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Description

Ambitions of Creating food

is a modpack centered around new food from mods such as Delightful and Croptopia, and allows players to automate their harvesting and crafting using machinery and mechanisms from Create. 

This modpack also features dungeons with RPG-styled loot.

The goal? Get every food, get the best gear, max out your health, finish the main quests.

The final stage? Make a perfect omni-food factory automating every food, finish all the quests (even the secret ones)

 

This modpack only adds new things into the game, allowing players to explore dungeons, make interesting machines and build beautiful structures to call their home. Quests are still a WIP, but with them players will be given a reason to play with all the mods the modpack has to offer in a meaningful way, and will serve as a way to learn about the mods with some rewards for all the efforts. As you'd probably guess, they are an optional thing you can do, but who would say no to free stuff?

Also, eating every food has its benefits. Since the player starts with only five hearts, they will have to find new things to eat as soon as they can. The more unique foods the player consumes, the more health they will gain. Every new heart takes 1 more food to eat than the previous, and the first is just 1 food.

 

 (for those of you interested in math, this could be explained by the function xn=xn-1+n... in other words, you get more hearts at [1, 2, 4, 7, 11, 16...] foods eaten.)

 Ambitions logo

 

 

 

Q&A:

Why was the modpack made?

I was simply playing around with mods and decided that the pack I made seemed kinda cool, and decided to turn it into a whole project. Now I'm hoping to get some streamer friends to make it into an SMP.

 

Why should I play?

Because if you're reading this, you're obiously bored. Just download the pack already and automate some hamburgers.

 

Will you ever...?

Who knows? I certainly don't. If this project stops updating, this here is a warning. I'm by no law forced to update this as the mods in the modpack update to new versions... I'll probably forget about this as I did with my other modpacks.

 

When will you finish adding quests?

When I feel like enough parts of the modpack have been covered by the quests, guiding new modded players. Also once I feel like I've tortured players in endgame enough.

 

Why did X mod get added?

Simply because the mod either helps with performance issues, falls well into the theme of the modpack, helps with mod management, or I simply thought it was cool.

 

Why did X mod get removed?

Most likely because it either had too big of an impact on performance, didn't fit into the theme of the pack, or I decided that it was too unimportant/unused in the pack.

 

 

Some extra information you didn't ask for:

 

The quests are currently being worked on and will hopefully be added with the next version, and as I add them, I playtest the game myself, as well as force some slaves ask some friends for feedback with each update, making sure the quests are actually helpful and not just annoying.

I should probably mention that as a student currently about to graduate, I do not have much time to work on things that aren't my graduation project. So, if you don't hear from me for multiple weeks or even months, this is why.