Z
Zekromaster
Guest
Infinity. Inventions. Sky Factory. What do these pack share? Having more mods than the human mind can process. And while I love having the choice to do whatever I want in a world, sometimes I feel like I should use some mods more. How long since I last based my tech progression in a pack on IC2? And since I last used Buildcraft Pipes to do transport? It was 1.2.5, I think. And I think I never really used carts and railways as much as I'd liked.
So, I decided to make a pack with just some mods I really want to use. And to keep a journal to force myself to play the pack at least once a week (I'm looking to play a lot of packs, so keeping a journal for each one of them may be a solution to avoid abandoning any one of them. Expect some journalspam from me. As I'm a person that starts a lot of packs and then abandons them without even getting to mid-game, I'll force myself to only play packs I'm doing a journal of, so I'll have to get some progress done instead of abandoning them).
Some of the mods I use but not much, while others are mods I never really touched but seemed interesting. For a total of an overwhelming 10 "content" mods, 4 Worldgen Mods and 4 "utility" mods! I may add mods in the future, but I decided to not want to get over 20 "content" mods. You can see the modlist here (Addons in Italic):
I also did some recipe changes with CraftTweaker, and I'll list them here:
I'll list any change I do to the pack in a sort of "changelog" at the beginning of each journal post.
(The name is the first thing that came to my mind)
Little recipe check to see if Minetweaker loaded
So, let's start gathering some wood and make some basic stuff
During my quest to get some wood in a forest (Difficult task), I found an Oil Well and a beach. The Oil Well isn't gonna be useful until I get some tech going, but with PFAA's Oregen, the beach pretty much means ores and minerals.
Before getting into the ore-mining action, we'll need to level-up our pickaxe. Let's dig a hole that will serve as both a way to gain experience for our flint pickaxe and a base.
I made this a corridor, with the intention of making the other "rooms" extend horizontally from here. I still can't mine that Banded Iron, so we'll have to wait before removing it.
So, now that we have a base with some basic stuff, we're gonna go back to the beach with our brand-new shovel, to get gravel, clay and sand for a coke oven and a smeltery. Also, let's see if we can get some ores.
Quod Erat Demostratum. We got some Cassiterite (Tin) and some Basaltic Ore (Iron)
So, until next update I'm gonna build a coke oven, a basic smeltery and I'm gonna go mining a little more to find the materials for a basic generator + macerator setup to double ores and alloy metals without consuming lava (which I still have to find, and will have difficulties moving without Ender and Portable Tanks). Wish me luck!
So, I decided to make a pack with just some mods I really want to use. And to keep a journal to force myself to play the pack at least once a week (I'm looking to play a lot of packs, so keeping a journal for each one of them may be a solution to avoid abandoning any one of them. Expect some journalspam from me. As I'm a person that starts a lot of packs and then abandons them without even getting to mid-game, I'll force myself to only play packs I'm doing a journal of, so I'll have to get some progress done instead of abandoning them).
Some of the mods I use but not much, while others are mods I never really touched but seemed interesting. For a total of an overwhelming 10 "content" mods, 4 Worldgen Mods and 4 "utility" mods! I may add mods in the future, but I decided to not want to get over 20 "content" mods. You can see the modlist here (Addons in Italic):
Utility:
NEI
WAILA
JourneyMap
Inventory Tweaks
Content:
Buildcraft
Iguana Tinker Tweaks (Tinker's Construct Addon)
IndustrialCraft 2 Experimental
Logistics Pipes (Buildcraft Addon)
Minefactory Reloaded
Power Converters 3
RailCraft
Steve's Cart 2
Steve's Factory Manager
Tinker's Construct
Worldgen:
Custom Ore Generation
Climate Control
Realistic Terrain Generation
Per Fabrica ad Astra: Geologica (Custom Ore Generation Addon)
NEI
WAILA
JourneyMap
Inventory Tweaks
Content:
Buildcraft
Iguana Tinker Tweaks (Tinker's Construct Addon)
IndustrialCraft 2 Experimental
Logistics Pipes (Buildcraft Addon)
Minefactory Reloaded
Power Converters 3
RailCraft
Steve's Cart 2
Steve's Factory Manager
Tinker's Construct
Worldgen:
Custom Ore Generation
Climate Control
Realistic Terrain Generation
Per Fabrica ad Astra: Geologica (Custom Ore Generation Addon)
I also did some recipe changes with CraftTweaker, and I'll list them here:
- Made the MFR Chassis require IC2 Chassis
I'll list any change I do to the pack in a sort of "changelog" at the beginning of each journal post.
Episode 1
Ok, so, let's start with order. I made my world.Little recipe check to see if Minetweaker loaded
So, let's start gathering some wood and make some basic stuff
During my quest to get some wood in a forest (Difficult task), I found an Oil Well and a beach. The Oil Well isn't gonna be useful until I get some tech going, but with PFAA's Oregen, the beach pretty much means ores and minerals.
Before getting into the ore-mining action, we'll need to level-up our pickaxe. Let's dig a hole that will serve as both a way to gain experience for our flint pickaxe and a base.
So, now that we have a base with some basic stuff, we're gonna go back to the beach with our brand-new shovel, to get gravel, clay and sand for a coke oven and a smeltery. Also, let's see if we can get some ores.
So, until next update I'm gonna build a coke oven, a basic smeltery and I'm gonna go mining a little more to find the materials for a basic generator + macerator setup to double ores and alloy metals without consuming lava (which I still have to find, and will have difficulties moving without Ender and Portable Tanks). Wish me luck!