Modpack
Tech Survival Dimension Mix Pack
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A modpack for a good mix of familiar concepts using different mods covering survival, technology, world type, farming and more.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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This modpack was based more around:
-SextiarySector2 for it's tech and survival (thirst, stamina) aspects as well as to overhaul many things of farming and other areas, hence six/sextiary,
-Cogs of the Machine for it's mechanical tools/alloy mixing and cog power,
-Fusion Warfare for it's technology & team based defensive multiplayer accessibility content like concrete walls, turrets and more (works for singleplayer and multiplayer, while this pack was made mostly for singleplayer; this mod is the main multiplayer mod to use really in the pack compared to many of the others chosen to suit the pack),
-Clayium for a good use for clay and more ore processing and machine insanity more than any mods I've seen done before besides Mekanism,
-GeoActivity for players to do more with Coal than usual as well as x4 ore processing
-LightningCraft for it's 'all in one' focus of tools & armour sets, a dimension, minor tech with the power of lightning strikes,
-FrostCraft for a unique world type, cold machines, a castle with a boss fight, many ice infusion elements to tools with icicles and machines.
-GrowthCraft for it's farming+ more to do with crops introduced and the odd mods for tweaks and assistance besides the major content mods I did meant that serve other purposes (Clockwork Phase, HexCraft, ElectricalAge, Carbonization (more uses for coal also), and more. Some mods might be dropped if their purpose it's worth keeping in or the state of the mods isn't really suitable to the pack).
The modpack was meant to give new things to do and some familiarity into the mix. This pack took a bit for me to balance/select the right mods and some might not be balanced and may be removed. There is no clear power API either so a mix of new central mods ideas are common in this pack so not everything is RF or EU but instead requires learning of the mods but are still easily approachable things common in many mods still (few do use RF though like JAPTA and Geoactivity).
This is especially the case for FrostCraft, Sextiary Sector 2, Cogs of the Machine, Electrical Age and many more.
Modlist:
-Attained Drops
-Carbonization
-Clayium
-Cogs of the Machine
-CrissCross
-Electrical Age
-Ender Storage
-EZStorage (added to 1.1 of the pack)
-Fusion Warfare
-GeoActivity
-GrowthCraft Community Edition
-HexCraft
-iBench
-Iron Chests
-JAPTA
-jglrxavpok's Uncrafting Table
-LightningCraft 1
-Metroid Cubed 3 (to add more options for armour, abilities and make the nether different so you'll need the Varia suit)
-Modern Alchemy (removed as crashes the game so not in 1.1 of the pack)
-Night Vision Mining Hats
-Not Enough Items
-Power Tools
-Refined Relocation
-Round Robin Hopper
-SextiarySector2
-ShadowCraft Evolved (might be removed later due to state of mod so not in 1.1 of the pack)
-Waila
-Waila Harvestibility
-Water Power
-Wireless Item Passaging
-WIT (What is That) (for those wanting a lighter waila-like)
-Xaero's Minimap
-XEliteZ FrostCraft
-XtraRecipes
(and core mods that are necessary)
As per usual, I'm after feedback for the Modpack. And DON'T REPOST THE MODPACK OR RELATED MODS TO OTHER SITES.
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