Modpack

Tainted Forces
Rank 538
Rank 182 among modpacks

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Tainted Forces

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A Story-driven Sci-Fi pack

Sci-Fi & Futuristic
Space
Fantasy
Tech
Magic
Adventure/Exploration
Base Defense
Factory Sim
Magitech
Custom Maps & Worlds
Storyline
Lore
Space Exploration
Custom Game Mechanics
Factorio-inspired
Mod Loaders
Forge
Minecraft

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5.0
cyberblazelp

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

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About reputation ranks
Posted: June 29, 2025 at 9:34:12 PM UTC
1,000 hrs
Total hours played at time of review
MC 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
3.0

[self-reiew]

This pack is best experienced in multiplayer.
Originally starting out as a spiritual successor to Blightfall, I've been working on this on and off for the better part of 4 years now, and it kinda spiraled from there. Starting out, i didn't think i could make thaumcraft 6 work for this purpose, and in a way, i was right. instead of emulating thaumcraft 4's taint, i'm taking the new infection mechanics and creating something completely novel with them: with Flux now behaving like the pollution from Factorio, spreading out from your base and feeding initially small, non-expanding hives of taint that then grow to become the main threat to your continued existence. Among the other things listed here, the taint will also receive numerous buffs with an "evolution factor", custom mobs and behaviors, etc, forcing you to always be on edge about the status of your perimeter and helping the taint stay a relevant threat at all stages of the game

The other unique gimmick, with the two opposing teams of players, is still heavily in development, mostly due to balancing. Only one side can "beat" the pack, so i want it to at least be close. Due to the playtesting this requires, this will likely be completed last.

the progression and core gameplay loop build on the interplay between the base and the environment: explore to unlock new technology and resources, then integrate them in your setups back home and create better equipment to venture into more dangerous locations, mess with the other team, or defend the base from the taint and enemy faction.

The factory building itself also differs from most packs, featuring a fleshed-out steam age and lots of "involved automation" with many machines needing redstone logic and in-world interaction (breaking, placing, clicking, item dropping, etc.) to function properly
The final crafting chain to produce the fabled D-T fuel will involve machines that take this philosophy to the extreme, making use of TFC blast furnaces, Embers machinery, arcane infusion, IC2 reactors, you name it!

Logistics will also be non-trivial, with quantum bridges and dimensional transceivers being gated to hell and back. Combine this with the custom dimension restrictions for some devices and suddenly you're driving trains through portals and launching cargo rockets. This also forces you to see dimensions that aren't the overworld as an actual place to live and build instead of just another oversized dungeon where you only go if you need something.
Fun fact: this entire feature was born out of an anti-cheese measure so you can't place polluting machinery in a dimension with no taint. Later on, i intend to give the other dims their own sets of exclusive machinery.

The threat of taint aswell as the competition through other players ensure that you are locked in a two-way arms race at all times: progress too slowly, and you'll get out-gunned, but progress too quickly and the "Purple People Eaters" will claim all you hold dear

0
0
5.0
cyberblazelp

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: June 29, 2025 at 9:34:12 PM UTC
1,000 hrs
Total hours played at time of review
MC 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
3.0

[self-reiew]

This pack is best experienced in multiplayer.
Originally starting out as a spiritual successor to Blightfall, I've been working on this on and off for the better part of 4 years now, and it kinda spiraled from there. Starting out, i didn't think i could make thaumcraft 6 work for this purpose, and in a way, i was right. instead of emulating thaumcraft 4's taint, i'm taking the new infection mechanics and creating something completely novel with them: with Flux now behaving like the pollution from Factorio, spreading out from your base and feeding initially small, non-expanding hives of taint that then grow to become the main threat to your continued existence. Among the other things listed here, the taint will also receive numerous buffs with an "evolution factor", custom mobs and behaviors, etc, forcing you to always be on edge about the status of your perimeter and helping the taint stay a relevant threat at all stages of the game

The other unique gimmick, with the two opposing teams of players, is still heavily in development, mostly due to balancing. Only one side can "beat" the pack, so i want it to at least be close. Due to the playtesting this requires, this will likely be completed last.

the progression and core gameplay loop build on the interplay between the base and the environment: explore to unlock new technology and resources, then integrate them in your setups back home and create better equipment to venture into more dangerous locations, mess with the other team, or defend the base from the taint and enemy faction.

The factory building itself also differs from most packs, featuring a fleshed-out steam age and lots of "involved automation" with many machines needing redstone logic and in-world interaction (breaking, placing, clicking, item dropping, etc.) to function properly
The final crafting chain to produce the fabled D-T fuel will involve machines that take this philosophy to the extreme, making use of TFC blast furnaces, Embers machinery, arcane infusion, IC2 reactors, you name it!

Logistics will also be non-trivial, with quantum bridges and dimensional transceivers being gated to hell and back. Combine this with the custom dimension restrictions for some devices and suddenly you're driving trains through portals and launching cargo rockets. This also forces you to see dimensions that aren't the overworld as an actual place to live and build instead of just another oversized dungeon where you only go if you need something.
Fun fact: this entire feature was born out of an anti-cheese measure so you can't place polluting machinery in a dimension with no taint. Later on, i intend to give the other dims their own sets of exclusive machinery.

The threat of taint aswell as the competition through other players ensure that you are locked in a two-way arms race at all times: progress too slowly, and you'll get out-gunned, but progress too quickly and the "Purple People Eaters" will claim all you hold dear

0
0
5.0
cyberblazelp

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: June 29, 2025 at 9:34:12 PM UTC
1,000 hrs
Total hours played at time of review
MC 1.12
The version(s) the reviewer played
0
0

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Project Details

Type
Modpack
Pack Size
Large 215 mods
Latest Version
Tainted Forces-2.8.0.zip

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Description

[Disclaimer: As of now, the modpack is in a playable, but very much unfinished state. Do not complain about  obviously NYI or unfinished concepts, but bug reports and constructive criticism are appreciated.]  With that out of the way, here are my plans for the pack release:

For anyone revisiting this page, yes, i did completely change the Description bc i had to compromise on some key aspects

This is a modpack about automation puzzles, base defense, and exploration.

At least gameplay-wise. It will also feature a good bit of lore and worldbuilding once i actually set up the custom map proper.

You awake from cryosleep to dim emergency lights and the sound of a blaring siren: The aftermath of a space battle you were deemed unfit to participate in. Through a briefing from your superiors, you learn that the ship has gotten stranded in orbit of a planet in an uncharted region of space as your reactor mysteriously exploded while chasing down the enemy fleet.

The task is clear: Go down to the planet's surface, extract and process its resources, and use them to repair and refuel the ship for interstellar travel.

However, there are numerous obstacles to be overcome:

Tech is nigh-useless on its own here. Magic and magitech will be your daily bread and butter even into the lategame. thing is:

MAGIC POLLUTES

 Many processes need a substance that creates thaumcraft flux when created (e.g. liquid essentia) somewhere down the production chain to be made. This in turn causes taint to expand from the initially small hives dotted around the map. If left unchecked it could devour your base whole, so establish some turrets around your perimeter. This Mechanic was heavily inspired by the pollution and biters from factorio.

IT EVOLVES 

 The more you fight back against the taint, or when you reach certain milestones, the taint will get stronger, forcing you to improve your defenses. However, even the best emplacements can only do so much. It is advisable to invest in a pollution-reducing strategy alongside base defense.

COMPLEX AUTOMATION AND ALTERNATE RECIPES

For much-used intermediates, there's usually 2 types of recipe. A simple, plug and play magic gray box one, and one that requires at least some redstone control, auto-clicker, or other complex automation. As you may guess, the former is horribly inefficient when it comes to how much you pollute per item made. You are expected to mix and match and it's ok to go for the easy route if you just want something automated at all. Just don't let the issues compound.

SOPHISTICATED LOGISTICS

Tesseracts OP. Use conveyors, itemducts, or clotheslines. Some resources can be gotten renewably, but only in specific locations that can be far apart (think satisfactory's resource nodes). In that case, utilize railcraft trains with chunk loader carts to bring it all back to base without having to load the entire track

INTERDIMENSIONAL LOGISTICS

You know how most modpacks treat dimensions like a glorified megadungeon at most times? You only go there to plunder the ores and loot, perhaps kill some wildlife, and that's about it. Noone ever makes you build there.

Introducing: Surface Conditions! Some special blocks require strict parameters to function and so can  only be placed in specific dimensions, making you build bases that span across realities to achieve maximum efficiency. The Various dungeons are not wasted either, providing access to unique resources (forged ruins for ember power, sludgeons for bottled fog) or some direct prerequisite for the next major milestone

yes this part was basically ripped straight from the SpaceAge DLC for factorio.

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