I'll be using this thread as a centralized place to ask my questions related to the pack,as well as provide my musings for things going on. So! Let's get this show on the road.
First of all,I made a couple of .ini changes,relating solely to the Mining Dimension; It's perpetually daylight there,and hostile (All?) mobs cannot spawn there. I haven't even seen any chickens. I aim to use this dimension as the site of the lion's share of my operations.
I've travelled far and wide for a suitable place to build. I've settled for atop a flat mountain in a Mesa; My sole requirement was for a large,flat (ish) area with solid ground. The fact that there's a large Astral Sorcery ruin nearby,buried under the terracotta,is just gravy.
Speaking of the Mesa biome... I don't think I'll ever want for gold again. The first thing I did was set up a smeltery (5*5*2),and by the time I was done with that,I had more than enough gold for a Tool Forge... While I was struggling to get a usable amount of literally everything else.
Despite proximity to an Astral Sorcery ruin,I've yet to start on any magickal mods. My current goal is to establish an infinite resource engine,which requires plenty of work. The outline I have for that will be in a spoiler,just in case you don't want to see that. That said,I could use plenty of input on that front.
I'm using Tinkers' Construct for my tools,of which I have a bunch. The tool details will be in a spoiler,in case you don't want to look at that. However,much like my Project: Singularity,I am in need of feedback for this stuff. My combat style is extremely aggressive; I ignore shields,and instead focus solely on killing my enemies as quickly as I can. To this end,my bow occupies my left hand at all times,unless I'm actively using it to snipe at something; The F key gets a lot of mileage from me.
That's where I'm at,so far. Currently,I've only made my Thermal stuff for machines,and they all have Hardened Upgrade Kits installed. I plan on going into the Twilight Forest shortly,because I absolutely LOVE the place. Any and all feedback is welcome; I'll be coming back here frequently with questions.
First of all,I made a couple of .ini changes,relating solely to the Mining Dimension; It's perpetually daylight there,and hostile (All?) mobs cannot spawn there. I haven't even seen any chickens. I aim to use this dimension as the site of the lion's share of my operations.
I've travelled far and wide for a suitable place to build. I've settled for atop a flat mountain in a Mesa; My sole requirement was for a large,flat (ish) area with solid ground. The fact that there's a large Astral Sorcery ruin nearby,buried under the terracotta,is just gravy.
Speaking of the Mesa biome... I don't think I'll ever want for gold again. The first thing I did was set up a smeltery (5*5*2),and by the time I was done with that,I had more than enough gold for a Tool Forge... While I was struggling to get a usable amount of literally everything else.
Despite proximity to an Astral Sorcery ruin,I've yet to start on any magickal mods. My current goal is to establish an infinite resource engine,which requires plenty of work. The outline I have for that will be in a spoiler,just in case you don't want to see that. That said,I could use plenty of input on that front.
My goal for Project: Singularity (As I call it) is as follows; Thermal Family of Mods for resource processing,Immersive Engineering for farming (Speaking of; Any vegetarian equivalents to Beef Wellington or Salisbury Steak?),and a combination of Environmental Tech and Actually Additions for the production of mineral resources. I plan to use Garden Cloches from IE to produce Canola in stupid volumes,which I will then refine as far up the line as I can manage (Automatically,of course~!),before using it as fuel for an array of Atomic Reconstructors with Lenses of the Miner.
I'll use Igneous Extruders to put cobblestone into Magma Crucibles,which will put lava into different Igneous Extruders,with water from Aqueous Accumulators,to produce Smoothstone,which will then have some sort of block placer to plonk those down in front of the Atomic Reconstructors,which will then prompt them to do their business. Speaking of; I hear Integrated Dynamics can be used to set up precise automation instructions?
Any and all coal will be put into my fuel line; Pulverized into Pulverized Coal,melted into Liquefacted Coal,then distilled twice into Naptha,then Refined Fuel; I'm (Currently) using a quartet of Compression Dynamos with Ignition Plugs for my Redstone Flux production,with coolant provided by Aqueous Accumulators. Do I stand to gain anything if I step up my coolant to Gelid Cryotheum?
All other ores will be put through my standard refinement process of Pulverization then smelting. I'll also have Reconstructors working on Netherrack,for the sake of Draconium,Cobalt,and Ardite. I know I can't Pulverize the latter two,but I can put them in a Magma Crucible; Where can I send the molten metals for processing?
I also plan to augment my Atomic Reconstructors with the Environmental Tech Void Miners.
I'll use Igneous Extruders to put cobblestone into Magma Crucibles,which will put lava into different Igneous Extruders,with water from Aqueous Accumulators,to produce Smoothstone,which will then have some sort of block placer to plonk those down in front of the Atomic Reconstructors,which will then prompt them to do their business. Speaking of; I hear Integrated Dynamics can be used to set up precise automation instructions?
Any and all coal will be put into my fuel line; Pulverized into Pulverized Coal,melted into Liquefacted Coal,then distilled twice into Naptha,then Refined Fuel; I'm (Currently) using a quartet of Compression Dynamos with Ignition Plugs for my Redstone Flux production,with coolant provided by Aqueous Accumulators. Do I stand to gain anything if I step up my coolant to Gelid Cryotheum?
All other ores will be put through my standard refinement process of Pulverization then smelting. I'll also have Reconstructors working on Netherrack,for the sake of Draconium,Cobalt,and Ardite. I know I can't Pulverize the latter two,but I can put them in a Magma Crucible; Where can I send the molten metals for processing?
I also plan to augment my Atomic Reconstructors with the Environmental Tech Void Miners.
I'm using Tinkers' Construct for my tools,of which I have a bunch. The tool details will be in a spoiler,in case you don't want to look at that. However,much like my Project: Singularity,I am in need of feedback for this stuff. My combat style is extremely aggressive; I ignore shields,and instead focus solely on killing my enemies as quickly as I can. To this end,my bow occupies my left hand at all times,unless I'm actively using it to snipe at something; The F key gets a lot of mileage from me.
Sword - Sword of Akasha
-Tool Class: Rapier. Penetrates armour,swings mad fast,though it's more fragile than any other dedicated melee weapon.
-Handle: Bone. Decent durability multiplier,and an excellent Modifier that synergizes well with the Rapier.
-Guard: Electrum. Electrum makes for an awful handle,so I made a guard out of it; The Electrifying bonus makes for a powerful alpha strike.
-Blade: Manyullyn. The highest base damage I can think of,as well as the Insatiable Modifier; I believe it stacks with Splintering,so synergy for the Rapier.
-Modifiers: None,at present. I'd like input.
-Embossment: None,at present. Again,I'd like input.
Bow - Redeemer
-Tool Class: Longbow. For a ranged weapon,I want to deal as much damage as I can,at a reasonable clip. This does that.
-Upper Limb: Electrum. While Shocking is nice,I chose Electrum for the excellent mean it offers between draw time and damage.
-Plate: Cobalt. Draw time,plain and simple.
-Lower Limb: See upper limb.
-String: Spidersilk. I have an abundance of the stuff,thanks to the mineshafts that define the Mesa biome. Provides no modifiers.
-Modifiers: Haster (61/100). I have one modifier slot left; More Redstone? Or something else? Current draw time is sitting at 0.81 seconds.
-Embossment: None,at the moment. Feedback is appreciated.
Arrows - Arrows of Light
-Tool Class: Arrow. The Redeemer needs ammo!
-Head: Manyullyn. Doubled damage on full-health targets,and if that's not enough to put them down,Insatiable will ramp up damage until it does.
-Shaft: Wood. Basic,but useful. Very,VERY slow regeneration,but that's not the focus. I plan on eventually switching to End Rods!
-Fletching: Feathers. Perfect accuracy's pretty nice.
-Modifiers: None. I'd like feedback,though; Would going full Quartz be a good idea?
-Embossment: Here's where things get squirrelley. I COULD simply switch my shafts with End Rods... But would it be better to Emboss them with End Rods,instead? Or maybe something else?
Pickaxe - First Draft Pick
-Tool Class: Pickaxe. Every Minecraftian needs one.
-Head: Bronze. I've yet to actually swap parts out on this thing,though,besides Knightslime,Bronze is the best you can get for Overworld pick heads. Further,the Dense Modifier is an excellent thing to have on a tool that sees so much use.
-Handle: Bronze. It's what I had a lot of,when I made it. Besides Gold. Further,it's an AMAZING handle material. Dunno if Dense stacks with itself,though.
-Copper: I did have a Tin crunch when I made this thing,further,I wanted to gain some noncombat experience. Hence,Copper,and the Well-Established Modifier.
-Modifiers: Luck (36/60). If the Luck Modifier's behaviour didn't change overmuch,then that means that manually digging up certain ores with maxed out Luck will offer a greater payout compared to Pulverization. Two modifiers left; More Luck? Or something else?
-Embossment: Nothing,yet. Feedback,however,is appreciated.
Tunnel Bore - Dwarven Atom Smasher
-Tool Class: Hammer. 3*3 tunnels are amazing,and you know it.
-Head: Ardite. The Stonebound Modifier's going to outperform Cobalt's Lightweight,in this instance. You'll see why.
-Plate One: Obsidian. Duritae is like Reinforced III from Old TCon. Not gonna say no to that. Further,this makes repairing the tool a lot easier,since I can make lava and water ex nihilo with the help of Thermal Expansion.
-Plate Two: Bronze. Dense is amazing. As the tool gets more and more worn out,it'll be less and less likely to actually take damage when used. Combine that with the two above Modifiers,and you can see why this'll be faster than something made of Cobalt. Also,once again,easier to repair with than Ardite.
-Handle: Ardite. Pteramour. What's a hammer used for? Digging tunnels. What's that produce a lot of? Rock. Pteramour eats some rock as you collect it to patch up the tool. Under normal circumstances,however,it's not enough to outpace wear and tear. These aren't normal circumstances.
-Modifiers: Diamond and Silky Jewel. One Modifier remaining. With the improved durability,I get more opportunities for Dense and Duriate to kick in,for Pteramour to keep the hammer's durability in stasis at a low value,which means the hammer keeps outpacing the Cobalt hammer. Forever. For that last Modifier,I'm open to suggestions.
-Embossment: Nothing,as of yet. Suggestions?
Landscaper - Dirt's Bane
-Tool Class: Excavator. I initially made it to deal with gravel cave-ins,but landscaping's landscaping.
-Head: Knightslime. It's literally the best thing to have for a shovel or axe.
-Plate: Obsidian. Let's cheat on some more durability,shall we?
-Handle: Bronze. This thing sees a lot of work. Cheating on more durability's a godsend.
-Binding: Knightslime. Crumbling + Unnatural = Dirt,Sand,and Gravel go away.
-Modifiers: None. I don't think it needs Redstone,either. Suggestions?
Embossment: None,thus far. Any suggestions?
Paul Bunyan - Treecapitator
This sucker's built identically to Dirt's Bane,so I don't need to break it down for you.
Horseless Headless Horsemann's Headtaker - Vorpal Blade
Tool Class: Cleaver. Wither Skulls have always been a problem for me to gather. This stacks the odds in my favour.
-Blade: Manyullyn. Base damage.
-Plate: Silver. Because the primary target is Wither Skeletons,the bonus damage is good.
-Guard: Paper. Slipping on another Modifier's excellent.
-Handle: Bronze. Honestly,this one's a cop-out. Maybe I should switch this with Magical Wood for the three extra mods?
-Modifiers: Beheading VI. That's a 60% chance to lob off the victim's head. No modifiers left. Feedback?
-Embossment: None. Should I? If so,what?
Wither's Bane - Hammer of Dawn
Tool Class: Hammer.
-Head: Silver. Extra damage to the Undead!
-Plate One: Paper. An extra mod's gonna be handy.
-Plate Two: Silver. Does Holy stack upon itself?
-Handle: Magical Wood. Three extra mods,though the "Chance to break at any time" bit is worrisome.
Modifiers: Smite V and Sharper. 12.01 base damage,with +3 to Undead from Holy,and +35 to Undead from Smite V. To an Undead target,that's a total of 50.01 damage,before armour. If I recall,the Hammer also has an unlisted damage bonus to the Undead,as well.
-Embossment: None,as of yet. Ideas?
-Tool Class: Rapier. Penetrates armour,swings mad fast,though it's more fragile than any other dedicated melee weapon.
-Handle: Bone. Decent durability multiplier,and an excellent Modifier that synergizes well with the Rapier.
-Guard: Electrum. Electrum makes for an awful handle,so I made a guard out of it; The Electrifying bonus makes for a powerful alpha strike.
-Blade: Manyullyn. The highest base damage I can think of,as well as the Insatiable Modifier; I believe it stacks with Splintering,so synergy for the Rapier.
-Modifiers: None,at present. I'd like input.
-Embossment: None,at present. Again,I'd like input.
Bow - Redeemer
-Tool Class: Longbow. For a ranged weapon,I want to deal as much damage as I can,at a reasonable clip. This does that.
-Upper Limb: Electrum. While Shocking is nice,I chose Electrum for the excellent mean it offers between draw time and damage.
-Plate: Cobalt. Draw time,plain and simple.
-Lower Limb: See upper limb.
-String: Spidersilk. I have an abundance of the stuff,thanks to the mineshafts that define the Mesa biome. Provides no modifiers.
-Modifiers: Haster (61/100). I have one modifier slot left; More Redstone? Or something else? Current draw time is sitting at 0.81 seconds.
-Embossment: None,at the moment. Feedback is appreciated.
Arrows - Arrows of Light
-Tool Class: Arrow. The Redeemer needs ammo!
-Head: Manyullyn. Doubled damage on full-health targets,and if that's not enough to put them down,Insatiable will ramp up damage until it does.
-Shaft: Wood. Basic,but useful. Very,VERY slow regeneration,but that's not the focus. I plan on eventually switching to End Rods!
-Fletching: Feathers. Perfect accuracy's pretty nice.
-Modifiers: None. I'd like feedback,though; Would going full Quartz be a good idea?
-Embossment: Here's where things get squirrelley. I COULD simply switch my shafts with End Rods... But would it be better to Emboss them with End Rods,instead? Or maybe something else?
Pickaxe - First Draft Pick
-Tool Class: Pickaxe. Every Minecraftian needs one.
-Head: Bronze. I've yet to actually swap parts out on this thing,though,besides Knightslime,Bronze is the best you can get for Overworld pick heads. Further,the Dense Modifier is an excellent thing to have on a tool that sees so much use.
-Handle: Bronze. It's what I had a lot of,when I made it. Besides Gold. Further,it's an AMAZING handle material. Dunno if Dense stacks with itself,though.
-Copper: I did have a Tin crunch when I made this thing,further,I wanted to gain some noncombat experience. Hence,Copper,and the Well-Established Modifier.
-Modifiers: Luck (36/60). If the Luck Modifier's behaviour didn't change overmuch,then that means that manually digging up certain ores with maxed out Luck will offer a greater payout compared to Pulverization. Two modifiers left; More Luck? Or something else?
-Embossment: Nothing,yet. Feedback,however,is appreciated.
Tunnel Bore - Dwarven Atom Smasher
-Tool Class: Hammer. 3*3 tunnels are amazing,and you know it.
-Head: Ardite. The Stonebound Modifier's going to outperform Cobalt's Lightweight,in this instance. You'll see why.
-Plate One: Obsidian. Duritae is like Reinforced III from Old TCon. Not gonna say no to that. Further,this makes repairing the tool a lot easier,since I can make lava and water ex nihilo with the help of Thermal Expansion.
-Plate Two: Bronze. Dense is amazing. As the tool gets more and more worn out,it'll be less and less likely to actually take damage when used. Combine that with the two above Modifiers,and you can see why this'll be faster than something made of Cobalt. Also,once again,easier to repair with than Ardite.
-Handle: Ardite. Pteramour. What's a hammer used for? Digging tunnels. What's that produce a lot of? Rock. Pteramour eats some rock as you collect it to patch up the tool. Under normal circumstances,however,it's not enough to outpace wear and tear. These aren't normal circumstances.
-Modifiers: Diamond and Silky Jewel. One Modifier remaining. With the improved durability,I get more opportunities for Dense and Duriate to kick in,for Pteramour to keep the hammer's durability in stasis at a low value,which means the hammer keeps outpacing the Cobalt hammer. Forever. For that last Modifier,I'm open to suggestions.
-Embossment: Nothing,as of yet. Suggestions?
Landscaper - Dirt's Bane
-Tool Class: Excavator. I initially made it to deal with gravel cave-ins,but landscaping's landscaping.
-Head: Knightslime. It's literally the best thing to have for a shovel or axe.
-Plate: Obsidian. Let's cheat on some more durability,shall we?
-Handle: Bronze. This thing sees a lot of work. Cheating on more durability's a godsend.
-Binding: Knightslime. Crumbling + Unnatural = Dirt,Sand,and Gravel go away.
-Modifiers: None. I don't think it needs Redstone,either. Suggestions?
Embossment: None,thus far. Any suggestions?
Paul Bunyan - Treecapitator
This sucker's built identically to Dirt's Bane,so I don't need to break it down for you.
Horseless Headless Horsemann's Headtaker - Vorpal Blade
Tool Class: Cleaver. Wither Skulls have always been a problem for me to gather. This stacks the odds in my favour.
-Blade: Manyullyn. Base damage.
-Plate: Silver. Because the primary target is Wither Skeletons,the bonus damage is good.
-Guard: Paper. Slipping on another Modifier's excellent.
-Handle: Bronze. Honestly,this one's a cop-out. Maybe I should switch this with Magical Wood for the three extra mods?
-Modifiers: Beheading VI. That's a 60% chance to lob off the victim's head. No modifiers left. Feedback?
-Embossment: None. Should I? If so,what?
Wither's Bane - Hammer of Dawn
Tool Class: Hammer.
-Head: Silver. Extra damage to the Undead!
-Plate One: Paper. An extra mod's gonna be handy.
-Plate Two: Silver. Does Holy stack upon itself?
-Handle: Magical Wood. Three extra mods,though the "Chance to break at any time" bit is worrisome.
Modifiers: Smite V and Sharper. 12.01 base damage,with +3 to Undead from Holy,and +35 to Undead from Smite V. To an Undead target,that's a total of 50.01 damage,before armour. If I recall,the Hammer also has an unlisted damage bonus to the Undead,as well.
-Embossment: None,as of yet. Ideas?
That's where I'm at,so far. Currently,I've only made my Thermal stuff for machines,and they all have Hardened Upgrade Kits installed. I plan on going into the Twilight Forest shortly,because I absolutely LOVE the place. Any and all feedback is welcome; I'll be coming back here frequently with questions.