding this projects development tenfold, hopefully sometime soon if you find any bugs or problems, please make a claim in the "bugs and issues" channel in the discord (an "OG" role will be given to the first 100 people to join the server, yes its still open, purely cosmetic but i hope that the illusion of limitation draws you in)
this project will always remain free to access and modify, as Arsi "hakita" patala once said, art is not only for those who can afford it,
in the same way, this project has never, and will never contain official ai generated content or official media
: YouTube: https://www.youtube.com/@sodiumhypochloryde :twitch: https://www.twitch.tv/sodiumhypochlorid :discord: https://discord.gg/Yk4znxaHrE
tldr: i hope you enjoy my ambitious project
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