The quest that tells you to dial in the first world then step into the beam, probably doesn't need the first "go to location" step that requires rubbing your face on the dial machine. The quest tells you to use the machine and step in the light, it doesn't say anything about giving it a hug first. It's very easy to use the machine and not complete that step without realizing it, then you end up in another world with your quest progress stuck and no idea what to do. Not everyone knows to use /hqm edit to fix stuff like that.
The items in the starting chest have a combined EMC value of like 200 million or something ridiculous. I've seen the recipe changes, but it's impossible to make ProjectE hard enough to get into where those kind of numbers make sense. That's free unlimited everything the instant you get a condenser.
All of the people who have responded to complaints about the inventory issue (that I remember) have countered with "it's easy to get around using bags." If it's so easy to get around, what is the point? Why is it fun? It's just many extra minutes standing around moving items around between bars and bags and chests. I don't see that as a challenge, or an interesting mechanic, it's just tedium (and buggy). This is something I quickly disabled, and I would suggest at least making a note of what mod is doing this and how to stop it in the OP or something because I can see many, many, people just abandoning the pack the moment they realize they only have a few items slots. At least if they know how to turn it off before going into the mod they might do so and continue playing instead of just lolnope-ing away, the rest of the pack seems interesting and it would be a shame if many people missed out on it because of something like that.
The recipes for the teleporting machine thingies you have set to only require a few pieces of wood, are just way too silly. I understand you want to make them easy to get, but making stuff like that out of wood is just very immersion breaking, and this pack otherwise has a very good theme and story going that is easy to get immersed in. I would suggest reverting their recipes or at least making them slightly more believable, and then hand out a few in the early quests so people can get a few worlds set up before having to craft more.
For your minetweaker issues, split your script up into little pieces so when one breaks the whole thing doesn't fall apart. The way minetweaker works is if there is a single error in a script file, the entire file stops working, but every other script file will continue to work just fine. Most mod packs split them up by mod, that also allows mods to be removed without affecting the other scripts, though not exactly relevant when the mods are important to quest progression or whatnot. Also you say you have forced peaceful in the script, but I see that line as commented out.
//phoenixTweaks.Difficulty.ForceDifficulty("peaceful");
The items in the starting chest have a combined EMC value of like 200 million or something ridiculous. I've seen the recipe changes, but it's impossible to make ProjectE hard enough to get into where those kind of numbers make sense. That's free unlimited everything the instant you get a condenser.
All of the people who have responded to complaints about the inventory issue (that I remember) have countered with "it's easy to get around using bags." If it's so easy to get around, what is the point? Why is it fun? It's just many extra minutes standing around moving items around between bars and bags and chests. I don't see that as a challenge, or an interesting mechanic, it's just tedium (and buggy). This is something I quickly disabled, and I would suggest at least making a note of what mod is doing this and how to stop it in the OP or something because I can see many, many, people just abandoning the pack the moment they realize they only have a few items slots. At least if they know how to turn it off before going into the mod they might do so and continue playing instead of just lolnope-ing away, the rest of the pack seems interesting and it would be a shame if many people missed out on it because of something like that.
The recipes for the teleporting machine thingies you have set to only require a few pieces of wood, are just way too silly. I understand you want to make them easy to get, but making stuff like that out of wood is just very immersion breaking, and this pack otherwise has a very good theme and story going that is easy to get immersed in. I would suggest reverting their recipes or at least making them slightly more believable, and then hand out a few in the early quests so people can get a few worlds set up before having to craft more.
For your minetweaker issues, split your script up into little pieces so when one breaks the whole thing doesn't fall apart. The way minetweaker works is if there is a single error in a script file, the entire file stops working, but every other script file will continue to work just fine. Most mod packs split them up by mod, that also allows mods to be removed without affecting the other scripts, though not exactly relevant when the mods are important to quest progression or whatnot. Also you say you have forced peaceful in the script, but I see that line as commented out.
//phoenixTweaks.Difficulty.ForceDifficulty("peaceful");