Modpack
Staples: Kind of Expert Like
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An expert like modpack with with progression, exploration, and mass automation!
Themed around heavy machinery, factories, and automation reminiscent of the Industrial Revolution.
Themed around magical elements, mythical creatures, and enchanted worlds, often inspired by fantasy literature and folklore.
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.
Features complex tech, often requiring intricate setups and resources.
Features machines that process raw materials or automation processes.
Includes quests that drive progression, whether through a quest book, NPC, or other in world source.
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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Staples: Kind of Expert Like
This project will be revisited and updated summer 2023.
Known bugs;
- crash due to generating Mausoleums from Ice and Fire, update Ice and Fire.
Core Concept
Staples was created so I could play with my favorite “staple” mods with an expert style progression that makes sense. Progression through tech and magic mods are for the most part separated, but do intertwine every so often. With ridiculous recipes for creative items some would say there is a so-called end to the pack, the “bragging rights” are there if you wish. Above all, unification is key. An extensive amount of work has been done to ensure all ore processing is uniform, as well as things like adding full support for every single hostile mob being accounted for within Hostile Neural Networks.
Main Progression
Tech and magic mods will mostly be separated in progression, while sometimes crossing over.
Tech; Create, Immersive Engineering/Petroleum, PneumaticCraft, Mekanism, Draconic Evolution.
Magic; Nature’s Aura, Botania, Blood Magic. Astral Sorcery is not gated behind anything, but many things are gated behind different aspects of Astral Sorcery.
Other mods not required for progression will be opened up as you open up more of the main progression, PneumaticCraft opens RFTools, Mekanism opens up Solar Flux, and so on.
Mod Integration
A lot of cross mod integration has been added. From things like Hostile Neural Networks having every single hostile mob available, to Blood Magic and Astral Sorcery items converting to Botania resources. Immersive Engineering’s Cloche and squeezer has had all of Pam’s Harvestcraft support added, and strange things like Immersive Petroleum’s Coker tripling ores in molten form. While still gating certain things properly, there still tends to be more than one way to achieve something. For example, Blank Slates from Blood Magic can be made normally, cheaper, or with bonus output, depending on your input material.
Quests
There is a questing system, but not for rewards, it is mostly there to show progression. If rewards are present they will be mostly raw resources or food, not Draconic Energy Crystals. The entire pack can be “completed” without touching a quest, everything can be shown through JEI.
Exploration
Exploration will be extremely rewarding, especially early on. Standard tools can be crafted as normal, but basically every metal armor in the game takes a little more effort. Many loot tables have been heavily tweaked, mainly dungeons and towers but some standalone structures can have some treasures too.
Any issues or suggestions can be left on the GitHub page through the Issues tab or the following link.
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