Description
This modpack seeks to find a good balance between the styles of kitchen sink and progression based packs. This is achieved by blocking certain recipes behind infrastructure from other mods, thus providing a natural order to technological, magical and explorative nature that is organised into tiers. Within each tier you must complete or reach late into a mod within that category in order to gain access to their tier above, this way we maintain a progression tree without sacrificing too much player freedom when it comes to choice of what to play with.
Tier 1 Technology is comprised of either Omega Craft or Thermal Expansion, you may progress down either mod in an effort to attain the item required to progress to the next stage which in this case is Cave Magmite, establishing a production line for this material will allow you as the player to move onto the next stages with ease.
Tier 1 Magic provides the options of Botania, Blood Magic, Ars Nouveau or Lord Craft, several materials from different levels of progress in these mods are required to access the tier 2 mods and equipment.
Tier 1 Exploration presents both the Twighlight Forest and Ice and Fire, unlike the other progression trees exploration is something that looms over the pack as a whole and can be dived into whenever the player feels the urge to do so. The player will need to touch on this section in order to obtain the Angel Ring to allow creative flight but they need not delve too deeply.
The Angel Ring is one of the main goals for the pack, as one of the only means of creative flight this will require the player to delve into each of the tier 1 categories in order to gain this ability. For those who know more about some of the mods there are alternatives but this is the primary means and should be the aim for most players should they wish to experience everything the pack has to offer.
Tier 2 Technology is comprised of Mekanism, due to it's high power generation and 5x ore processing it was deemed that in most packs it tends to make other mods somewhat redundant, however we enjoy these other mods as well as Mekanism thus we have decided that it should be so that the player must first use those mods in order to access Mekanism, this allows the player to find use in those other mods providing them a place for all whilst retaining the eventuallity of end game power.
Tier 2 Magic is found as ProjectE, the sheer power of the condenser alone places this as a high level mod as it provides so much access to resources, gating it behind the other magic mods of course does not remove this but delays it enough we feel that it will not be used to entirely skip the development of infrastructure that it often allows for.
Tier 3 is the final level and last mod in the pack, this is Advanced Rocketry. While in itself not super powerful, the ability to create space stations is a quite magnificent goal and as such we feel is a grand end game challenge that should require progression through the other mods, entry to this mod requires either the completion of Mekanism or ProjectE, the prior being a more lengthy task while the later will require tier 1 technology in addition due to the need to provide power to the machines of Advanced Rocketry.
On the whole the pack aims to provide a decent play time for those who like to rush for the supposed end game of a pack while also providing a number of supporting mods such as Pam's, Cooking for Blockheads and Biomes o' Plenty for those who just want to enjoy a fairly sized pack at a more relaxed pace and play around with everything as they go


