Modpack

The Industrial Parasite

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The Industrial Parasite

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Scape and Industrialize. Questing Modpack with primary focus on HBM Nuclear Tech (CE) and Scape and Run Parasites with the 'Symbiosis' endgoal.

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Medium 91 mods
Latest Version
The Industrial Parasite-1.1.0-BETA.zip
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Description

City overrun with Parasite Shroud

=======================================================================================

THE INDUSTRIAL PARASITE

A Long-Term Progression & Questing Modpack.

This is not natively a Hardcore Survival Experience!

=======================================================================================

Industrial Parasite is set in a world where it all goes down. The Meteor Storm has carried the Parasites into this world. Every city in the continent that was hit by this onslaught was lost and became alive as a result.

The governing entity of this world has collapsed under immense pressure. Civilization devolved, Industries grind to a halt. The usual smog were replaced with scent of whatever that comes.

Those who have "opputunities" boarded an Ark Ship and left this world behind, in hope to find a better place. Leaving those who remain to be assimilated and join the hive.

But you?

Here, you are an Engineer.

And you intentionally stayed behind?

"...I don't know? They probably would later threw me off that ship anyways."

...

"But I do wonder... if that rumor of Symbiosis is true..."

=======================================================================================

Flatgrass Industrial compound built in creative

=======================================================================================

Major Features (What to expect in this pack)

A QUESTBOOK

There is an actual endgoal in this pack. Which is to follow the questline and normal gameplay until a certain chapter where you create a "Mark of Authority".

HBM's Nuclear Tech (Community Edition)

A Heavy Industry tech mod that's not just a "Nuke mod" anymore at this point. Features many Multiblock machines with (kind of) clear progression.

Later in the progression, Bedrock Ore Processing and Weapon of Mass Destruction will be become available. Use them wisely (or not)

<!> NTM progression can get complicated very quickly. Approaching the Expert and Technical side of survival. Casual players be warned.

Scape and Run : Parasites

The Main Antagonist of this entire thing. They will evolve over time. The moment you start, you are in a race against them.

Do as much as you can to stall their progress... but somewhere in the progression, you will eventually be required to let them grow.

They Assimilate, You Industrialize, Let's see who can truly exploit the world.

This is not a survival anymore, it is a competition.

Applied Energistics 2 (UEL)

The Logistic Mod and the Pinnacle of Matter Storage Technology available in this pack. Construct the ME system that will become the Heart of the Industry.

Chickens?

Conjure basic resources into existence with the power of... Chickens... optional if you want this to be immersive...

Exploration

NTM Space (CE) allows you to pierce the atmosphere of this world, explore the Local Star System (Probably the Kerbol System) and establish untouchable orbital base or even factories in the void.

The Lost Cities is here. It is the remain of the civilization that left this planet.

Choosing Lost Cities World Type on world creation is recommended. Rare Cities profile is good.

Miscellaneous

Cyclic Mod can allow you to get very overpowered, utility-wise.

Torchmaster Megatorches, 'Flags' that you'll use to expand territory. The moment you obtain them, it's smooth(er) sailing.

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Unit 1

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Future Plans (What I had in mind while building the pack but couldn't execute.)

  • 'Canonically' Add fuel consumption (Like a SOLID FUEL and definitely not simple Coal) for that absurdly powerful Megatorches or even replacing them with something else that interdicts hostile spawn in the whole chunk area while needing some form of upkeep (espically power, not sure if such mod like this exist on CF yet. if it does, let me know Here.)
  • Invasion mechanic triggered non-randomly (if possible, such as from heavy pollution or just a clearly defined days.) I'd also want these events to also disable Hostile Spawn Interdiction or at least interfere with the system by making them consume more fuel if I can even make one.
  • Actual NTM x SRP recipes that will actually need machine. (The pack currently have one crafting-table recipes for the pre-endgame symbiosis quest)
  • Maybe some custom contents.
  • A seperate "grounded" version where you cannot go to space at all (Quarantine).
  • Add OpenComputer AND Chapter containing Pack's In-built Script for Oil Refinery Automation in case someone wanted to get super-advanced.

Updates

This pack's new releases will come once 'NTM CE' AND 'NTM CE Space' versions are properly released on Curseforge.

If the new release are Beta or Alpha, just know that that release has SOMETHING going on, and you really should read its changelog immediately.

Yes, this is my first Curse Modpack that is actually published.

(I saw everyone put this in, so here I am doing it as well.)

Screenshots

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  • ingame3.png
    ingame3.png Industrialized Hatred
  • ingame1.png
    ingame1.png Left : Oil 2, Refinery. Right : Evolution Inhibitor

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