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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.
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.
Includes quests that drive progression, whether through a quest book, NPC, or other in world source.
Emphasizes combat mechanics and fighting gameplay.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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THE INDUSTRIAL PARASITE
A Long-Term Progression & Questing Modpack.
This is not natively a Hardcore Survival Experience!
(This is relatively 'Easy', but is it still hard? Yes.)
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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 another kind of 'smog'.
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..."
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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 a "Nuke mod". 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 'a little'.
They Assimilate, You Industrialize, Let's see who can truly exploit the world.
This is not survival, it is 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... can optionally opted-out 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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Future Plans (What I had in mind while building the pack but couldn't execute.)
- Invasion mechanic triggered non-randomly (if possible, such as from heavy pollution or just a clearly defined days.)
- Actual NTM:CE 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 once I figured out how to mod.
- A seperate "grounded" version where you cannot go to space at all but that means a second branch I has to maintain so I am considering this last.
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Known Issues
- After some random period of time while player is traveling, there is a bug where almost all entities become invisible regardless of who it is. Known-best counteract is to use F3+A to reload chunks ASAP.
- Player inventory get 'freaky' sometimes. Inventory is shown desynced for whatever reason (moving item from a slot to other slots, closing and opening inventory again causes them to return to original position as if its a ghost inventory). I have NO IDEA how this happens and it happens even in Singleplayer. Accessing inventory from a chest(or anything that is not the 'E' key) will show inventory in it's true state. Rejoining fixes this. I thought Baubles causes this but it was not. I may add Baubles mod back later.
- Usual severe lags from world-gen. World generation is very expensive here, its not a skyblock modpack afterall, (This is catastrophic if you encounter a swarm of Rupters during world-gen lag resulting in an instant death! Beware. I HATE THEIR I-FRAME IGNORES). Give it sometimes while travelling or pre-generate a world if you are using a server or don't mind storage space.
- Using Mob Masher on a parasite crashes the server. Not sure if it will happen everytime but it happened to me once so I'll mention it now.
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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.)
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