File Details
MMO - Let's Go-0.1.6.zip
- B
- Jan 27, 2021
- 10.86 MB
- 98
- 1.12.2
File Name
MMO - Let's Go-0.1.6.zip
Supported Versions
- 1.12.2
MMO - Let's Go! v0.1.6 The Integration Update Changelog
Streamline the progression!
In this update, we set to work laying out the ground floor and first critical steps for integrating the various disparate mods in each of the three primary disciplines with the master mod of each branch. (More on what we mean for that, later.) Such framework included the creation of several ore dictionary entries (through the use of UniDict), the creation of recipes for spell books in Electroblob's Wizardry using Thaumcraft methods, integration of Cyberware's body parts with Immersive Engineering (specifically Immersive Intelligence), and the creation of recipes for dozens of baubles with Embers (all via CraftTweaker). While r here's still a lot more of these such changes to come in the future, this update drops a significant chunk of the whole and lays the pattern and infrastructure for future progress. We have also introduced the concept of Secondary Disciplines! These represent small cross-discipline fields of study and application as practiced and conceived by the three secondary races (more on those explained below).
How Are Skill Disciplines Arranged?
The Vision for MMO - Let's Go! places the majority of mods used in the pack into three distinctive discipline trees, as represented by the Skill Trees seen in-game: BAWLS, GRAYCE, and SKILLZ. For each, there is a "master" mod to which all other mods are rendered "subordinate", which are Embers, Thaumcraft, and Immersive Engineering, respectively. What does that mean? It means that the crafting methods, terminologies, and over-all theme of the discipline is determined by the master mod and all other mods are integrated with it (though not entirely subsumed) with the intention of producing a feeling of "belonging" between them.
However, crafting methods of subordinate mods aren't eliminated, and instead the integration is meant to occur in two directions with master mods also being changed to use crafting methods available from their subordinates. While this kind of integration takes a lot of work to achieve, we believe it will deliver a smoother experience wherein each discipline feels like a single, unified path instead of a collection of unrelated mods and machines.
We recognize that executing such intensive changes to the way some mods materials and recipes are used or crafted can lead to confusion among players who are expecting what they read in the wiki (or in some cases the in-game manual) and for this reason we have included JEI in the modpack with as many integrations as possible to alleviate confusion. Plans also exist to create an in-game manual detailing any changes we have made to established recipes.
Integrations
Due to the staggering number of recipe integrations included in this update, we won't cover all of them in detail but instead will do so by category per discipline, excepting any items of high-impact or high-interest.
BAWLS
Much of the BAWLS discipline integration had been handled prior to this update, as the very foundation of the discipline itself had depended on it. While many more items were integrated during this update, no fundamental changes were made to the methods or systems of the discipline.
GRAYCE
The GRAYCE discipline is aligned with dragons, considering the specie (even the hostile mobs) to be "allied" with the discipline. As such, several changes were made regarding the GRAYCE discipline products that would normally rely on hunting and slaying dragons. For now, dragon eggs still require the hunting and slaying of stage 5 female dragons, but in the future a method will exist to circumvent this requirement.
- Altered the Dragon Forge to be crafted using Thaumcraft methods and to eschew the use of dragon parts entirely
- Changed Dragonsteel recipes to use different materials instead of dragon blood
- Added Spectral Dragonsteel to the Ice Dragon Forge
- Added various other items to the Dragon Forges
- Added Salis Mundus crafting methods for several crafting stations
- Added recipes for all Electroblob's Wizardry spell books split amongst the Gemcutting Table (renamed the Arcane Artisan's Artificing Table), Arcane Workbench, and Infusion Altar
- Integrated Wards, Electroblob's Wizardry, Extra Golems, Ice and Fire, and several other items and mods with GRAYCE crafting methods and materials
SKILLZ
The choice to include Cyberware as a crowning mod for the SKILLZ discipline answered a lot of needs that had previously gone unmet. It created a progression for player development that is present in other disciplines and also stacks with those other progressions seamlessly. And it provided a "tech" answer to all the magic answers of the other two. While Cyberware is planned to be rebranded to follow a more "dieselpunk" style in its naming conventions (once we get around to renaming the parts) rather than cyberpunk (per the mod's name), we have taken great strides in making it as accessible and deliberate as the rest of the discipline.
- Created crafting recipes for all Cyberware parts using the Precision Assembler from Immersive Intelligence
- Removed Cyber Zombies from the game to accommodate the new crafting methods for obtaining parts
Secondary Disciplines
The three Primary Disciplines are captained by the three primary races: BAWLS by Dwarves, GRAYCE by Dragons, and SKILLZ by Humans. But there are three more races that we had not revealed until now, which fit between the cracks of these societies and draw less distinct lines between what disciplines they prefer. These three races have mastered their own disciplines in the form of blended practice between the Primaries. While not all items incldued in these trees is patently a product that comes from pairing two disciplines, they have been (or will be) restructured to fit this purpose, forming a cross-discipline product.
Introducing: Gnomes, Kobolds, and Pech, masters of GNACK, POYSE, and NURVE!
GNACK
Welcome to GNACK, the discipline of the Gnomes! GNACK focuses on integrations revolving around BAWLS with regards to the other two disciplines. With GNACK you can expect mechanically-inclined integrations with GRAYCE and SKILLZ
- GNACK skill tree added with 10 purchasable skills
- Approximately 50 items belong to this discipline
POYSE
Welcome to POYSE, the discipline of the Kobolds! POYSE focuses on integrations revolving around GRAYCE with regards to the other two disciplines. With POYSE you can expect eldritch-themed integrations with BAWLS and SKILLZ.
- POYSE skill tree added with 10 purchasable skills
- Approximately 50 items belong to this discipline
NURVE
Welcome to NURVE, the discipline of the Pech! NURVE focuses on integrations revolving around SKILLZ with regards to the other two disciplines. With NURVE you can expect unique alchemical and trinket integrations with GRAYCE and SKILLZ.
- NURVE skill tree added with 10 purchasable skills
- Approximately 40 items belong to this discipline
Mod Additions
- Added Kathairis
World Gen
- Injected Kathairis biomes into Aether worldgen via the Aether configuration
- Reduced Fossil beds size by approximately 50%
Content
- Added liquid brass
- Cleaned up several redundant or unused items from JEI
- Unified several duplicate items by name or function
Other Changes
- Fixed several defective trait locks
- Locked mounts to various traits
- Created and expanded several Ore Dictionary entries
- Created and expanded several Chisel categories
Future Preparations
- Added framework for loot tables
- Added framework for treasure chests
- Added framework for mob drops

