[WIP][HQM]S.O.S (I'm crash landed on a post apocalyptic world)

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MrN1c3

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Jul 29, 2019
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Hello I'm working on this pack for a while and the first alpha version is now on the launcher.
The story is quite simple: you are a space delivery man and you had a crash on your last tour and were forced to land on a hostile world and now have to survive until you can call for help.

Here is the twist that makes the pack different: In order to get resources you use the Mod Thermal Recycling where you take junk and break it down. Later in the game you will get access to other things like Agricraft Resource crops and finally the Mining Laser from MFR.

And to make life hard there are two mods: Epic Siege Mod and DifficultLife. The first gives Mobs a new AI and tweaks some game features like preventing you from sleeping, Zombie Pigmen are always aggressive and Creepers explode faster. And DifficultLife will buff mobs based on game time, so if you wait too long your Zombies will have 300 HP and hit like a truck.

Some features in short:
-No Ore spawn (but a little bit of mining at the start)
-Normal Minecraft world
-Custom structures (only 18 atm but I'm working on more)
-No sleep
-Harder Mob AI
-Mobs get stronger over time


State of the pack:
-Mod's: are all as they should be there should come no changes in the future
-Quest: many of them need better quest text and name and there are many more quest to come in the future
-Artwork: If someone can help me with that I would be super happy. My art skills are stuck since 3. grade
-Recepte: Expect some changes in the future, but most of them are like they should stay.
-Balance: I need some feedback if things are to hard or not hard enough

Pack code: SOS



Version 0.6:
  • HQM Quest Updates
  • ExtraUtility timer block enabled
  • 2 new Quadrum Items for the main quest item.
  • DifficultLife change Wither and normal mobs don't drop hearts now but chest have a higher chance for extra hearts
  • Charcoal block burn time in blast furnace change
  • minor recipe change on FTL Block


Version 0.5
:

Mod Update:

  • Thermal Recycling
  • AgriCraft
  • Witching Gadgets
  • Pam's Harvestcraft
  • BD Lib
  • Ender Core
  • NEI Addon
  • NEI Integration
  • Open Modular Turrets
  • Epic Siege Mod

Other stuff:

  • New Quadrum Items (One for the FTL-Trasmitter recipe and a Charcoal block
  • ExtraUtiliti change Generator available now
  • HQM Some Quest book changes
  • Difficult life change More hears in chests now less heart drops from mobs
  • ESM change Overworld Forts spawn are off now
  • 2 new buildings
Version 0.4:

Mod Update:
  • EnderIO
  • Ewy's Workshop
  • Storage Drawer
Other stuff:
  • recipe for Pills
  • HQM update for quest text, quest rewards
  • AgriCraft make breading easier

Version 0.3:

Mod Update:
  • Hardcore Ender Expansion 1.8.4
  • Ender Tech 3.2.405
  • EnderIO 2.3.0.415_beta
  • Ender Core 0.1.0.25_beta
New Mods:
  • Ewy's Workshop
  • Technomancy
Mods out of pack:
  • Steve's Workshop
  • Botania
  • Forbidden Magic
Other stuff:
  • HQM Quest Update
  • Some new Quadrum Items
  • New Building
  • Lots of Thermal Recycling integration added

Version 0.2:
Mod Update:
  • ThermalRecycling to 1.7.10-1.0.2.4
  • Botania to r1.7-223
Other stuff:
  • Lots of HQM stuff (new quest, quest text,....)
  • 3 new structures
  • Deleted disabled items from NEI
  • Lots of Thermal Recycling minetweaker stuff
  • Confic change to Difficult life
  • Luncher Icon update (deleted the ugly white edges)
  • New Quadrum item to make early game a little easier
 
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NunoAgapito

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Jul 29, 2019
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Just had a look at the pack and the quests.

Seemed pretty cool until I noticed the magic quests... My advice, focus on one style! Its a technic and futuristic pack so dont add magic to hit. Magic players might not play it but you will make a better pack!

Remove the magic quests and replace them with more in-depth quests for the other mods like agricraft, immersive engineering... Less is better and when focusing on a specific area you can give more immersion to it instead of the superficial and usual quests that multi-genre packs end up with.

Also, quest layout... if 1 chapter is a survival guide, then you should not put some of the endgame quests there. You can make a chapter progress style, where you finish one chapter to move to the next one, with some side quests on an extra chapter. Or you can put 'topic' quests in first chapter and as you progress trough the major topic quests you open other chapters with more detailed progress, with required quests and side quests necessary to progress main chapter.

I also dont like the quest style of asking to make every machine. That and the quest that asks for 1000 items style. It gives the impression the quest maker had no effort to make something new and inspiring. I think is way more interesting to ask for something that requires the machine instead of asking for the machine. That makes the player think and makes the pack less straight forwarding giving the player a more sense of accomplishment! But, just dont make one quest for each machine... Again, sometimes less is better!
The give me 1000 items of this... I get the objective, guarantee that the player created an infrastructure and its actually at endgame. But, its way more challenging and interesting to ask for 1 single item, that has a custom recipe, that might require other items with custom recipes and all are hard to make and require a complex and integrated infrastructure. You could make like 8-16 recipe tweaks and you could had an item that is hard to make and requires all kind of tech and resources to make. It could be made in 5 seconds but would require something that would take days to build... get it? Way better then make a farm, automate it and wait hours to have the resources for AE to craft the food...

And avoid any type of AE autocrafting tasks, they are just time sinks and dont bring anything to a pack. Its just waiting to get the resource and then craft it...

Besides the wall of complains, the pack seems very promising. You made some interesting mod choices that give it a lot of potential. You just need to use and abuse this potential :)
 

MrN1c3

New Member
Jul 29, 2019
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Thank you for the feedback NunoAgapito and Pyure you got a PM back! Her my thoughts about your points NunoAgapito:

1. Mods: I may ditch Botania because it don't fit well in a more tech pack that is true, but Thaumcraft will stay in the pack. I Love Thaumcraft and in my opinion it fits well with technology mods sorry at that point. But maybe I add alternative recipes for tech only player.

2. Quest: I also don't like quest where you have to build a machine or item which you then never use again and I tried to avoid that. But your idea to ask for some product from a machine sounds good I may look into that. And you are right about the first chapter it is a mess atm I will fix that.
At your point about 1000-item-dump quest yeh at the moment the FTL Transmitter (the item that is the goal for the pack) is such a item for that you need huge amounts of items and I may ditch the other hording style quest and add more components to the Transmitter.
 
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MrN1c3

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Jul 29, 2019
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Version 0.3 is out the Update will break old worlds!

Edit: 0.3 is buged at the moment but I'm sure the nice FTB ppl fix it soon :)
 
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MrN1c3

New Member
Jul 29, 2019
81
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Hello,
version 0.4 is now out and this will be the last alpha build, unless someone fined something big unbalanced or illogical.