Enjoying the pack, not far in yet, but one frustration: recipe changes seem to be used liberally, there should be some warning about that in the book, eg: tinkers torches, seared faucet, flint,
Personal opinion: early game stuff should not be weird to obtain if it can be avoided. It ruins immersion to hit roadblocks in your first few days.
Love, love love the weather and meteors. The water consumption feels much more balanced than crash landing.
I have mixed feelings, mostly good, about the deliberate avoidance of the usual bread and butter mods.
MFR, Thermal Expansion, Big Reactors, Jabba, that damn Ex nihilo sieve, and Thaumcraft which I've never really used.
There is a powered seive from ex Astra which I thought might have a place in this pack.
I havent hit the food issues yet, I have about 20 more eats until then, I've been eating high value foods to put it off. With having to carry so much food and water about I can see inventory space is going to be interesting.
I put a murder hole in the side of the base after the first night which gave me a big head start. Carrots and potatoes on day 3! Then I found out the hard way that mobgriefing = true, a creeper blew a big hole and they swarmed in.
Myfit is really irritating, NEED to be able to disable/toggle the running speed, I have passed this onto the mod creator.
I may as well be playing drunk, its too hard to control for parkour or even navigating a simple doorway. The mod was a bit too green for inclusion IMO.
I get weird status effect squiggles up often, but when I press E they do not appear next to the inventory - is there a way to put that back?