Overview
Harmonious Engineering is a Quest-Driven Tech Modpack with realistic and balanced progression that will help you savor the time you spend with each mod. Equipped with plenty of wonderful exploration mods such as Abnormals' Biomes, Better Nether, Infernal Expansion, Better End and Terraforged, there's no reason at all that you should get tired of exploration!
Once you've found a place to call home, you can start with more technical progression, starting with hand-powered kinetic machines, raveling through the Steel and Industrial Age, and eventually wrapping you up into an age of Eldritch, Ender Technology capable of a great deal of automation.
With quests, all work goes rewarded and seldom leaves you without a sense of great accomplishment.
Showcases
Hello! I've just played through the pack up until getting steel and I wanted to give my thoughts so far.
First getting into the game, I found it a little strange to have the mod id disabled in waila by default, but that's obviously a very quick thing for me to change. I also found it slightly strange that apple skin wasn't included, especially seeing how much food is given and used during the early game with the hand crank, it would be nice to be able to see my saturation.
My next thoughts were on the use of terraforged as the default world generator, which while incredible looking, I found it slightly annoying in a survival setting. My spawn (which might have just been unlucky) placed the nearest water source around 500 blocks away from where I found a cave, and I was simply unable to find an ocean within reasonable distance for kelp. One of the things I found as a nice early game incentive to make tools was that mining things like sand and dirt was significantly slower than normal, and while I'm not sure which mod does this, I enjoyed it.
Looking at recipes and questing it seems extended caves is included but completely disabled in JEI? I'm not sure if this is just present for cool quest icons but it seems that several of the recipes from the mod are also still available, but hidden.
Lastly, I liked that each quest had a reward, however, I found the rewards to be far too... rewarding? There's an entire quest chapter on feeding myself, but because of the amount of food you get from quest rewards I'm not even close to needing to make food for myself yet.
Overall, I'm having a lot of fun with the pack so far! And I really like the progression I've gone through, using things like the hand crank for rotation is something I think is underutilized and I like the custom way to make andesite alloy early game.
Thanks a ton for the feedback! I'm sorry I took so long to reply myself, I didn't even realize any was left.
I'm working on a major, world-breaking update that resolves a few of these concerns, but let me address them one-by-one:
> Modid Disable: Yeah as you said, just preference. I like to keep things kind of obscure to the player personally. > Appleskin: Being added in 2.5 > Terraforged: Valid point, but there are other structures throughout to get you some water. I definitely feel your point, but there's always a source of water somewhere whether it be underground, in a village / structure, etc.. IMO 500 blocks isn't that bad, the Valhelsia 2 modpack had me exploring upwards of 4k blocks for Sugar Cane 😁 > ExtCaves: Yes, ExtCaves was a disaster in this pack, as it was inconsistently buggy with world generation and would sometimes generate, sometimes not, and occasionally listen to the configs I had set for the mod. One of the more recent updates removes that mod entirely and remaps its blocks to ones that will still be in the pack. > Kelp: Yep, there's a quest for that now because I do agree that Oceans themselves are pretty rough to find. > Quest rewards: Interesting point - I feel as though I may keep it as-is for now but I'm open to per-quest-basis suggestions for changes.
Thanks a ton for playing and for the feedback!