Design goals:
- More interesting early game
- Increase difficulty without increasing grind
- Bring back the terror that usually disappears with experience/armour/base size
Otherwise the classic modded Minecraft experience: survive, build, explore, advance, and get your base blown up by creepers.
Features:
- Loads of biomes that spawn different animals and farmable crops
- "Doomlike" dungeons complete with loot and mini-bosses
- Automation through getting NPCs to do work for you (they chop trees, build structures, manage inventories)
- Lots of machines for generating and using electricity, automating tasks, processing materials.
Core mods:
- Tough as Nails, and Primal Core to make early game more challenging and add other shit to worry about (thirst, body temperature). You can't punch trees, torches go out, you must craft cobblestone...
- Hardcore Questing Mode and MineColonies to make early-mid game more manageable through bonuses and early automation.
Content mods:
- Magic: Blood Magic, Mystical Agriculture
- More nature: Biomes o' Plenty, Natura, Harvestcraft
- Tech: Immersive Engineering, Extreme Reactors, Tinker's Construct, RF Tools, Flux Networks
- Indispensable favourites: ae2, enderIO, Actually Additions
- Extra lategame stuff: w00t, Draconic Evolution
Non-content mods:
- Graphics: Optifine, Enhanced Visuals, BetterFPS, an included 128x texture pack.
- Sanity: Swing Through Grass, Quark, Client Tweaks, Vein Miner (not on early tools), Simple Void World, Slurp, Gravestone, Fencejumper, theoneprobe, JEI, Iron Backpacks, Journey Map
Todo:
- Lots of testing
- Add quests
- Change mod recipes to match the metal-must-be-cast philosophy.
(more to come later)

