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Protect the Monolith

Build, defend, automate, and purify. [A factorio-like modpack]

File Details

Protect-the-Monolith-2-1.18-1.0.zip

  • R
  • Dec 13, 2022
  • 5.37 MB
  • 153
  • 1.18.2

File Name

Protect-the-Monolith-2-1.18-1.0.zip

Supported Versions

  • 1.18.2

Protect the Monolith 2 - 1.18 - Version 1.0: Release yeah!

 

PS: The screenshots are up, but making and when testing the a forge server I found an issue with the worldspawn structure. I'll be fixed that before released a new version with a serverpack. 

 

It took a while, but that's it, I think. Most of my ideas have been put to fruition. And I couldn't easily find any blatant errors or changes that should be done. From now on, I'll likely only fix stuff if someone playing it points it out. It shouldn't be bug-free, but at least it should be passable.

 

Last few changes:

- Changed some recipes to make the Scannable Scanner available even sooner. Should make finding lead and gold much easier, so you can build the IE Kiln without a headache! Well, you'll still need to mine quite a bit, but with the scanner's help it shouldn't be too annoying. 
- Adjusted some recipes further late game.
- Finished a full questline/recipe check. Then, moved a few quests around.
- Fixed a few IE Multiblock structures requiring unavailable blocks.
- Added schematic for Tinker Alloyer, and it's a quest reward too. 
- Adjusted Create OreExcavation configs, and fixed the locator recipe. It is cheaper(Stress-wise) to run now. Tested it vs IE Excavator, and slightly adjusted both speeds.
- Slightly adjusted mana pollution numbers. It's a bit less now.
- A small fix to tainting script for podzol replacement.
- Took a few screenshots and will be adding them soon to curseforge [the description was updated some days ago].