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SkyFall

Experimental
Bringing life back to fallen skycities.

SkyFall

This modpack is focused around bringing back life to the failed biospheres in the upper atmosphere of an gas giant. You spawn inside a failed biosphere that only contains a decaying city and sands and more sands, and oh some remnant cactus that are slowly as well dying out. Everyone in this world has long died out their bones long since turned to dust. You'll also need to resurrect animals and other mobs to bring them back to the world.

 

Your objective will be to bring life back to these biospheres and to restore the cities within.

 

Now that the Alpha 1 is up, please be aware that its Alpha, so there are probably going to be game breaking script issues that are still being ironed out by myself as I play through it, once I've played through it sufficiently I should be able to promote it to a rough beta for other folks to test. But if y'all want to poke at this early, feel free to do so and leave feedback.

 

Anyway the rough progression here is something like:

 

Age 0:

  • Desert survival (cactus + basic dirt/cobble/grass recipes)
  • Charcoal Pit (for charcoal to start powering things)

Age 1:

  • Botania (Orechid for basic ore generation - Iron, Copper, Tin, Gold, Redstone, Certus, Lapis)
    • Notice no Coal, Diamond, etc..? (Those comes later via additional processing)
  • Crossroads (Basic early game ore doubling)
  • FactoryTech (River Grate for getting that nickel) (Other machines for ie blaze powder, etc...)
  • Woot (Tier 1 - Passive mobs) (Need items from factorytech to operate + minimal RF)
  • Charcoal Pit (Bloomery - Refine charcoal into coal, and burn up certus quartz into nether quartz)
  • Refraction (Building the appeng2 plates)
  • Applied Energistics 2 (Only the storage + small network)

Age 2:

  • Crossroads (copshowium, pure quartz, etc...)
  • Pneumaticcraft (Compressing coal into diamond, blaze rods, oil production)
  • Rock Hounding (Coal Slurry for securing access to oil)
  • Woot (Tier 2 - Overworld hostile mobs)
  • Charcoal Pit (Coke + Cretos)
  • Botania + FactoryTech (Infusing diamond to get Ruby and Emeralds)

Age 3:

  • Pneumaticcraft (Trading)
  • Botania (Elven Gate - Trading)
  • Rock Hounding (Securing your acess to osmium, and nuclear material (uranium/thorium), lead, boron, lithium, magnesium)
  • Applied Energistics (Main controller - Enabling large network)

Age 4:

  • Mekanism 1-5x ore production (plenty of basic resource, but its good to stretch our usage of materials right)
  • NuclearCraft (Power gen for mekanism, there's no effiency modules anywhere to be seen)
  • Woot (Tier 3 - Hostile nether + end mobs)
  • Charcoal Pit (Alchemical coal - Its super tasty! The final buffing of your charcoal production line)
  • Applied Energistics 2 (Access to crafting cpus for autocrafting)

Age 5:

  • Woot (Tier 4 - Wither, End Dragon, Villagers (lol))
  • Mekanism (Induction matrix + teleportation, endgame mekanism elite factories)
  • Access to the end and nether

Now I know I used the idea of ages, but you're not strictly locked behind ages (except for what you're able to build via the previous age capacity. I'm aiming to try to make it a reasonable organic series of ie chokepoint. Ie needing pneumaticcraft to get blazerod to unlock further capacity and so forth. I may not succeed here but I'm hoping to make it so that you can keep on using these existing infrastructure throughout the game to do material processing as needed.

 

Rule of the pack:

  • No passive RF power generation
    • With one exception of the RTG using materials from the nuclearcraft reactors
  • No super easy RF power generation
    • Mana Fluxfield exists and is pretty straightforward to get going
    • Power station from rockhounding exists, but is expensive in redstone to operate early on.
    • Dynamos from FactoryTech + Crossroads (for low amount of power generation)
  • Skyblock like generative acquisition:
    • Botania - Orechid - Basic Ores
    • Woot - Mob materials
    • FactoryTech - Infusing Mana diamonds to get emerald + ruby
    • Botania/Pneumaticcraft - Trading to acquire unidentified ore for rockhounding
    • Rockhounding Chemistry - Processing unidentified ore into nuclear material + osminium
  • Progressive tiering of ingot:
    • Iron -> Manasteel
    • Manasteel -> Compressed Iron
    • Compressed Iron -> Steel
    • Steel -> Thermo Alloy (Nuclearcraft ingots)
    • Hoping for other material chains at some point with other ingots.
  • Pleasant experience with gathering materials
    • Aim to make it so that you don't have to mine forever to get rare ore <x> but instead have plentful yields of the basic ores, which you can reprocess into the materials you need as your technology improves.
    • Minimal combat needed (Lost cities buildings can be dangerous tho!)

The SkyFall Team

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