Song of the Earth

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Jul 29, 2019
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T3B9Wix.jpg

Song of the Earth

Something has gone terribly wrong. At first, all you had to go on was a vague sense that something about the world around you was... off, somehow. As time went on, you began to realize -- the world was quiet. Very, very quiet. The world isn't totally devoid of life, of course. Everything is just as vibrant and green as you remember. But you are very much alone. Try as you might (and you certainly have), you can't find a single animal or other human being. Even digging underground doesn't turn up anything more than stone and a truly startling amount of dirt, with not a single ore to be found. It is only when night falls that sound returns to the world. But it's only in the form of fearsome beasts, and doesn't resemble in any way the song you remember -- the song you might be starting to forget, unless you can bring it back.

Song of the Earth is set to be an HQM-driven pack where your job is to bring sentient life back to the world. Not to worry, as you have a number of tools at your disposal.

AgriCraft
Ancient Trees
AppleCore
Automagy
Baubles
BetterStorage
copycore
Bibliocraft/Bibliowoods
BiomeTweaker
Botania
bspkrsCore
Starting Inventory
WorldStateCheckpoints
Carpenter's Blocks
Chisel 2
CodeChickenLib
CodeChickenCore
NotEnoughItems
CoFHCore
Nether Ores
Thermal Foundation
Custom Main Menu
CustomItems
Enchanting Plus
Enchiridion
Ender Zoo
EnderIO
ExtraBiomesXL
ExtraTiC
FogNerf
Forbidden Magic
Forestry
Garden Stuff
Hardcore Questing Mode
HarvestCraft
Hunger Overhaul
Iguana's Tinker Tweaks
Inventory Tweaks
Iron Backpacks
JABBA
Kore Sample
Loot++
Magia Naturalis
Magic Bees
Magical Crops
Mantle
Mariculture
MineTweaker
ModTweaker
NEI Addons
NEI Integration
Pam's Weee! Flowers
Pam's Temperate Plants
Railcraft
Redstone Paste
Resource Loader
Revamp
Roguelike Dungeons
Sound Filters
Special AI
Storage Drawers
Symcalc
Thaumcraft
Thaumcraft NEI Plugin
Thaumcraft Node Tracker
Thaumic Upholstery
TiC Tooltips
Tinkers' Construct
Traveller's Gear
ttCore
Underground Biomes Constructs
WAILA
WAILA Harvestability
WAILAPlugins
Witchery
Witching Gadgets
Xaero's Minimap
Zyin's HUD

Version 0.4.0 (Yes there have been enough changes for a major version increment)
1. Added tech progression back in
a. General progression is Forestry > Railcraft > EnderIO. I went with EnderIO specifically because it makes adding/changing recipes fairly easy without adding even more minetweaker, and because out of the possible tech mods, it has the most magitech feel to it.
b. Obviously, added Railcraft and EnderIO.​
2. Removed Blood Magic and Sanguimancy, tweaked Thaumcraft addons
a. I actually removed Thaumcraft and its addons first, but I eventually decided that it was a better thematic fit for the pack than Blood Magic.
b. Witching Gadgets bounced on and off the list, but with Railcraft's inclusion I decided to keep it in, if only for the Infernal Blast Furnace.
c. I also added Magia Naturalis, Symcalc, and Thaumic Upholstery. They all sound interesting, especially Magia Naturalis. That one's going to be fun to play with.
d. Added Solar Flux for some later-game power generation.
e. Added Sound Filters, just because.
f. Added Special AI. Now sentient life is a little less dumb.
g. Added Magical Crops.
h. Added Underground Biomes Constructs​
3. Mod additions:
a. Added Thermal Foundation, if only to open access to silver wand caps for gating purposes. It also adds some more tool materials to balance out. Joy.
b. Added Mariculture. Now you can take a break from bee breeding to do some fish breeding!
c. Added ExtraTiC. Once there's a more stable version, I'll be finally be able to disable Botania's tools.
d. Added Hunger Overhaul.​
4. Mod alternatives:
a. Switched Biomes O'Plenty out for ExtraBiomesXL, since BOP crashes under Forge 1388. Fewer biomes is a decent trade-off for more stability. I might switch back if BOP updates before this pack's official release.
b. Swapped out Bagginses for Iron Backpacks. Fewer unique bags, but they're much more customizable. You'll still have Forestry bags though.
c. Swapped out dimension mod (Atum, then Twilight Forest) for Roguelike Dungeons. Playing through the Atum pyramids was too repetitive to be a good challenge, and Twilight Forest crashes with the new fluid registry. Roguelike will stay, but I might add Twilight Forest back in if it updates. I'll leave that one up to you guys.
d. Switched Quadrum out for CustomItems. New Magical Crops essences (and fluids once those get fixed).
e. Switched Enhanced Inventories for BetterStorage. Apparently EI didn't play nice with chunk boundaries?
f. Swapped TooMuchLoot out for Loot++. I have some fun easter egg plans for one of its features.
g. Swapped Plant Mega Pack out for Pam's Temperate Plants and Weee! Flowers. The world's a little less cluttered now.
h. Switched Millenaire out for Revamp. I wasn't entirely comfortable with implementing real-world cultures in Minecraft, and now animals are less stationary.​
5. Mod removals:
a. Temporary removal of Binnie's Mods until they update to the new forge.
b. Removed CopperTools because Thermal Foundation adds armor sets.
c. Removed Hunger In Peace.
d. Removed Ruins.
e. Removed Natura.​
6. Additionally, updated to Forge 1388. Some of the core mods had key bug fixes and cool features that weren't getting backported.

Version 0.3.0
1. After a lot of (read:way too much) tinkering, I've pretty much finalized the mod list. I'm still toying with including Hunger Overhaul, but given how little of it I'd end up using I'm not sure it's worth it.
2. Beginnings of MineTweaker scripts in place:
a. Vanilla-style tools hidden, uncraftable, and recipes requiring them have been changed.
b. Useless and/or uncraftable items hidden.
c. AgriCraft mutations/growth requirements: 70%. Need to round out the remaining crop groupings.​
3. Mod integration: 10%. Mostly planned out, just needs actual scripting.
4. Quests: Main quest-lines planned out in general, specific quests still to come.

Playable Release: Still to come. I'm waiting to release a beta version until I have all of my MineTweaker scripts and at least the beginning quests in place.

If you have any questions or suggestions, feel free to reply here or send me a message.
 
Last edited:

DarkMage1189

New Member
Jul 29, 2019
3
0
0
"Bring sentient life back to the world"

I don't think I have ever heard that before. Now my interest has been peaked. Can't wait to try this out. Also Song of the Earth very cool name.
 
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Jul 29, 2019
59
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Announcement and Update:

I have a small bit of unfortunate news. As it turns out, I will not be able to participate in Jampacked this year. Life got a bit in the way (multiple jobs, move in a few months), and I no longer have enough free time to finish this pack before the deadline. Don't worry, I definitely still plan on finishing Song of the Earth, it just won't be ready before the 19th. That said, I have managed to do some work lately, so here's a massive changelog:

Version 0.4.0 (Yes there have been enough changes for a major version increment)
1. Added tech progression back in
a. General progression is Forestry > Railcraft > EnderIO. I went with EnderIO specifically because it makes adding/changing recipes fairly easy without adding even more minetweaker, and because out of the possible tech mods, it has the most magitech feel to it.
b. Obviously, added Railcraft and EnderIO.​
2. Removed Blood Magic and Sanguimancy, tweaked Thaumcraft addons
a. I actually removed Thaumcraft and its addons first, but I eventually decided that it was a better thematic fit for the pack than Blood Magic.
b. Witching Gadgets bounced on and off the list, but with Railcraft's inclusion I decided to keep it in, if only for the Infernal Blast Furnace.
c. I also added Magia Naturalis, Symcalc, and Thaumic Upholstery. They all sound interesting, especially Magia Naturalis. That one's going to be fun to play with.
d. Added Solar Flux for some later-game power generation.
e. Added Sound Filters, just because.
f. Added Special AI. Now sentient life is a little less dumb.
g. Added Magical Crops.
h. Added Underground Biomes Constructs​
3. Mod additions:
a. Added Thermal Foundation, if only to open access to silver wand caps for gating purposes. It also adds some more tool materials to balance out. Joy.
b. Added Mariculture. Now you can take a break from bee breeding to do some fish breeding!
c. Added ExtraTiC. Once there's a more stable version, I'll be finally be able to disable Botania's tools.
d. Added Hunger Overhaul.​
4. Mod alternatives:
a. Switched Biomes O'Plenty out for ExtraBiomesXL, since BOP crashes under Forge 1388. Fewer biomes is a decent trade-off for more stability. I might switch back if BOP updates before this pack's official release.
b. Swapped out Bagginses for Iron Backpacks. Fewer unique bags, but they're much more customizable. You'll still have Forestry bags though.
c. Swapped out dimension mod (Atum, then Twilight Forest) for Roguelike Dungeons. Playing through the Atum pyramids was too repetitive to be a good challenge, and Twilight Forest crashes with the new fluid registry. Roguelike will stay, but I might add Twilight Forest back in if it updates. I'll leave that one up to you guys.
d. Switched Quadrum out for CustomItems. New Magical Crops essences (and fluids once those get fixed).
e. Switched Enhanced Inventories for BetterStorage. Apparently EI didn't play nice with chunk boundaries?
f. Swapped TooMuchLoot out for Loot++. I have some fun easter egg plans for one of its features.
g. Swapped Plant Mega Pack out for Pam's Temperate Plants and Weee! Flowers. The world's a little less cluttered now.
h. Switched Millenaire out for Revamp. I wasn't entirely comfortable with implementing real-world cultures in Minecraft, and now animals are less stationary.​
5. Mod removals:
a. Temporary removal of Binnie's Mods until they update to the new forge.
b. Removed CopperTools because Thermal Foundation adds armor sets.
c. Removed Hunger In Peace.
d. Removed Ruins.
e. Removed Natura.​
6. Additionally, updated to Forge 1388. Some of the core mods had key bug fixes and cool features that weren't getting backported.

Finally, @Emanuel Olinasde I actually used Novaskin's wallpaper utility to make that banner image. And don't worry, I'll be looking for testers once I have at least the first quest line or so added.
 
Last edited:
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