Potential Modpack: The Hardship Pack

abculatter_2

New Member
Jul 29, 2019
599
0
0
So I've been having quite a bit of fun making up a modpack for my own personal use, which is intended to provide a challenging and unique minecraft experience. One in which you will face many hardships and set backs, which can be overcome through either technological (or magical) advancement, or through construction. (Minecraft IS a building game, afterall)

Though, as I was developing this idea, I started wondering: Might others enjoy this experience as well? And even if not, perhaps they could provide ideas as to how to make this experience even better?

So, here I am, asking you to try out this modpack and give me your feedback. If enough people enjoy it and think I should set up an official modpack, I will do so through the ATLauncher (and will also submit it for FTB once (if?) they update to 1.6)

And another thing: Things are very much work-in-progress here, and not all the balance has been tested. I may add and remove mods or feature just to try them out and get feedback, so consider this an alpha.

List of Mods (With link to info page with download, just download the latest versions and it should work. If not, post about it in the thread.):

Applied Energistics: http://ae-mod.info/Downloads/

Archimedes' Ships: http://www.minecraftforum.net/topic/1857899-164-152forge-archimedes-ships-v14-passenger-seats/

Chisel: http://www.minecraftforum.net/topic/1749374-164smpforge-chisel/

Bibliocraft: http://www.bibliocraftmod.com/

Forestry: http://forestry.sengir.net/wiki.new/doku.php?id=main:downloads

Binnie's Mods (Extra Bees and Trees): http://extrabees.accudio.com/

Biomes 'O Plenty: http://www.minecraftforge.net/forum/index.php/topic,13244.0.html

Blood Magic: http://www.minecraftforum.net/topic/1899223-164-162-blood-magic-v063a-updated-nov-16-2013/

Better World generation: http://www.minecraftforum.net/topic/1070207-164-forge-better-world-generation-4-v119/

Carpenter's Blocks: http://www.minecraftforum.net/topic/1790919-1516forge-carpenters-blocks-v195-slopes-stairs-and-more/

Thermal Expansion (Currently in beta): http://teamcofh.com/

Expanded Redstone: http://www.minecraftforum.net/topic...kas-mods-tech-worldgen-civilization-and-more/

IC2 Experimental: http://ic2.player.to:8080/job/IC2_experimental/

Gregtech: http://forum.industrial-craft.net/index.php?page=Thread&threadID=7156

Extra Utilities: http://www.minecraftforum.net/topic/1776056-164forge-extra-utilities-v035/

Hunger Overhaul (use experimental version): http://www.minecraftforum.net/topic/1813158-16x-hunger-overhaul/

Iguana Tweaks (use experimental version): http://www.minecraftforum.net/topic/1958862-16x-iguana-tweaks/

Mob Properties: http://www.minecraftforum.net/topic...t-books-deadly-world-mob-properties-and-more/

Modular Power Suits: http://machinemuse.net/

Nether Eye: http://www.minecraftforum.net/topic...ds-updated-22-11-13-now-with-more-configs/#NE

Railcraft: http://www.railcraft.info/

Thaumcraft (NOTE: Current config file was made with 4.0.4a, I will update my own test instance and the configs soon after posting this thread): http://www.minecraftforum.net/topic/2011841-thaumcraft-405-updated-23112013/

Thaumic Tinkerer: http://www.minecraftforum.net/topic...t-addon-evolve-knowledge-20-28-50k-downloads/

Minetweaker: http://minetweaker.powerofbytes.com/

Better Storage: http://www.minecraftforum.net/topic/1548203-164-betterstorage-073-wip/

MFFS: http://universalelectricity.com/mffs

XACT: http://www.minecraftforum.net/topic/1551715-xact-xhamolk-s-advanced-crafting-table-mc-162/

Optional:

IC2 Nuclear Control: http://forum.industrial-craft.net/index.php?page=Thread&threadID=5915

NEI: http://www.minecraftforum.net/topic/909223-164-smp-chickenbones-mods/

NEI Plugins: https://bitbucket.org/mistaqur/nei_plugins/wiki/Home

Config: (Will be necessary for full experience)
http://www.mediafire.com/download/amry20szga2d2en/Hardship Config v0.4.rar

A few notes about this pack:

0. Use Better World Gen's world type. You can use any of the world types within it, but I always play this modpack with Better World Gen, so it's balanced to suit.

1. Don't die. Dying is bad.
1.5: Related to dying being bad, beds are now a purely aesthetic feature.You cannot sleep nor set your spawn point.

2. Yes, blocks are harder. This is to encourage automation, as well as to make resources a harder to get.

3. You can no longer make charcoal in a furnace. For your first torches, find a surface coal deposit or make a coke oven. If you happen to find gravel, flint tools will help a lot.

4. Carrying everything with you isn't always a good idea. Encumbrance makes you move slower the more you carry. Before you have a chest, use your resources as you get them and throw away what you don't need. It's okay, you can get more.

5. The terrain is now another one of your enemies. You will move significently slower on leaves and sand, as well as when moving through tall grass and snow.

6. Horses and Sheep drop porkchops now. Enjoy delicious horsemeat!

7. Will add more later

Specific things which I'm looking for feedback on:

Encumbrance value: I MAY be willing to increase this SLIGHTLY, but remember that it's supposed to be annoying. the intention of this is to encourage the construction of infrastructure, such as minecarts or pipes transporting items for you. I also find that this makes construction much more interesting, as now the material you use is more important then just aesthetics.

Mob Drops: Are any of the new drops too high? Or any that you think should be removed? Specifically, zombies seem to spawn with iron equipment rather often. I may decrease the range of damage values they can have so that these are less useful early on and more useful later, when you can make a blast furnace and/or rock crusher to use these. (Note: both the blast furnace and the rock crusher ignore damage value)

Overall Balance: Is anything too grindy? Is there something that seems like an oversight, or makes another feature useless in comparison? Remember that I'm aiming for an entirely different feel from most other modpacks, and I also sometimes add or remove features from specific mods to better match the pack as a whole.

Change Log:
0.5 (Unreleased)
Added Dimensional Doors (Strange things from stranger times, these arcane abominations are completely uncraftable. They can only be acquired by braving the dimensional dungeons found scattered across the land.)
Added Natura
Added Tinker's Construct and Tinker's Mechworks
Added Iguana's Tweaks for Tinker's Construct
Added Advanced Thaumaturgy

0.4
Added Better Storage
Added MFFS (Calclavia Version)
Added XACT Crafting Table
Removed Magnum Torch recipe, use MFFS. (Chandeliers are not disabled)
Re-added all the macerator recipes. (The intention was to move all block grinding into the rock crusher, but I currently don't have the means to do that)
Modified the MFFS recipes. (Basically I Gregified them, though I tried not to make them TOO expensive. They mainly just require a lot of gemstones, and a bit of platinum.)
Removed crafting recipe for Energium dust. I'm afraid I can't do that, Dave.
Added Chemical Reactor recipes for Energium dust. You can now use 4 diamond dusts, 3 ruby dusts, or 1 sapphire dust (blue or green) plus 16 redstone to get one energium dust.
Jungle Spiders now drop antimony, at half the rate of cave spiders.
Added a silicon + oxygen = 16 sand recipe
Added a compressor recipe for 1 sandstone to 1 cobblestone
Added hydrogen to the list of compression dynamo fuels, to allow for EU => RF conversion.
Added Pyrotheum and Pyrotheum Dust as Thermal Generator fuels

0.3
Increased block hardness by one
Removed vanilla boat recipe, and added my own. They now require 3 planks, 2 sticks, and 2 wool
Changed the recipe for the Helm, steel felt really excessive
Cave Spiders now drop very small amounts of antimony
Increased crop growth multplier once again, to 12x

0.2
Tetrahedrite and Cassiterite seem to not be automatically generating as a rock crusher recipe, so I've enabled their maceration for the time being.

0.1:
Removed Forestry backpack recipes
Increased crop growth multiplier to 8x

0.0:
Initial Release[]
 
Last edited:

tedyhere

New Member
Jul 29, 2019
1,286
0
0
Looks good abculatter,

Been seeing you in #IguanaMods and am glad you got a pack together. I will give this a test after I finish up some testing on another pack. Looks interesting
 

abculatter_2

New Member
Jul 29, 2019
599
0
0
Thanks, and yes I do hang out there. It's one of the channels I auto-join when I start up X-Chat, and I check it frequently. :p

Glad to see you're interested in this, and look forward to hearing your feedback!

EDIT: Also, just thought of another, rather draconian hardship I could impose upon the modpack, though I'm hesitant to actually put it in...

Make iron smelting yield one or two (maybe three?) nuggets instead of an ingot, while rock crushers would yield one ingot instead of two. Other ore processing methods for iron would be reduced to reflect this.
This would make overworld mob grinders more attractive as a source of iron as well as making iron more valuable in general, since it is a major tool metal and can also be infinitely recycled as a tool once you have a rock crusher.

Other metals would probably not be affected, with the possible exception of gold.
 
Last edited:

tedyhere

New Member
Jul 29, 2019
1,286
0
0
Like I said I have some testing to do on another pack that I NEED to do. But this sounds like my Broken, Beaten, and Scarred pack with more tech mods and no TiCo like I said very interesting. Might do it and add some constraints like R2R ruleset
 

KingTriaxx

Forum Addict
Jul 27, 2013
4,268
1,335
184
Michigan
Kind of a cool pack idea. You might want to have a look at what Jaded did with Magic Farm for difficulty increases. Don't copy necessarily, but she did well keeping it from being unplayable.
 

abculatter_2

New Member
Jul 29, 2019
599
0
0
Kind of a cool pack idea. You might want to have a look at what Jaded did with Magic Farm for difficulty increases. Don't copy necessarily, but she did well keeping it from being unplayable.
I'll play it soonish. However, from what little I know about it, it doesn't really seem like what I'm after.
I've been drawing a lot of inspiration from Better then Wolves in this pack so far, and while I want this to be its own unique thing, I would be quite happy indeed if it hit some of the same notes.
So if you've ever played that, that's probably the best example of the style I'm going for with this one.

But, ya know, with mods.
 
Last edited:

abculatter_2

New Member
Jul 29, 2019
599
0
0
Just made a somewhat large update, so... Buh-dump?

This'll probably be the last bump if no one else is interested.