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A compilation of modifications designed to enhance vanilla survival. Heavy focus on advanced Industry and real-life physics with integration of magic and mythical systems.

Description

An overall, well-rounded, well-balanced compilation of mods for experienced players. Hundreds of realms to explore and mobs to slay in this adventurous modpack with a heavy focus on advanced Industry and real-life physics alongside integration of magic and systems and the arcane arts. Knowledge of economic micromanagement will be required in this high-stakes settlement simulator. Master the disciplines of chemistry and botany and rank your way through the dungeons beneath.

(Note: Consider installing Optifine alongside this pack as it greatly improves in-game performance)

 

Lore

In the earliest days of prehistory, a great nameless race of builders arose from the grasslands of the southern biome and spread their technological reach to all corners of the planet through the use of wormhole-like portals, giving them access to the untamed heights of the Aether to the wild depths of the Nether and the End islands in-between. Seeding their settlements as they went, this ancient race brought life and civilization to the reaches of the primitive planet. In their hubris, they saw themselves as gods and lost sight of that which made them mortal. Reaching too close to the sun, they were swallowed by the grim shadow of reality: the vastness of their own ignorance and pride. Advancements had lead them to fuse flesh with iron, a mistake they realized too late would be their downfall. As their souls had been trapped in the armoured titans they constructed, society crumbled around them as they were forced to watch, frozen in suits of metal and buried under piles of rock, left to rot under the cruel fist of time.

 

But life continues, and in the settlements they had seeded, new lifeforms sprang. In the Overworld, humanity took the place of their old masters, learning literacy and agriculture, shifting from pastoral feudalism to industrial enlightenment. In the Nether, the Writhtyr race mirrored this development, albeit thousands of kilometres below. In their hellish fortresses, they made their genetic fortune. And in the skies, way above the highest hill and mountain, the Aelteri race worked diligently to restore the legacy of their ancestors. The Endermen, the most advanced of the four, guard their islands, sailing great ships off the ender winds and establishing cities in the furthest ridges. For centuries their races made contact through the ancient portals their precursors left behind, working together and integrating technologies, they were able to make advances far greater than their forefathers could dream of. These technological breakthroughs cumulated in the creation of the waystones, condensed folds in space-time operating on science, philosophy and metaphysics too complex to comprehend by any scholarly perspective. Bridging the gap between classical and quantum mechanics, these waystones were able to output more power than the ancient portals of the great builders, and required far more energy. Nearly exhausting their shared homeworld of resources, the four races dug too deep and awoke an eons-old threat hiding beneath layers of dirt and rock, stewing in anger, raging in vengence.

 

The great builders, however noble in their heyday, were now husks of the great race they had once been, twisted in malign depravity for centuries on end. The Cursed Armors, Ferrous Wroughtnauts, Nether Knighs, Sentry Golems and whatever fearful names they were given, the half-mechanical beasts ravaged through the countryside, wreaking havoc in their path. Crushing mines beneath miles of solid ground, setting oil fields ablaze, sinking entire islands into the sea or crashing through the atmosphere, the Builder Husks set the world on fire for a second time. Only narrowly did the four races survive when they joined arms, but narrow were their chances of survival. Having been dealt a devastating blow and on the edge of collapse, the Writhtyr sent out a plea to Humanity for extra resources but were flatly denied. In a last ditch effort, Writhtyr forces seized any remaining industrial centres they had and expelled non-Writh factory workers, miners and employees. Seeing this as an unprovoked action, Humanity issued a formal ultimatum to reverse the Writh mandate and restore full working rights to non-Writh labourers. When the ultimatum was ultimately ignored, Humanity declared war on the Writhtyr, pitting all parties of the four races against each other. After years of infighting with no major land gains or losses, the soldiers of the Writh and human forces defected and formed fortified garrisons against their former superiors and comrades, forming various guardsmen-villager settlements across the Overworld, along with witches' huts, wizard towers and firebending and airbending orders. Things were looking grim for the Endermen and the Aelteri, with the former having to contend with the arrival of a new foe, the Enderdragon, and the latter faced with the all-consuming Solara virus. Driven to the absolute end of the road and having exhausted every crucial resource to the war, the forces of Writh and Humanity launched biological and nuclear weapons on each other, destroying and mutating their own, but driving the Builder Husks back into the planetary core as a result. The humans and Writh evolving into the light-sensitive zombies and skeletons as a result of genetic degradation in the skin cells, and remain at war with the treasonous guardsmen and villagers to this very day. All across the Overworld, research into Enderdragon DNA left behind colonies of fire and ice dragons, patrolling their land, marking their territory. Goblins and trolls, mutations of the former four races ravage the caves and mines, setting up traps in their hallowed halls. Deep in the Nether, the Writhtyr and humans still fight in their fortresses, as evolved wither skeletons and firebending blazes, immune to the lethal doses of ultraviolet radiation their surroundings emit. The ghasts, engineered from the zephyrs of the Aether, patrol the skies, shooting down friend and foe alike. The End cities, dominated by the now-isolationist Endermen, are protected by shulkers. The Enderdragon, althrough pushed back and contained to a single island, remains a serious threat if it were to break free. The Aelteri, having all been merged into the Sun Spirit of the Gold Dungeon as a result of the Solara virus, leave behind their vast cities. The valkyrie take their place as the new apex predators of the heavens.

Finally, you, a human of one of the many guardsmen-villager settlements, must survive in this dreary, new world. Deep within you is a rich genetic legacy to build skyscrapers and harness the elements. But your first instinct is to dig and craft.

Modlist:
Aether Legacy (Lost Content, Continuation)

AgriCraft

Alchemistry

Applied Energistics 2

Aroma 1997's Dimensional World

Avatar 2: Out of the Iceberg

Back Tools

Bear With Me

BetterNether

Better Slabs

Blockcraftery

Buildcraft

Ceiling Torches

Chunk Animator

Colytra

Compact Solars

Doggy Talents

Doomlike Dungeons

Eerie Entities

End Reborn

Ender Storage

Energy Converters

Fence Overhaul

FoamFix

Friendly Fire

Gargoyles Mod

Hwyla

Ice and Fire: Dragons in a Whole New Light!

Industrial Craft 2

Iron Chests

Just Enough Items (JEI)

Let Sleeping Dogs Lie

Modular Powersuits

Mowzie's Mobs

NuclearCraft: Overhauled

OpenComputers

OutFox

Phosphor

Primitive Mobs

Respawnable Pets

Roguelike Dungeons

Simple Teleporters (https://www.curseforge.com/minecraft/mc-mods/simple-teleporters)

Spartan Shields

Surge

TekTopia Villagers

TexFix

Tinker's Construct II

Torch Lever

ToroQuest

Touhou Little Maid

Traveller's Backpack

Treecapitator

Waddles

Waystones

Wearable Blocks

Wolf Armor and Storage

Xaero's Minimap

Xaero's World Map