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Conquest Of The Wild

Abandoned
A tech focused pack with a unique custom written world gen and pollution.

Background

 

 Conquest Of The Wild started out as a modpack for personal use because I haven't really found any packs that delivered the features that I wanted. The main idea for the creation of the pack came from the fact that I found many other tech based packs that just ended up being fairly streamlined in the sense that at the end, the player always ended up with a huge base that had everything in it, which is a shame, since Minecraft has a huge world that can handle much more than one mega structure, and I've seen no packs that utilize this. Another thing that other packs don't offer are logistical challenges, since the player mostly wants to cramp up their machines in a single base for convenience, and that can be done without consequences in most tech based modpacks, which isn't a problem, but I found it very unimaginative that every player did this, and pack creators did nothing to stop them.

 

 Another idea that contributed to the creation of this pack was that I was really fond of the simplicity of Minecraft, but I think that the base game went in the wrong direction when they started to add RPG elements to the game, to make it more appealing to younger players. I always enjoyed building and I liked the fact that you could gather resources from the world and use them in a 1:1 ratio to build something. By the 1:1 ratio I mean that if you want to build a castle the size of a mountain, then you pretty much have to gather stone equivalent to a mountain.

 

 Later on, when I felt comfortable with the state of the pack, I put out a reddit post that explained the idea behind the pack, and I asked people if they'd like to see it being released for the public, to which I got a positive feedback to.

 

Features

 

 The pack offers a unique, custom written world generation that was possible thanks to the CoFH team's CoFH World mod that makes it possible to customize a lot of different things when it comes to world gen and zeno410's Geographicraft mod that makes it possible to generate landmasses and islands. With the combination of these 2 amazing mods, I put together a worldgen that generates continents, oceans, lakes, and also spawns ores mostly in huge clusters (you can still find ores in their original habitats, but the classic ore gen got significantly reduced). The point with this is that it makes Minecraft a bit more predictable, since there are climate zones, which makes i easier to find certain biomes (for example, players now know that deserts are more common at the equator, so if you head north or south enough, you'll eventually find a desert). And the point behind the ore generation is that you'll no longer have to mine in a straight line underground to find materials (which is booooring) since most materials can be found close to the surface in huge clusters. The point of the new ore generation is also to add more predictability and the player can now plan ahead more about how they want to arrange their bases and where they want to put quarries and pipelines.

 

 These together make the player want to adjust to the environment and not just find a place that they find visually appealing to put their base there. You see a nice mountain that you want to build inside of? Good luck getting a rail system to go down from there, or good luck getting rid of all the pollution that will accumulate in that closed space. You see a river? Now you can use that as a highway for your boats, since the new world gen also includes long rivers, that extend a long way into continents. So maybe it's wise to settle near a river or a coastline if you plan on visiting different biomes early on.

 

 The other big part of the pack is the Pollution of the Realms mod which adds exactly what it sounds like... pollution. So now, you can feel free to destroy the environment either, by releasing poisonous liquids into the rivers, or letting your blast furnaces go full berserk on the air. This mod also got added to add more logistical challenges, in a sense that you can no longer have a farm right beside your oil pipeline. The mod of course offers some ways to treat and control the pollution, but it is mostly inevitable, and the players will have to play around it. You can also no longer cramp up a gazillion machines in your basement without transforming it to a gas chamber more or less. I highly suggest reading the Pollution of the Realms mod page before playing the pack if you want to know how to deal with (or at least survive) the pollution. Although pollution accumulates slowly, and it takes a long time for it to be deadly.

 

 The pack also includes a lot of tech mods obviously, the most notable one being Immersive Engineering and Immersive Railroading. The first one is kind of self explanatory, it's the base tech mod of the pack, duh. The latter got added because the modpack requires the player to traverse large distances, and I've seen a lot of people on reddit complain about the fact that the mod is often useless because you don't have to set up extensive rail lines ever in Minecraft. Well, those people got their wishes come true, because now they have a reason to build far stretching rail lines.

 

 

Other notable features of the pack

  • The nether got removed
  • Materials normally found in the nether got added to the overworld
  • Battletowers, with wither skeletons on the higher floors!
  • Really scary nights! (Seriously, don't try to stay out during your first nights)
  • Immersive Rocketry
  • Nuclearcraft
  • In game guide for where ores spawn, so you don't just have to guess where to find certain materials.
  • And much much more! (Check the mod list on twitch for more details)

 

Special thanks to all the mod creators who made all the free content for this to be possible! Modpacks wouldn't be possible without you guys, and last, but not least, thanks for all the help on Discord!

 

If you have questions or want to learn more about the pack please visit our Discord.

The Conquest Of The Wild Team

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