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Ferromancy

Progression-based Mining Modpack
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Ferromancy Dev 0.7

File nameFerromancy-0.7.zip
Uploader
gebcraftergebcrafter
Uploaded
Apr 13, 2020
Downloads
33
Size
6.2 MB
Mod Loaders
—
File ID
2929318
Type
A
Alpha
Supported game versions
  • 1.12.2

What's new

  • -This ones a big one, breathing some life into this project because i love it so much
  • -Re-enabled the quark cherry blossoms. Looks very nice
  • -TiC area extenders now require heavy gold plates (much easier than pink slime in terms of progression)
  • -Made the aa empowerer harder to get (just the display stands part)
  • -Made the aa coils harder to get
  • -Fixed the gunpowder recipe, now the custom one should be the only one
  • -Made the enchanting table require orichalcum as well as two diamonds
  • -Made netherex’s frost powder used in cooling blocks like the glacial precipitator, but added an early astral sorcery way to get it
  • -Added the ‘crude’ trait to prometheum tinker tools. Not quite makes them viable, but makes the metallurgy’s tinker integration seem more thought out
  • -Added the ‘insatiable’ trait to celenegil tinker tools. Just goes in line with the intrinsic trait of the regular sword
  • -Changed the luminessence recipe to require going to the erebus, just need some bioluminescence, later with TE compactors you can increase the yield of a single bioluminescence
  • -Changed the way to get extended crafting ender ingots. Only way is the extendecrafting pedestal setup. Don’t worry, nothing is really gated behind the ender crafting from extended crafting, just more efficient ways of making processors and capacitors
  • -Created a way to get electrotine
  • -Made uncrafting steel blocks give you the right type of steel
  • -Added early game hardened glass recipe in IE kiln
  • -Changed garden cloche recipe to be post-petrochem
  • -Changed around the progression of EIO item conduits, there is a midgame thermal expansion recipe using mana dust that makes 12, but once you have access to mekanism’s teleportation cores, you can make a stack at a time
  • -Made the gate before thermal expansion a bit further down the endeiro tree, you need to get a z-logic controller for the TE machine frame
  • -Did the same for the mekanism steel casing, but down the TE tree, you just need some rosin which requires a simple set-it-and-forget-it tree resin infrastructure (it also needs some abyssalcraft progression - you are not safe from the unknown)
  • -Made the spawner changer a bit different to get, not necessarily easier, but this should emphasize its utility in creating mob spawners for all those farmable materials (you can move spawners using chest transporters ;))
  • -The very large majority of armor that is better than iron now has to be made in the advanced crafting table, using a stack of ingots to make a set (rather than vanilla 24). Additionally, armors that give a ‘set bonus’ require either a potion that gives that effect, or an rftools environmental controller module, and/or for OP variants (such as kalendrite giving you strength II) replacing some of the ingots with blocks, such that the set requires 128 ingots - two stacks. Note that some of the set bonuses just completely do not work, but this is future-proofing for when the features are added.
  • -Changed the TE coils to use the 5x5 crafting, but it makes two
  • -Removed the ability to alloy by crafting dusts together
  • -Made empowering aa crystals much harder
  • -Made blood magic bloodstone require the aa empowerer
  • -Added integrated dynamics and integrated tunnels, you can avoid the gate before enderio item conduits if you know how to use this mod
  • -All pickaxes above the obsidian mining level require the 5x5 crafter
  • -Changed the enderio simple machine frame to require an IE circuit board
  • -Changed the ultimate crafting table to use lead crystals, requiring some endgame mekanism machines