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Kitchen Sink Simulator
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Kitchen Sink Simulator is a sandbox-style Minecraft modpack designed to let players freely explore, build, automate, and experiment with any mods or systems they choose—without a fixed progression path or end goal.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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Kitchen Sink Simulator is an open-ended Minecraft modpack built for total player freedom, offering a wide mix of technology, magic, exploration, building, and quality-of-life mods without enforcing a progression path or end goal. Players are free to experiment, automate, explore, or create at their own pace, combining mods in any way they choose to suit their playstyle.
This pack is a work in progress and will be subject to change. Expect the future of this pack to be different from the current form, but the overall spirit to stay the same.
Inspiration:
This project is something I am currently developing for my friends and me to play together. Over time, we’ve played through many popular modpacks, including All the Mods, Stoneblock, MC Eternal, and several others. Eventually, many of us grew tired of items and mods being locked behind overly grindy recipes or rigid quest progression.
This pack is intended to let players experience mods on their own terms, rather than following a path predetermined by the pack creators. If you want to build, you can focus entirely on creating interesting or detailed structures. If you want to automate your entire world, you’re free to do that. Want to become a wizard? That’s an option too — all without being constrained by an endgame goal. You choose how to play, what to focus on, and when to move on.
This pack is also my way of pushing back against the “lawn base” playstyle that I — along with many others in the community — tend to fall into when playing heavily quest-based packs. I usually start with a temporary house, then plan out a themed base or a cool structure, only to become so focused on automation and efficiency that everything ends up scattered across a flat field or buried in a hole in the ground.
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