You are an engineer. You have been hired by a firm: Type1Ninjustries Colonization Inc. You are ready for your first commission - to build a colony on the moon. This is not a pack for the tough of heart, or those who get a rush out of manual smelting, or those who enjoy mining... in a straight line... for hours... at every conceivable y-level... No - this is a pack designed to challenge players with the task of automation. The goal is not to spend hours in grindy mining sessions, or trying to get enough food to survive, but to build automated resource-gatherers, production lines, and even entire factories. Go to the moon and build an evil corporate lair, and watch as your multitude of machine minions gather endless streams of resources for your use. You are, after all, an engineer - now get out there and conquer the world! Recommended (but not required) Background Knowledge and Lag Help: Spoiler This modpack and its guide assumes that the player has reasonable knowledge of vanilla Minecraft, and a beginner's knowledge of tech-themed modded Minecraft, especially the use of Not Enough Items and Thermal Expansion's Redstone-Flux energy system. There are ample resources to learn about them, so don't worry if you don't have that knowledge yet. This modpack should run fairly well on most computers. Very old computers may have trouble running it, but slightly-less-than-decent computers and better should run it relatively well. Installing the optimization mod Fastcraft by Player can also help loading times and framerates. It can be found here: http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820 It's pretty much like Optifine, except that it plays nice with the other mods, both in terms of buggy-ness and copyright issues with modpacks (note that for your own purposes, using both together increases your framerate even more, but, as I said, Optifine tends to be buggy when used alongside other mods). You could also delete (not disable) JourneyMap. This has been known to cause framerate drops on older computers; removing it helps. You could replace it with Rei's or Zan's minimap, should you want to. When reporting bugs, please be sure to specify whether you have Fastcraft (this is very important). Mod List: (This may be *slightly* out of date sometimes) Spoiler Applied Energistics by AlgorithmX2 BiblioCraft by Nuchaz (disabled by default) Big Reactors by Erogenous Beef CoFH Core by the CoFH Team Thermal Foundation by the CoFH Team Buildcraft by CovertJaguar, SirSengir, Krapht, cpw, and spacetoad CodeChickenCore by Chickenbones EnderStorage by Chickenbones NotEnoughItems by Chickenbones Translocator by Chickenbones ChickenChunks by Chickenbones Galacticraft(Core) by micdoodle8 MicdoodleCore by micdoodle8 iChun Util by iChun Torched by iChun Inventory Tweaks by Kobata Jabba by ProfMobius TiC Tooltips by squeek502 Waila Harvestability by squeek502 Tinker's Construct by boni and the Slime Knights/mDiyo Tinker's Mechworks by pillbox, Gyro, and mDiyo Tinker's Steelworks by Ephys and Toops Minechem by jakimfett Steve's Carts 2 by Vswe Steve's Factory Manager by Vswe Simply Jetpacks by Tonius NEI Integration by Tonius Nether Ores by the CoFH Team Thermal Expansion by the CoFH Team Minefactory Reloaded by the CoFH Team Redstone Arsenal by the CoFH Team Minetweaker by StanH EnderIO by CrazyPants Project Red (Every Module) by MrTJP, Chickenbones ModTweaker by joshiejack and SpitefulFox Secret Rooms by AbrarSyed Chisel by TheCricket26 OpenModslib, OpenBlocks, and OpenPeripherals (Core, Addons, and Integration) by the OpenMods Team Thermal Dynamics by Team CoFH Aroma1997Core and AromaBackup by Aroma1997 Refined Relocation by Dynious JourneyMap by techbrew Portal Gun by iChun Gravity Gun by iChun (disabled by default) RFTools by McJty Solar Flux by Nauktis RFDrills by goldenapple RF Windmills by piepenguin Steve's Addons by hilburn Iguanas Tinker Tweaks by boni Extra Utilities by RWTema Random Things by lumien Thermal Recycling by OreCruncher Matter Overdrive by simonradivoev Railcraft by Covert Jaguar (disabled by default) ComputerCraft by dan200 (disabled by default) Geko’s Lasers by GekoReivax Draconic Evolution by brandon3055 (disabled by default) Ender Tech by Drayshak Quantum Flux by jotato AE2 Stuff by bdew McJtyLib by McJty BdLib by bdew USE NOT ENOUGH ITEMS! Many recipes have been modified. Always check ALL the recipes for something before crafting it - often, the first recipe is not the best one. For example, you don't need a Redstone furnace to craft a Redstone furnace - the first displayed recipes are merely upgrades, the last one is the actual recipe. Spoiler This pack is - in some ways - much easier than most other packs on the launcher. This is on purpose. I'm happy to hear suggestions for balancing changes, but keep in mind what I'm about to say when you do. The idea for this pack has been banging around in my head for a very long time. This is the third time I've built it from scratch. It was born, however, during a time when my favorite way to play MC was on a self-hosted server with a few friends. I began experimenting with mods sometime after getting the server working, and, of course, decided to try to extend those mods to my server play. This is important - when I played with my friends, we worked together and shared resources. In vanilla, this was never an issue, but with mods, expensive gear such as Jetpacks became available. As soon as one person crafted an expensive, cool-looking tool, weapon, or armor-piece, everyone else wanted one. It wasn't that I didn't want everyone to have these epic modded things - that's one of the main reasons for getting mods in the first place. However, while the resources are often available to craft one jetpack, crafting one jetpack for eight people is significantly more challenging. Since humans think in the short term, this led to most resources being put into personal enhancements instead of automating the acquisition of those same materials. So, I had to try to mitigate giant resource-waste; but I simultaneously did not want to remove the challenge. This led to my making crafting easier, with cheaper recipes for some machines and tools, such as Buildcraft's quarry. This way, the challenge is shifted. Gathering materials is still difficult, but the means to upgrade resource gathering (quarries, tier 2 Tinker tools) are easier to acquire. So, building a quarry to mine ores, then a production line to process them, and then a big reactor to power all of it is easier and more rewarding than spending hours mining. Not only that, but groups of people working together don't have to worry that one person (sort of an engineering Leeroy Jenkins) will spend all of their resources on some expensive toy and cripple their material stockpile. There. Now that semi-intelligible pile of philosophy is off my chest. Other than philosophy, three other desires influenced this pack: I wanted to keep the mod count as low as possible, I wanted everything to be based off of technology, and I wanted everything to be compatible, or at least run off of Redstone-Flux power. So, Industrialcraft is pretty off limits, as is Thaumcraft. I'm also close to the mod limit, as any more than 100 mods begins to lag. TL;DR - Give me any and every suggestion you have; just be aware that I may not accept it, especially if it makes the pack harder. Spoiler Galacticraft’s Oxygen tanks cannot be crafted in the Applied Energistics 2 crafting terminal. This is (partially) due to how I have the crafting recipe set up. This will not be fixed; man up and use a crafting table. v1.1.5 requires Java 8 to run correctly. I do not think this can be fixed; if you cannot install Java 8 for some reason, disable Matter Overdrive. There may be minetweaker errors in chat relating to Draconic Evolution sometimes. This is normal. If you're playing with Draconic Evolution enabled, you won't get them, but otherwise don't worry about it. If you are curious as to what's coming down the pike, you can check out the discussion thread here. Suggestions are equally welcome both there and on this thread, but you might see some more specific discussion there. Spoiler [This changes quickly, I'll update it later] Stuff I Will Not Do, and Why: Spoiler I will not include IndustrialCraft or EnderIO. This is because this pack is designed to have a theme, with a single power mod right in the middle - that mod is Thermal Expansion, because - right now, anyway - almost everything is compatible with it. While EnderIO also has good compatibility, it is far too similar to Thermal Expansion to justify its inclusion (90% of it’s functionality can be achieved in this pack already). As for IndustrialCraft, in my opinion, it had it’s day, and now TE is “the new thing.” I will not include any magic mods, such as Thaumcraft, Botania, Blood Magic, Witchery, Ars Magica 2, etc. I may eventually have a pack dedicated to magic, but this pack is tech-based, and I plan to keep it that way. I will not include Modular Power Suits. This is because that armor tends to push everyone’s end-game towards the extremely expensive MPS modules, bankrupting any small server (trust me, I’ve had experience with this). Instead, I see Tinker’s Construct Armor/Weaponry or Flux-Infused Electrum to be end-game armor, as you at least have a choice between those two instead of just MPS. Spoiler Spoiler Here's the Jetpack icon of the pack in full resolution. It's by a good friend of mine who I won't name here, for privacy reasons. Spoiler Here's the splash image for the pack. It's by a good friend of mine, who wishes to be known as "The Cool Kid from the Basement." They wouldn't specify which basement, it's just the basement. Spoiler Here's my very own, original splash image for the pack. You can tell it's mine because the art quality is nowhere near that of the jetpack or the other splash. Spoiler Spoiler Nothin' here yet. It's up to you guys to fill this spot up! ~Preserved for Posterity~ (slightly outdated) Spoiler Most people will just ignore this guide. Some will do so because they don't want to have spoilers - feel free to take that route (under the "Important" section above are a few balancing changes that must be communicated, though. The "Miscellaneous" section of the guide is also relatively spoiler free). Most, however, will refuse to read this guide simply because reading is too much work. *sigh* So, I divided this guide into sections. A player curious about one particular topic does not need to read the entire thing - they can simply find the section they're looking for and get the information that they need. I've organized topics more or less alphabetically by title - I tried to organize them in a way that makes sense. You can, of course, read this guide from start to finish (that's the sort of thing I enjoy), but I hope that those who don't will consult this anyway should they need more information. This guide is meant to be a resource for players, new and old alike. New players will receive advice on which mods to use for certain situations, while old players will see my preferences and recommendations on using existing mods for certain tasks. This guide will not - will not - attempt to explain the mods in this pack by hand (except for Enhanced Portals 3 and Galacticraft, as the former is not as well known and the latter has a very definitive progression). I will link to external resources when reasonable or necessary. (This guide looks really long, but it's like that because it needs to be clear. It really isn't that bad, especially if you only read it as needed.) The Guide can be found here: http://forum.feed-the-beast.com/threads/guide-a-guide-to-colony-tech-modpack.80365/ The Guide to building a space program can be found here: http://forum.feed-the-beast.com/thr...-space-programs-in-colony-tech-modpack.80368/ Spoiler Check out this spotlight by Open-World Addict! He also streams every Saturday and Sunday at 8:00 AM Pacific Time. Here's his channel: http://www.twitch.tv/openworldaddict Spoiler Spoiler There were some beta versions, but their changelogs will not be recorded here. Versions 1.0.0 and up will be recorded. 1.0.0: Added everything (from beta) 1.1.0: (Some of the Mod Removals/Additions might Overlap with the transition from Beta, I forget to update my local mod list sometimes) Updated all the things! Every mod is now at it’s latest version for 1.7.10 (for the most part) Updated Forge to version 10.13.3.1358 Removed ObsidiPlates Removed ComputerCraft Removed Flatsigns Removed It Fell From the Sky Removed Picture-in-Picture Removed Sync Removed Particle Physics Removed DrCyano’s Lootable Bodies Added Aroma1997Core and Backup by Aroma1997 Added Gravity Gun and Portal Gun by iChun Added Hardcore Questing Mode by Vswe, Newcastlegeek, and lorddusk Added RFTools by McJty Added Solar Flux by Nauktis Added WR-CBE by ChickenBones Added Getting Started, Continuing Your Journey (miscellaneous tips), and Spaaaaace (space program) questlines Changed Various Recipes and Configs Added Awesome New Splash image! 1.1.2: Updated Minecraft Forge to version 10.13.3.1403 for MC 1.7.10 Removed CoFHLib (Turns out it’s unnecessary) Added Steve’s Addons (SFM Addon) by hilburn Added RFDrills by goldenapple Added CopperTools by goldenapple Added FastLeafDecay by Olafski Added RF Windmills by Piepenguin Updated RFTools to 2.83 Updated Applied Energistics 2 to rv2 Updated Tinker’s Construct to 1.8.5 Removed Redstone Armory and it’s dependency, ttCore Disabled RedstoneArsenal’s Flux-Infused Wrench, Sword, Shovel, Pickaxe, and Axe. The BattleWrench, Fishing Rod, Sickle, Bow and Armor set were left enabled. Disabled dupe tool and armor materials from CopperTools, as well as Emerald tools and armor. Disabled MFR’s Steam Turbine. The Steam Boiler’s still cool, though. ^^ Added recipe for Cyanite ingots using some electrum nuggets, a bit of lapis, and a yellorium ingot Made Blutonium and oreDict Plutonium-equivalents unsynthesizable. Made MFR’s Steam Boiler a bit more expensive. It’s awesome, but a little overpowered alongside a Big Reactor turbine. Rebalanced Fluxed Armor Plating to be a little more expensive Made RFTools’ Machine Frame yield two per craft. Also added a recipe that swaps out the iron ingots for steel and yields six. Added a recipe for slag (easier clay in the long run) Made the Simple Dialers and Matter Transmitters/Receivers from RFTools a bit cheaper (notably, reduced the ender pearl cost). Also added a recipe that yields two each of the transmitter or receiver, but requires steel ingots instead of iron. Made the final space quest a little more ‘enticing’ Made the space questlines that require only cobblestone consume tasks instead of detect. No more skipping the reading! Updated the AE2 tutorial to talk about the Energy Acceptor (which I was unaware of) Added a recipe for Charged Certus Quartz. Man, that stuff was a pain to craft. Fixed the Smeltery Crash! Yay! Add recipes and repair recipes for Candy Cane tools! yay! Note that the changes to Redstone Arsenal and the removal of Redstone Armory are due to the combination of CopperTools, RFDrills, and TiCon. 1.1.3: Mod Additions: Added Carpenter’s Blocks Added Extra Cells Added Iguana Tweaks Added Extra Utilities Added Random Things Mod Removals: Removed CopperTools and corresponding scripts. It was made obsolete by an update to Project Red, which now has it’s own gem armors. Removed Fast Leaf Decay (part of Random Things, we don’t need a separate mod now) Mod Updates: Updated Minechem, fixing the worldgen crash (yay!). Thanks to @Migui, @goth_child67, @TheBlueGenie, @Nezraddin, and everyone else who bug tested for helping with that. You guys rock! Updated RFTools Updated Project Red Updated RF Drills. Yay, Flux-Infused Crusher! (also made it fully craftable) Config Changes: Disabled all Iguana Tweaks modules except Tool Leveling, Tool Part Replacement, and WorldGen (IgTw loot) Re-enabled Flux-Infused OmniWrench Disabled pigmen-angering functionality of Nether Ores Enabled Hellfish spawning Configured various RFTools machines bits and bobs Removed Minechem chemical liquids from being able to be made into RFTools Dimlets. Sorry guys, no lakes of liquid meth for you. Disabled Extra Utilities’ Angel Ring and QED (and QED recipes; just use a vanilla crafting table/modded crafting table substitute) Disabled Random Things’ Magnetic Force, Bloodmoon Sensor, and the Bloodmoon event Minetweaker’d and Misc. Changes (Similar to Config, but with more recipe stuff): Disabled GC Solar Panels recipe Disabled Fragmented Carbon recipe. Now we don’t have to be scared of crafting torches! Changed Inscriber Press recipes to require skystone dust Made Fluxed Armor Plating yield two per craft Made Niter craftable Disabled recipe for GC Refinery, and added cyclical recipe between the GC and BC Refineries. Made Steve’s Carts quest require an assembler as well Made Solar Flux solar panels simpler and cheaper Added recipe for the Unknown Dimlet Added explanatory lore to the Unknown Dimlet Doubled default yield of Turbine Rotor Shafts and Blades Added yield-doubling (yields four), steel-using recipes for Turbine Housings, Rotor Shafts, and Rotor Blades Added an evil Smeltery-alloy recipe for Primal Mana Made Minechem’s polytool unsynthesizable, but added a recipe using the Flux-Infused Omniwrench and some other stuff. For balance, it had to be more expensive than the Flux-Infused Crusher. Made the “Stock” module for Refined Relocation not require iron ingots instead of ender pearls Changed the recipe for Spectre Iron to use the Induction Smelter. I also added a secondary drop of Ender Fragments, which I made usable to craft into Ender Pearls. Renamed various Extra Utilities and Random Things items. Don’t worry, they’ll still show up in NEI searches by their original names; tooltips are awesome. 1.1.4: Mod Updates: RFTools Buildcraft Simply Jetpacks RFDrills Forge Multipart Mod Additions: Thermal Recycling by OreCruncher Matter Overdrive by simonradivoev OpenModularTurrets by Poenjabiesous, Keridos, and UntouchedWagons Mod Removals: Minechem - due to the addition of Matter Overdrive Carpenter’s Blocks Extra Cells Config/Script (recipe) Changes: Fixed the freakin’ RFTools Matter Receiver/Transmitter crafting bug. That one was a pain. Made Leadstone Drills and Chainsaws unbreakable, like their higher-tier counterparts. Added a note about Crude Oil vs “Regular” Oil in the Oil Tycoon quest Changed my rename of the Super Builder’s Wand from “Creative Construction Hammer” to “Super Construction Hammer” Made RFTools Activity Probe MUCH more expensive Made MFR Steam Boiler SIGNIFICANTLY more expensive - if you want non-nuclear steam, you’ll have to work for it. Added an Induction Smelter recipe for Meteoric Iron Added recipe for Ectoplasm using a snowball and some dimensional shards in an induction smelter. Those silly spectres are too hard to kill! Made XU Drums more expensive to make OpenBlocks tanks easier to get early-game Disabled Oreberry Bushes as a material dimlet Disabled Steel replicating with Matter Overdrive Disabled Matter Overdrive Teleporters and Solar Panels Disabled Galacticraft Telepad Re-Configured Iguana Tweaks, courtesy of @goth_chilld67. Thanks dude! Added pulverizing recipes for Tritanium and Dilithium Ore from Matter Overdrive Added a bunch of AE2 quests, also courtesy @goth_child67, with edits by myself. I also tweaked a couple other quests, and added a “Skip Basic Quests” quest. Added a recipe for the Gravitational Anomaly (Black Hole) from Matter Overdrive Changed recipes for OpenModularTurrets ammo; they were mostly made harder. Set up production lines for ammo instead of just making it by hand. 1.1.5: Mod Removals: Gravity Gun (disabled, not removed) Bibliocraft (disabled, not removed) OpenModularTurrets WR-CBE Hardcore Questing Mode - I haven’t really been able to diagnose what’s going on, but it’s *probably* corrupted quest files. I don’t really feel like re-doing EVERY quest before this release, so I’m just going to remove it entirely for this update. Mod Additions: Geko’s Lasers by GekoReivax Draconic Evolution by brandon3055 Railcraft by CovertJaguar (disabled by default) Computercraft by dan200 (disabled by default) Mod Updates: Minecraft Forge (to version 10.13.4.1448) Chisel Buildcraft Matter Overdrive RF Drills RFTools Extra Utilities Thermal Recycling CoFH Core Thermal Foundation Thermal Expantion Thermal Dynamics Redstone Arsenal Config/Script Changes: Made Big Reactors consume 8x more fuel. Made Passively Cooled reactors produce 0.5x as much power, and made Turbines produce 0.75x as much. This is a giant nerf to encourage you to use other power gen options/build more reactors/actually use turbines for the efficiency bonus you get. Disabled Hellfish Increased Endergenic Generator’s power multiplier from 1 to 6 Enabled Iguana Tweaks config stuff properly, hopefully Increased mining level of Reinforced and Resonant RF Drills to Manyullyn level Changed the recipe for the Phaser to require the Isolinear Circuit Mk3 instead of Mk4 (diamond instead of emerald) Decreased diamond cost of Isolinear Circuit Mk3 from two to one Disabled Draconic Evolution’s coal-powered generator Disabled Draconium Ores spawning in the end. To get Draconium Ore, you must smelt 4 End Stone and 2 Enderium Blend together in an Induction Smelter for 1 Draconium Ore. Fixed Laserite Ore pulverizing recipe having an RF cost of 2 Made Geko’s Lasers Laser Turret require an RFTools machine frame instead of a random Thermal Expansion machine Added recipe to get the Laser Reactor Unit back from crafted Lasers. This is very lossy; you lose the entire laser just for the core without getting any of the materials back. Increased Spectre spawning chance from 0.02 to 0.05 Increased Spectre spawning chance while using Spectre Sword from 0.1 to 0.15 Disabled Random Things modifying the menu backgrounds Doubled Matter Replicator speed 1.1.6 (Current): Mod Additions: Ender Tech by Drayshak Quantum Flux by jotato AE2 Stuff by bdew McJtyLib by McJty BdLib by bdew Mod Updates: Thermal Recycling Geko’s Lasers (server crash is fixed; if you disabled it, you can now re-enable it) Applied Energistics 2 Buildcraft RFTools Mod Removals: Set Draconic Evolution to be disabled by default. This is because of the addition of QuantumFlux, which adds invincibility armor in a way that fits more with the theme of the pack. This means that sometimes there will be minetweaker errors in the log if you keep DE disabled; this is normal but cannot be fixed Config/Script Changes: Disabled matter calculation from recipes for items. This causes balance issues. Increased speed of Matter Replicator by another 2x, to a total of 4x Increased speed of Matter Decomposer to 4x Buffed Passive Big Reactors from 0.5x to 0.75x Buffed Turbines from Big Reactors from 0.75x back to the default 1x Spoiler IMPORTANT: v1.1.5 requires Java 8 to run correctly. I do not think this can be fixed; if you cannot install Java 8 for some reason, disable Matter Overdrive. I left this until the end in a vain attempt to get you to read the rest of this, especially the bit about the guide. As it is, I know that you probably skipped to here. Whatever. Here’s the code: newintern If you get frustrated, just come back to this post. Lots of the information you need will be here! The font I used for the titles in this post is Press Start 2P, which I accessed through Google Drive.