Create: Steamy Survival - What is it about?
This modpack is a result of me tinkering with practically every modpack I played until I decided to make my own.
The focus of this modpack is to make a world where the player builds with create, utilizes its many cool addons, while also battling off the extensively diverse dangers of the night, be it with guns (create-stylized guns, to put it out there) or with create contraptions and vehicles (looking at Create: Aeronautics combined with Create: Big Cannons specifically). After all the hustle and hard work, the player has the option to relax by managing their colony (MineColonies is one of my fav mods), taking up photography, painting, and simply decorating their house with all the wacky stuff I put in here. To add some final touches, the terrain generation, as well as the soundscape and visuals, have been enhanced significantly as to immerse the player in the world.
Everything has been balanced to make for a nice progression curve, also providing an endgame goal, if one is indecisive and loses interest in sandbox games pretty quickly.
So, to sum it up: create, guns, vehicles, a ton of buff hostiles to defend from, Minecolonies, immerson and some miscellaneous shenanigans. If this sounds like your cup of tea, check it out!
Current modpack state: ALPHA (no endgame goal yet)
As of now, the modpack is incomplete in the way it handles progression, plus the questlines are mostly unfinished. The endgame goal does not exist just yet, I have yet to think of one and make all the necessary crafting recipes + items related to it. The generalized to-do list is as follows:
- Make an endgame goal - an item of some kind, crafted by amalgamating an item from each create addon together. Such item could allow the player to craft things like the creative motor, creative power source, etc.
- Balance the progression (can be tweaked as the development progresses) - the final goal is to have different resources automatable in varying ways, like: this can be automated from a simple cobblestone farm, this can be mined with an excavation drill, this can be made to automatically be traded with the villagers, this can be farmed by using this mod only - something like this. I believe such approach is good to introduce variety in how item farms actually operate and what they rely on, plus kind of force the player to utilize various addons, breaking the montony.
- Finish the whole questbook (the most time-consuming part) - I really want the player to know what they can do and how they could achieve certain things. This is the reason why there is a separate chapter dedicated to automation, where I first handhold the player through the process of making their first cobblestone generators and an iron farm, to then point them in the direction they could take next depending on what they want to make a farm of. This is something I haven't seen in, like, any modpacks, and I partially understand why: it's handholding. Still, in a behemoth of a create modpack like this one, where automation will be a considerable part of the gameplay, it only makes sense for me to introduce the player to this concept, as not everybody can figure such things out themselves. Give a direction, but leave room for the player to experiment on their own and better their skills.
- Make custom loading & menu screens
- Create a custom shader version - the only thing that would be changed is the brightness of the night sky. I want it to be dark. Similarly to some survival games like ARK, in a world where light pollution is not a thing, you can see almost nothing in the night without some kind of light. This is just to better immerse the player and make the gameplay more interesting. I'm aware that some people would still prefer the standard minecraft looks, be it with shaders or without them, and that option wouldn't be taken away.
Storytime!!!!!
At first, I found a modpack called Steampunk that I immediately fell in love with. Not only was it focused around create and mods integrating with it, but it also put a strong emphasis on the PvE aspect - strong, unforgiving creatures anywhere you go, that you can battle off with guns fitting the create theme extraordinarily well.
I wanted to achieve similar experience on the 1.21.1 Neoforge version, as there are some more, really unique and engaging mods that together could make for an amazing experience. My goal was to make a simple modpack for myself, to fit my criteria of what I want from my minecraft create-esque immersive survival gameplay. As my idea slowly expanded into getting whole questlines and even a progression system, I thought at this scale it'd be a shame if, after all that work, I just left the modpack for myself and my friends. Thus, I took on a task to, mostly myself, put together a whole modpack the way I want it to be, makings things better that always ticked me off in some of the more popular modpacks (most notably: questlines skipping over things that would be actually good to know about certain mods). Although I don't find myself responsible enough to make a discord where people could report bugs they encounter or suggest changes, I can at least share the fruit of my work with the world and maybe, just maybe, someone will like it.

