Description
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Explore distant worlds from the majestic skylands of the Aether to the blackened depths of the Abyss, as you mine, craft, and build your way through a place where ancient magic and high technology work hand in hand. Blowing stuff up is optional, but strongly recommended all the same!
Ores form massive deposits in all manner of shapes and sizes and change bearing on biomes and dimensions. Some thrust proudly from the earth to be seen for miles around, while others leave a gentle scattering of gravelly ores hidden amongst the grasses, or glow eerily in the creeping darkness. Get aboard your trusty airship and see what there is to find! Cruise through dense clouds of copper, chase a narrow vein of tin deep underground and blast open geodes full of glittering diamonds!

Technological might and arcane mystery combine and work to compliment one-another; feel the roiling heat of the blast furnace as you pump it with pure elemental fire, master the alchemical applications to petrochemical engineering, and harness the healing power of nature to quell the intense radiation from nuclear fuels.
This pack is currently in Alpha state.
Meaning features are incomplete or missing, and things will probably break in all kinds of twisted and unnatural ways.
If you're having trouble installing the pack on Twitch (as I often do)- try downloading the .zip and installing it with MultiMC (Add Instance -> Import from zip -> hit Browse and locate the pack download).
(If you don't see a download button, it might be disguised as the file name)
I could use some help with building and testing the pack, if you're interested in packbuilding or playtesting join the Discord and dive in! (or just dive in and post here)
(Experience not essential- Its my first time too!)
Please drop any bugs/issues/exploits/stuff I missed into the issue tracker. (please do not send crash reports/bugs ect directly to mod devs- its probably something on my end)
What are my design goals for this pack?
Overall difficulty is tough but fair
--intended to provide a challenge, but won't hit you while your down or dish out excessive amounts of punishment.
Unique custom ore-gen/world-gen (done)
--Big deposits of ore spread across biomes and dimensions
Practical use of explosives (done)
--Blowing stuff up is fun!
--(Ores have a 3x yield from explosives)
Overly complex multi-mod ore processing chain
--Highest yield routes require material byproducts from less efficient routes; ie some ores must be sacrificed for a better yield on others.
No buckets. (90% done)
--Not because they suck, because the emergent gameplay is better.
--(there are pumps/floodgate type features available to place fluids in world)
No minimaps/WALIA/crap on the HUD (done)
--Use of more immersive solutions, such as in-game naviagtion and handheld items
Complex other processing chains (70% done)
--Such as oil, biofuel, and nuclear stuff
--Mulit-mod processes that combines magic and tech
Cut out microcrafting (90% done)
--Nested crafting recipes are boring- keep it 2 layers or less. No more than 3 if physically possible.
--Minimal tooling in the crafting grid- this gets too annoying
--Use machines for shaping components
--Same principle for those oversized crafting grids.
Engineered solutions (70%)
--Problems are resolved through design and construction- rather than magic/power armour etc
--Build walls/roof to keep monsters and the weather out
--Encourage large scale constructions such as traditional mob farms
--Make investment in infrastructure worthwhile
Renewable resources (20%)
--Each farming mechanic/resource type should be a unique mechanic
--Custom spawner blocks for specific mobs- traditional style of building a mob grinder
--Food types encourage different styles of farming, rather than 50 shades of wheat.
Creative mode items (unknown how many I'll add)
--Only if they provide unlimited functionality not unlimited resources
--By example: RC perpetuum locomotive is in, Storage Drawers creative vending is out.
FAQ (ect...):
Will tornadoes destroy my world?
No. Your world is perfectly safe.
Tornado damage is strictly limited to a handful of player created blocks. All building materials are perfectly safe for tornado shelters, and there is minimal long term damage to worldgen.
Known bugs:
(unsolved) Do not use a Gregtech pump cover to push fluids into an Immersive Engineering pipe. This causes a crash to desktop upon reloading the world next time you play. Other pumps, pipes, and the auto-export of Gtech machines have been tested and are safe to use this way.
How stable is the pack? Is it safe to play?
In terms of technical stability, I haven't crashed it in quite a while.
In terms of pack/worldgen- I'm fairly happy with the current modlist, and I'm not planning any major changes to the worldgen or removing any mods. (The mods I've left to add can use existing resources)
As for gameplay- there might be holes/breaks in progression (please let me know so I can fix), and theres more balacing/tweaking to do.
This pack is still in Alpha state. Meaning features are incomplete or missing, and things will probably break in all kinds of twisted and unnatural ways.
I'd recommend playing with cheats on for now just in case.
Does this pack have documentation?
I've used FTB quests to provide a lightweight guide through the pack's progression. This tutorial should update passively as you progress, and will point you in the right direction should you feel lost.
I've also added in a lot of extra info and tips with JEI, as well as drawing up this ore processing chart.
(Note: This is not a questing pack. Sorry to disappoint if you're into that- but it really is intended as lightweight tutorial and not a gameplay mechanic).
Nuclear Materials Processing guide
Uranium and Thorium Processing guide
Naquadah Processing guide
About FMP blocks
I've added most of the modded blocks to FMP, the exceptions being ore blocks, mineral storage blocks, and Chisel/Umlimited Chisel Works mods due to the sheer number of entries.
If you'd like any to build with anything extra let me know and I'll add them in.
How did you do that thing in the worldgen? Can I borrow ideas for my own project?
The custom worldgen is all done with CoFH world. You're welcome to borrow ideas/scripts for your own project (Might be worth checking out the Behind the Scenes thread).
Links to everything
Modlist - https://www.curseforge.com/minecraft/modpacks/blood-sweat-and-gears/relations/dependencies
FTB Forum thread - https://forum.feed-the-beast.com/threads/1-12-2-curse-alpha-blood-sweat-and-gears.300819/
Discord Channel - https://discord.gg/Jjya2Ma
Github (for scripts and issue tracker) - https://github.com/CelestialPhoenix/BS-G-1.12-Pack
Behind the Scenes thread (outdated) - https://forum.feed-the-beast.com/threads/blood-sweat-and-gears-behind-the-scenes-packbuilding-help-dev-thread.299006/
I was generously granted permission to make various custom blocks/items using mod textures
This pack contains custom texture assets taken from:
Abyssalcraft (Granted) - https://imgur.com/XzpuJJ5
Aether II Highlands (Granted) - https://imgur.com/z8UKkwY
Thermal Foundation (Open) - http://teamcofh.com/permissions/
Tinkers Construct (Open) - https://minecraft.curseforge.com/projects/tinkers-construct
Thaumcraft (Granted) - https://i.imgur.com/7jkwKx7.png
Vanilla Minecraft (Open)
IC2 (Granted- conditional) - https://imgur.com/Em61sI6 - As of Alpha 1.26.x IC2 and the custom textures used are no longer in the pack.
(Additional Items for IC2 - still available to download available in the Discord channel)




