Modpack
Create Prepare to Dye
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an opinionated, minimalistic modpack centered around complex and interesting automation.
Themed around space exploration, including traveling to other planets, building spaceships, and surviving in outer space environments.
Themed around heavy machinery, factories, and automation reminiscent of the Industrial Revolution.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Features gameplay revolving around building and managing factories, assembly lines, and industrial processing.
Heavily focused around the Create mod, known for its unique mechanical systems and contraptions.
Includes gameplay revolving around space travel and planets.
Designed to be difficult and challenging for experienced players, often with many hours of gameplay.
Introduces new game mechanics and systems designed specifically for this mod or modpack.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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⚙️ Create : Prepare to Dye
⚙️ Create : Prepare to Dye is an opinionated new take on automation based gameplay
Intro
As the head of a crumbling, inherited, capitalistic space company, you are forced to use the last card you have left, the rights to a small, dead, irradiated planet called Chroma Prime.
Chroma Prime is mostly depleted in resources, but it is all you have left. You must take the planet, and sell as much as possible back to the hungry society of the "United SPACE consumer union plus plus" in order to reestablish your company as the "top shelf", "high volume production", "safe importer/exporter" "wheelchair accessible" winner it once was. You will need to build factories and trade routes, create lasting relationships, compete with rivals and back-stab your way to the top.
Things did start off on the wrong hoof though, as you crash land on the barren planet, your milk powered spaceship is destroyed as you and Betsy are left to pick up the scraps and build your empire from sand and... milk?.
About the project
Concept
- Your goal is to be the highest rated producer in the system. Trade with the best of them and have the most productive and reliable production lines.
- This planet is depleted, you will need to figure out how to produce the resources you'll need on your own, mining need not apply.
- You inhibit the shell of a powerful automaton. You don't eat, you don't sleep, you can build and break blocks with ease, even at a distance.
Gameplay loop
- You accept trade deals with various companies
- You produce the resources needed to fulfill the trade deals
- You use the resources to grow your production and get better trade deals
- Successful trade deals can level up your trade contract, giving you access to more advanced trade deals
Core values
details Complex and unique automation
Using Create, botania, quark and supplementries to set the style of automation we want. We deconstruct and construct very intricately built and balanced processing lines. We heavily focus on the concept of difficult automation, cheap devices. You will iterate and design your solutions and each one will take you to new places and areas of problem solving and logistics.
we add/alter many processing lines (over 1300 recipe changes and additions) that focus on the core gameplay loop of the pack, and are designed to be interesting and fun to automate. They are not arbitrary or random, they are finely tuned specifically for this experience. details details Radical simplification
No clutter. Every item and block has a reason at least a few reasons to be in the game. Otherwise it gets yeeted. And many things do indeed get yeeted, including from vanilla. Did anyone say nether? Never heard of it. To clarify, a reason is not "it's fun" there are many fun things you won't find in this modpack that are available somewhere else. A reason is "it's fun and it fits the core gameplay loop of the pack".
details
details
Remove tiers
- all other recipes have a place in any stage of the game. For example the grindstones from Create are not a flat upgrade over the millstone, the millstone produces a lot of a single product, while the grindstones produce multiple products, but at a lower quantity. Every recipe will have advantages and disadvantages, and depending on your existing processing lines it might make sense to use different ones. details details Low amount of tasks that aren't "making cool stuff"
We do everything within our power to prevent the possibility of optimizing the fun out of this game. Specifically with regard to our core gameplay loop. If you are not automating, making and building cool stuff, we assume we have done something wrong, and we sprint to fix it. details details Heavily Documented, in game
You item and recipe index is a core gameplay element. Imagine playing Botania without needing to open a book or a wiki. See botania-debookified for technical details. details details A new take on progression
Progression and "tiers" in this modpack are not done with more and more expansive machines and devices. You are not leveling up your machines, you are leveling up your production. Your early game white plate production will tie well into your late game, like most of the processes in this pack. As the game progresses the scale and the complexity of your lines will grow. You upgrade processes, not machines. details
details Customization and Modularity
We have a clear gameplay loop we try to enforce, but if there is something that doesn't fit, you should be able to change it easily. Our script base uses a feature based aproach, where you can enable and disable features of the pack, and even add your own using our recipe managers. details
Server setup
Modrinth
- Go to server/readme.md and follow the instructions
Curseforge
Not uploaded as part of the cf release so a few more steps are required
- download folder manually from here
- Extract it into a new
serverfolder under your modpack folder (can be named anything) - Go there and read readme.md and follow the instructions
⚙️ Create : Prepare to Dye
⚙️ Create : Prepare to Dye is an opinionated new take on automation based gameplay
Intro
As the head of a crumbling, inherited, capitalistic space company, you are forced to use the last card you have left, the rights to a small, dead, irradiated planet called Chroma Prime.
Chroma Prime is mostly depleted in resources, but it is all you have left. You must take the planet, and sell as much as possible back to the hungry society of the "United SPACE consumer union plus plus" in order to reestablish your company as the "top shelf", "high volume production", "safe importer/exporter" "wheelchair accessible" winner it once was. You will need to build factories and trade routes, create lasting relationships, compete with rivals and back-stab your way to the top.
Things did start off on the wrong hoof though, as you crash land on the barren planet, your milk powered spaceship is destroyed as you and Betsy are left to pick up the scraps and build your empire from sand and... milk?.
About the project
Concept
- Your goal is to be the highest rated producer in the system. Trade with the best of them and have the most productive and reliable production lines.
- This planet is depleted, you will need to figure out how to produce the resources you'll need on your own, mining need not apply.
- You inhibit the shell of a powerful automaton. You don't eat, you don't sleep, you can build and break blocks with ease, even at a distance.
Gameplay loop
- You accept trade deals with various companies
- You produce the resources needed to fulfill the trade deals
- You use the resources to grow your production and get better trade deals
- Successful trade deals can level up your trade contract, giving you access to more advanced trade deals
Core values
Complex and unique automation
Using Create, botania, quark and supplementries to set the style of automation we want. We deconstruct and construct very intricately built and balanced processing lines. We heavily focus on the concept of difficult automation, cheap devices. You will iterate and design your solutions and each one will take you to new places and areas of problem solving and logistics.
we add/alter many processing lines (over 3000 recipe changes and additions (including dynamic ones)) that focus on the core gameplay loop of the pack, and are designed to be interesting and fun to automate. They are not arbitrary or random, they are finely tuned specifically for this experience.
Radical simplification
No clutter. Every item and block has a reason at least a few reasons to be in the game. Otherwise it gets yeeted. And many things do indeed get yeeted, including from vanilla. Did anyone say nether? Never heard of it. To clarify, a reason is not "it's fun" there are many fun things you won't find in this modpack that are available somewhere else. A reason is "it's fun and it fits the core gameplay loop of the pack".
Remove tiers
- all other recipes have a place in any stage of the game. For example the grindstones from Create are not a flat upgrade over the millstone, the millstone produces a lot of a single product, while the grindstones produce multiple products, but at a lower quantity. Every recipe will have advantages and disadvantages, and depending on your existing processing lines it might make sense to use different ones.
Low amount of tasks that aren't "making cool stuff"
We do everything within our power to prevent the possibility of optimizing the fun out of this game. Specifically with regard to our core gameplay loop. If you are not automating, making and building cool stuff, we assume we have done something wrong, and we sprint to fix it.
Heavily Documented, in game
You item and recipe index is a core gameplay element. Imagine playing Botania without needing to open a book or a wiki. See botania-debookified for technical details.
A new take on progression
Progression and "tiers" in this modpack are not done with more and more expansive machines and devices. You are not leveling up your machines, you are leveling up your production. Your early game white plate production will tie well into your late game, like most of the processes in this pack. As the game progresses the scale and the complexity of your lines will grow. You upgrade processes, not machines.
Customization and Modularity
We have a clear gameplay loop we try to enforce, but if there is something that doesn't fit, you should be able to change it easily. Our script base uses a feature based aproach, where you can enable and disable features of the pack, and even add your own using our recipe managers.
Server setup
Modrinth
- Go to server/readme.md and follow the instructions
Curseforge
Not uploaded as part of the cf release so a few more steps are required
- download folder manually from here
- Extract it into a new
serverfolder under your modpack folder (can be named anything) - Go there and read readme.md and follow the instructions
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