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Grit

Modpack centered around motherlode ore-generation and light progression

Modpack Style: Kitchen sinkish with most machines gated behind steel/compressed steel and not behind other mods. Takes inspiration from TPPI, Gregtech, and Factorio.

 

Main Themes to Grit

  1. Mining - Gregtech ore gen style aka motherload. Huge veins that are biome dependant, but are somewhat rare. The Scannable mod with natures compass should drastically make ores easier to find making mining less of a hold w and m1 task.
  2. Ore Outposts - No early/mid game teleportation. Player, Item, Fluid, and Energy teleportation has been heavily modified. The RFtools matter tx/rx, limited cyclic teleportation and astral sorcery are the only player tp that are available which happens at late game. AE2 singularities are the only way to teleport fluids/items and all power teleportation has been disabled (including P2P). This forces players to make several outposts at key biomes for the ore they provide. For long range logistics trains (signals/immersive railroading), rockets (advanced rocketry), or drones (pneumaticraft/opencomputers) are available.
  3. More Expensive Machine Recipes - Most machine have base components that are now more expensive. The thought process here is to try and balance other mods to Immersive Engineering.  Typically this is something along the lines of replacing iron with steel and or with blocks. There is so much ore that this really shouldn't be an issue. The amount of steel needed is quite high. You will need to expand steel production if you do not want to wait around all day.
  4. Energy - Mekanism can transfer IC2 and RF. This is to help encourage / reward sadists to play techreborn/IC2, both of which have unmodified crafting recipes but it is absolutely not required. Passive power gen has been reduced drastically (eg:windmills, waterwheels, solar) and oil is plentiful.
  5. Early Game - Not a lot has been done for this yet, but eventually the early game is going to center around Better with Mods. The tech level feels right for early game with that mod and it adds a strata to the stone generation which will force you to get better tools the farther you go down. Most 3x3 mining will be gated to mid game with perhaps a few exceptions to the lesser used ones.

 

NOTE: Pack is currently in alpha and has very little play testing and portions of the pack have not yet been completed. A lot of the things may still be changed which means future updates may not be playable with older worlds. Namely this would come in the form of Terrian Gen, Ore-Gen, Mod additions/deletions, etc

 

To-Do:

-Balance Astral Sorcery TP

-Better balance for "passive" ore generation machines (eg: AA mining lens, Botania orechid, Bees, etc)

-Tighten world gen ores and Geographicraft configs - its a mess

-Attempt to balance power gen and reduce power creep - some powergen will just have to be disabled but others such as steam may become more interesting with the non-infinite water settings

-Balance more machine recipes and their logistic methods

-Configurations for BWM

See how non-infinite water feels in the pack

 
 
 

The Grit Team

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