After an explosive accident at a lab, you wake to find yourself stranded in a land both familiar and strange, where the rules seem to be similar on the surface but much different deep down. With the assistance of one of the many otherworldly entities operating as your benefactor, its time to find a way home... Or at least to make this place safe enough to live in... Sadly, this place seems connected to a number of worlds nearby with constant threats that need quelled, and a foreign entity attempting to connect to this world... How will you face it when you must learn the rules of the world from scratch to regain what you have lost... Will you give in, or will you deny your fate?
(The Pack is in a finished state with all quests, rewards, shop, and basic recipe gating change already in place - strong refinement is needed as noted below)
This is a semi-hardcore exploration pack, built around difficulty at the player's leisure. Instead of survival based mods, the difficulty revolves of around exceptionally strong monsters from the outset, that only sleep and light will put at bay. To advance however, one must brave the night where monsters lurk, the reaches of the world where creatures and dragons wander, the depths where dangers lie for resources, and to other nearby worlds to move forwards. The pack has a heavy focus on cross-mod interactions, requiring strong investment in Astral Sorcery and moderate investment in each of the magic mods and with tech mods gated behind different tiers of advancement or scavenging for parts with the completion of Vethea of Divine RPG being the ultimate goal. While semi-gated, the pack is more focused around expanding player options as they progress or explore, and the quests are meant as a guide and a bonus to the player, but no game play is locked behind quest completion outside of the rewards. This pack is currently in technical beta, but the entire quest tree is complete and most cross-mod-interactions are also completed. More detailed and interesting recipes and expansions on the rewards and shops as well as bug fixes are the next major phase of development after it has had time to settle.
A special thank you to ALL of the mod creators who created the mods in this pack, and also to allow them to be shared for use on CurseForge and Twitch Launcher. Primary modlist below.
(This Modpack is for free and public use, and I own none of the pieces and make no profit from any of it, I am simply presenting my idea of how to effectively combine this collection of wonderful tools, so I proclaim no rights to anything found within, and if I have picked the wrong license tag for this publicly available work, please message me so I can change it.)
(Notations on modpack purpose after list if interested)
/dank/null
Astral Sorcery
Actually Additions
Actually Baubles
Advanced Hook Launchers
Advanced Rocketry (Future intent to gate dimensions behind rocket exploration rather than portals but exploring the mod first, still usuable to asteriod mining and exploration)
Applied Energistics 2 + AE2stuff
Agricraft
Akashic Tome
Apotheosis
Armorable Mobs
Atomic Striker's Infernal Mobs
AUNIS (Stargate Mod - Still needs quests and integration but completely useable)
Baubles
Bewitchment
Blood Magic + Arsenal
Botania + Additions
Bountiful Baubles
Carry On
Chance Cubes
Charm
Chisel
Clear Water
Clumps
COFH mods
Colytra
Controlling
Corail Tombstone (No quests, but the most interesting gravestone mod to me)
Cosmetic Armor Reworked
Crafttweaker (This mod is an amazing godsend for pack creation)
Culinary Construct
Custom Backgrounds
Custom Starting Gear
Cyclic
Dark Utilities
Deep Mob Learning + BM integration
Divine RPG
End: Reborn
Ender Storage
Extended Crafting
Extra Utilities
Fast Leaf Decay
Faster Ladder Climbing
Fast Furnace
Fast Workbench
Flux Networks
FoamFix
FTB Quests/Utilities and Associated Mods
Gotta Go Fast
Grimoire of Gaia
HWYLA
ICBM Classic
Ice and Fire: Dragons in a Whole New Light
Industrial Foregoing
Integrated Dynamics
Inventory Tweaks
Iron Chests
JAOPCA
JEI and Associated Integrations and Mods
Journeymap
Just Enough IDs
Living Enchantment
Lost Cities + Lost Souls
MKUltra (Severely under utilized when configured mod for a nice RPG feel)
Modtweaker (the Other modpack godsend)
More Plates
Morpheus
Mouse Tweaks
Mystical Agriculture + Addons
Nature's Compass
Neat
NetherEx
Nuclearcraft
Open Modular Turrets + Passive Defense
Open Blocks
Ore Excavator
Pam's Harvestcraft + Squidmilking and Brewing
Phosphor
Plants
Prefab
Quark
Random Things
Rats
ReAuth
Recurrent Complex (No additional structures outside the mods added at the moment, but suggested to add more on your own in the meantime)
Redstone Arsenal + Repository
Redstone Flux
Refined Storage + Addons
Resource Loader (In here for future use)
RFTools
Rough Mobs 2
Ruins
Rustic + Integrations
Scannable
Slashblade + TLS and Integrations
SoL Carrot Edition
No More Recipe Conflict
Storage Drawers
Structurize
Swing Through Grass
Targeting API
Tech Reborn
Techguns
Thaumcraft + Additions and Integrations
The Beneath
The Monk Mod
The Twilight Forest
Thermal Suite
Vanilla Fix
This pack was created for three major purposes: 1.) To create a pack for a close friend (who's picture is the one for the pack) and give him a reason to explore mods, rather than rush the nukes in ICBM. 2.) To put to rest myself, a complaint I have always had with The Betweenlands, not with the mod itself, as it is a magnificent mod (one of my absolute favorites) with enormous potential, but it is thrown in packs with no purpose, and I wanted it to be a core part of the experience and involved instead of just bolted on with little care for its place in the tech tree (too early and you end up with sevtech, too late and you end up with jetpacks and /kill weapons defeating its dangers). I wanted to see it an the Twilight Forest have more involvement in the advancement of a character, and less bolted on exploration. 3.) Finally, it was to create a progression based pack where players feel genuinely stronger with each mod they incorporate into their arsenal due to each mod's unique tools, while also allowing them to create their own method to the eventual goal. With baubles and tools from botania, to infusions like runic shielding and golems from thaumcraft, to poppets and rituals from bewitchment, to the crafting mechanics and perks of Astral Sorcery, to the tools of blood magic and its arsenal of equipment, augmented by uncapped enchanting with significant player effort from Apotheosis providing amazing support for equipment from any source. Combined with an intentionally limited array of tech mods that each bring unique automation and processing tools to the table, nuclear craft for fun and unique power, Actually additions for interesting crafting and wireless block interactions, tech reborn for an interesting array of tools with scaling needs and UU-matter for limitless crafting potential (especially with craft tweaker), Thermal and IF providing almost all interesting automation needs, and having both AE2 and REfined Storage so that each person can choose their method of storage with different gates for each. All of this as means to support the player as they expand out reaching toward harder places to survive due to overwhelmingly dangerous forces at every corner potentially forcing even a well equipped player to retreat. The nether (nether EX, GoG, and DRPG) and the end (End Reborn and DRPG) are exceedingly more dangerous places but with significant rewards for exploration and eventually essential to progression.