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A create modpack designed for automation lovers
changing the way you progress and develop infrastructure down to the way you smelt ores and craft tools
I have been working on another project recently and while making that I realized how good some of the systems would work for a standalone automation pack with a focus on create processes.
What is changed
Furnaces can no longer smelt ores, for the early game you will have to smelt them on campfires, and eventually smelt them on mass using blaze burners and mixers

On top of which almost everything that burns fuel will produce smoke that is poisonous to the player, so proper smoke stacks and air management are necessary for big factories
And once you get your first ores you'll notice that every tool tier past stone will now require a create process to manufacture

And I've made changes and added on new recipes entierly to support this progression system
SO MAKE SURE TO CHECK JEI FOR RECIPES
On top of which I've added a bunch of alternative recipes to the progression, so as you get later into the progression you can revist old crafting systems and make them more efficent with your newly found materials
Once you start automating you'll notice immediatley that you can no longer craft waterwheels or windmills. as steam engines are the only automatic way of powering your factory, on top of which steam engines can no longer rely on passive heating such as netherrack. and must use other sources of heat such as blaze burners. As I believe that EVERYTHING should have a resource cost
Now as much as it seems the pack is stacked against the player, to help you out I'm using civilis to change they way that mobs behave, Now mobs will stay away from populated areas. So naturally as your factory expands, mobs will back off, allowing the player to freely build without the need of a million torches

To help along the player with resources I added large resource deposits that can spawn at random, These deposits can be identified with a indicator on the surface, when digging down at these indicators you will find veins of up to THOUSANDS of ore.

To aid in exploration and logistics management I've also added in Immersive vehicles and have integrated it into the crafting system

Another addition to exploration and a gateway into late game progression is alex's caves to give players something to go out and search for, to acheive different things such as automated mining and nuclear energy
Coupled with that I've added Rad Radiation for a complex radiation system

The nether and end are availble in this pack, but the nether is radioactive by nature.
As of right now the pack isn't totally finished there is a few more things I want to add before I consider it fully funtional
Upcoming features
-More deposits
-More alternative recipes
-An in game guide to help players figure stuff out (Probs a pehkui book if I can figure it out)