Modpack
Nincraft Electric Boogaloo 2: Revenge of the Fallen
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A 1.7.10 mod pack for the Nincraft whitelist server
Does not follow a specific thematic focus apart from vanilla Minecraft.
Centered around complex tech and/or magic where large-scale automation is necessary, often taking many hours to craft items and hundreds or thousands of hours to fully complete.
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.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Features machines that process raw materials or automation processes.
Ideal for small groups of players or cooperative gameplay.
Designed to be difficult and challenging for experienced players, often with many hours of gameplay.
Features a progression system with stages or gates that must be unlocked.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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This modpack is the official modpack for the Nincraft whitelist server, centered around elongating the time to play through all of the content within the pack. Practically everything has been altered in some way, from recipes to mechanics, to ensure equivalent content from different mods don't outshine each other. Players will need to actually travel away from their home base to gather resources and even progress.
NEB2 also has had its generation overhauled quite a bit. Not only do ores generate in large clouds, but some metals have been moved to different dimensions to reinforce the concept that players need to explore and travel in order to progress. Biomes and terrain are managed through ATG's generation, by using the climate method of determining where biomes should go. This way players will need to travel North or South in order to reach hotter/colder climates, rather than running around randomly. Don't worry, though; there are ways to farm up resources. Between RFTools dimensions and Fluxed Crystals, players have the option of setting up large scale resource farms; the drawback being the constant update cost in the form of RF. That, and both of these mods are gated to about mid-late game.
The goal of NEB2 is to make it so that players will have goals to reach for months, rather than days/weeks. Completely hands-off gameplay won't be obtainable until very late in, if not the end of, NEB2. The more something provides this form of utility, the later on it is obtainable. Giving players freedom of how they want to set up their contraptions, while keeping each route equally as useful and sought after is desired. There should be a reason to use mod A's setup over mod B's, rather than just defaulting to mod B because it's cheaper and better.
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