The following are some very subjective notes from playing through the first set of quests in 1.0.9 yesterday:
It's hot now, you dehydrate really fast. Surviving is not a problem, it's just a lot of refilling the camel pack that gets tedious over time. Securing the food supply also takes quite some effort in the beginning, but that gets better with access to more/better food and eventually becomes a non issue. For dehydration there is no such progression path.
I've played it with 0.50 Dehydration for a few hours. You still have to restock often enough, but it's a lot less cumbersome.
There are a lot less Reward Bags now which is actually a good thing. Before you could practically count on getting certain items (especially seeds and ores) with the bags, now you have to work without them.
Iron ore is a lot more common with the last update. Together with the new Hopper recipe it is a lot easier now to build the first couple items. But (again, personal preference based on ore usage) there could be a bit more copper and some less gold and aluminium. My suggestion for the ore distribution would be: Iron 6-8, Copper 10, Tin/Lead 12, Silver/Aluminium 15, Gold 18-20.
The quests and the rewards flow really well. Only two places to perhaps look at again. One early quest gives an Activator and a Vacuum Hopper, which is really generous. From there on the ore production is virtually on autopilot. The quest for the Glacial Gizzmothingie only gives some hoppers and water. It takes Pneumaticcraft to craft it, at that point making a hopper is trivial. Again, just a suggestion: Make Activators somewhat more expensive so that it is still difficult to make when starting with Pneumaticcraft. (Not AAccumulator expensive though.
) Give one Activator as early quest reward, a second Activator plus Vacuum Hopper for the Glacial Magicky quest.
Or even leave it as it is, just change the Glacial reward to some TE machines, maybe a Pulverizer+Furnace to get the player started with TE processing.
The High Oven is awesome for ore processing - fast, efficient and easy to automate. But I would leave it at 2x ore doubling. Even at 2x it's superior to the Ticon smeltery and at 3x there wouldn't be much of an incentive anymore to build any of the TE processing machines.
And a few questions:
- Is it possible to disable the sweat particles by default? (Or who would prefer to leave them in for immersion reasons?)
- Is it possible to add the Builder's Wand fairly early on? (Either a recipe a la AgSkies or maybe an optional quest reward?)
- How do you get melon seeds? I don't care about pumpkins, but melons are important for potions. (Maybe quest reward or as very low chance when sifting dirt?)
Now can't wait to try 1.1.0, it's a really fun pack.