Hello there,
I've been playing Regrowth since the past few days and i think i've now got a grasp on my overall feeling about the pack, enough to share it.
First of all it's good to see that's the ressource rarity do not come from Ex Nihilo, it's a bit of a fresh air. I like the background for the world, but it's missing something. I do not feel the urge to "Regrowth the planet", collect ressources and do the quests, yes, but i'm not in the story. Maybe a bit of a setup will help that, something along the lines of the wrecked ship in Crash Landing. Maybe add some final and main goal : heal the planet, using the Witchery biome ritual. You have a good thing going on.
The first tier of progression (up to the Magic crop) is really smooth and fun to do. I wouldn't change a thing. Things get complicated with the crop. Agricraft is a great mod (thank for the discovery btw), and it's fun to play around with it to get the magic crop, in the begining. But soon (i've done up the tier 2 crop) it get really grindy and boring. Growing by hand 20~ seeds up to 10/10/10 is in my opinion tidious and worst of all, useless. I've set up two 9x9 field full of max crop, they grow so fast that as soon as i've finished to harvest them, i can do it again. If you add the irrigation system, it's crazy fast. It show two problems in my opinion :
- The lack of automation: tree farm, harvesting crop, the only way available i see is the golem, and they come way too late. Plus i don't even know if they can work with Agricraft crop system properly. To have a "good" piping system you need to go up to Mekanism wich need T3 magic crop (wich you'll do by hand again) and a Assembly table, to power the laser for the Assembly table you have engine from BC or the turbine from Mariculture. I know i've left out the BC pipe, but it was intentional. I'm not saying "add TE, MFR, etc" or anything, i've read your point of view on these popular mod. But add some mid game automation (redstone, SFM...) this point and only this point is a real buzzkill for me.
- You'll get way more ressource than you ever need. I'm drowning in iron, copper, tin, gold... and so far i've used less than a stack for each. It's pointless to set up field for max out crops with the ressource consumption you've set.
I do not plan to go past the T2 for now but i've look at all the recipe to progress in the tech tree. You've done a really good job with this pack, but you need to do some change to improve the gameplay. Keep in mind what you've done for the first part, that i think should be the spirit of your pack.
(English is not my mother tongue, so i apologize if it's hard to read me)
I've been playing Regrowth since the past few days and i think i've now got a grasp on my overall feeling about the pack, enough to share it.
First of all it's good to see that's the ressource rarity do not come from Ex Nihilo, it's a bit of a fresh air. I like the background for the world, but it's missing something. I do not feel the urge to "Regrowth the planet", collect ressources and do the quests, yes, but i'm not in the story. Maybe a bit of a setup will help that, something along the lines of the wrecked ship in Crash Landing. Maybe add some final and main goal : heal the planet, using the Witchery biome ritual. You have a good thing going on.
The first tier of progression (up to the Magic crop) is really smooth and fun to do. I wouldn't change a thing. Things get complicated with the crop. Agricraft is a great mod (thank for the discovery btw), and it's fun to play around with it to get the magic crop, in the begining. But soon (i've done up the tier 2 crop) it get really grindy and boring. Growing by hand 20~ seeds up to 10/10/10 is in my opinion tidious and worst of all, useless. I've set up two 9x9 field full of max crop, they grow so fast that as soon as i've finished to harvest them, i can do it again. If you add the irrigation system, it's crazy fast. It show two problems in my opinion :
- The lack of automation: tree farm, harvesting crop, the only way available i see is the golem, and they come way too late. Plus i don't even know if they can work with Agricraft crop system properly. To have a "good" piping system you need to go up to Mekanism wich need T3 magic crop (wich you'll do by hand again) and a Assembly table, to power the laser for the Assembly table you have engine from BC or the turbine from Mariculture. I know i've left out the BC pipe, but it was intentional. I'm not saying "add TE, MFR, etc" or anything, i've read your point of view on these popular mod. But add some mid game automation (redstone, SFM...) this point and only this point is a real buzzkill for me.
- You'll get way more ressource than you ever need. I'm drowning in iron, copper, tin, gold... and so far i've used less than a stack for each. It's pointless to set up field for max out crops with the ressource consumption you've set.
I do not plan to go past the T2 for now but i've look at all the recipe to progress in the tech tree. You've done a really good job with this pack, but you need to do some change to improve the gameplay. Keep in mind what you've done for the first part, that i think should be the spirit of your pack.
(English is not my mother tongue, so i apologize if it's hard to read me)