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The Mystic Pillberg

A blending of kitchen sink and expert with a unique quest system keep mining exciting and it's just so pretty!
Environment
 Another pretty image.

 

 

Includes a unique quest system that:
  • Doesn't tell you how to play!
  • Repeatable quests where you turn in metals or energy for currency!  Mining STAYS lucrative!
  • Repeatable quests where you spend that currency to buy ACTUALLY useful tools and products, for example: a digital storage system (see below).
  • Lists off all overpowered items (see below) whose recipes have been made much more expert.  Collect them all to complete one half of the pack!

Selling metal for coins.

(10 coin reward for getting your first Philosopher's Stone.  Not a purchase price.  The items below must be crafted with expertified recipies.)

Expertified quests.

 
 
A currency system that:
  • Uses a rare fuel item (nebulium coins) that losslessly convert into energy and back.
  • Can be used to purchase useful newbie tools such as a hoe with tilling and magnetic enchants for a single coin.
  • For a low/medium amount of coins, you can get products such as a stack of duration 3 firework rockets or poison arrows.
  • For a medium amount of coins you can buy enchanted books like infinity and excavate.
  • For a medium/high amount of coins, you can buy a complete digital storage system !  Only way to get it!  (See below.)
  • For a high amount of coins you can get late game products such as ender pearls, netherite ingots, and even nether stars.

Currency items. 

 

There are some over powered mods, but they have been tuned just right, such as:
  • Project E: Moderately harder to start, generators are disabled, sell/buy ratio is 1:10, and overpowered trinkets are truly gated.  Also more items have EMC values and all values are 10x so you cant cobblegen your way to riches (as easily).
  • Cyclic: Most everything is default recipes, but a few items have been expertified, like the uncrafting grinder and soulstone (the latter being the final goal of the pack).
  • Forbidden & Arcanus: I'm looking at you Eternal Stella, gotta make you harder to craft for obvious reasons.
  • Reliquary: Magicbane and tome of alkahestry needed to be a bit pricier.
  • Also: Allomancy, Mini Utilities, PlantTech 2, Torchmaster, and Ultimate Unicorn Mod have their more overpowered items expertified.

Mod balancing. 

 
Digital storage is kind of a necessity, but the tedium of setting it up isn't:
  • You can only get applied energistics items through the (repeatable) quest system.
  • One coin gives you a starter pack of a creative energy cell, 64 smart cable, and a crafting terminal.
  • 64 coins gives you an ME Drive AND ten 64k disks.
  • 64 coins ALSO nets you a stack of ME controllers; if you need the expansion.
  • Autocrafting should be unnecessary in this pack, so it's been left out.

Digital Storage 

 
Something-from-nothing generators are also kind of a necessity, so:
  • Water strainers have been included.
  • Quantum quarries are included.  I've added nearly a hundred more ores, magical ores, and aesthetic blocks to the loot table, and made the quarries roughly 50x cheaper than default.  The cost lies in the energy use.
  • Thermal series has the always useful phytogenic insulator.
  • PlantTech 2 has had a huge number of assorted products added to the compressor.  Even awakened draconium ingots are possible, though the requirements might make your head spin.  (Also to reduce the timesink nature, nearly all seeds are made outright, not bred.)
  • Occultism also has some nifty features.

Something from nothing generators. 

 
(Hopefully) contains everything you could want in terms of utilities, but you have to earn them:
  • Tree felling is a lot easier with the HT's Tree Chop mod.
  • Trample stopping, excavating, movement quickening, teleportation, mobless mob farms, compact machines, repairs, something-from-nothing generation, and enchant reapplication are all available, but require some effort to get.
  • Wireless item, fluid, and energy transfer are present.
  • Flight is available in a great number of ways.  Elytras, angel rings, witch brooms, jetpacks, and more!
  • You have a mighty swath of curios slots available for the filling, to rival Steve's ability to carry gold blocks!

A flight option. 

 
Richness also exists here, like:
  • All your adventuring needs fulfilled with tons of unique structure mods like When Dungeons Arise! and almost too many dimensions to explore.
  • Nearly 500 more biomes than vanilla with mods like Biomes You'll Go and Vibrant Journeys.
  • All your combat needs fulfilled with mods like Fish's Undead Rising, Special Mobs, and many many more.  You'll be "What is THAT?!"-ing all the time.
  • Difficulty is designed to be at expert level, but not super-expert.  Mob cap increased from 75 to 110.  Max HP is elusive and diet-based, death is temporarily punishing, and the difficulty rises when you enter a new dimension or defeat Jean but in a rewarding way where mobs now drop more stuff and give more experience.
  • There is no shortage of end-game challenges, such as with mods like Draconic Evolution and Levinide.
  • All your aesthetic needs fulfilled with mods like chisel, MrCrayfish's Furniture, framed blocks, and chisels and bits.
  • Over a dozen magical mods to sink your teeth into as well; don't think I forgot!
  • A focus on tech mods that require the least amount of sitting around and waiting for something to finish.
  • And I've crammed in every plant and doodad and flower mod I can without bloat or overdoing the number of food items.

 

 
In conclusion:
  • Making every expertified item is half of the goal of the pack.
  • Setting up some fancy industries to become nebulium rich and single-handedly destroy the economy isn't looked down on, in fact its the other half of the goal of the pack!
  • Combat is expert, and some recipes are expert.  A good challenge, coupled with good rewards, and no permanent punishment.
  • There is a lot of hidden polish.  Creepers don't leave craters yet villagers CAN farm crops.  Some of the most annoying mobs like skeleton bombs are disabled.  Some of the annoying features like rats dirt tunneling is removed.  Dozens of added recipes for convenience.  Energy storage systems have a buffed capacity when they are expensive to craft.  And on and on and on...
  • My hope is that the pack takes maybe 50 hours for someone rushing through things, and 200 hours for people who take their time with things, to be "finished".
  • And beyond all that, hopefully the pack has so many of the things you would want in a pack, you are tempted to just keep playing it and make some nifty creations!
  • So please, enjoy, watch a sunset, breathe in deep all the flowers that surround you, and try not to inhale that poisonous libelle.

 

 
P.S.: Notable mods that are missing because... no thank you:
  • Storage Drawers.  Really not going to work very well in this pack I'm afraid.
  • Create.  A wonderful mod, but create is in every other pack in the world already.  Take a break from all those shafts and casings in this pack.
  • Botania.  See above, except orechids and mana spreaders instead of shafts and casings.
  • Botany Pots.  These are just overpowered in my opinion.
  • Mekanism.  Great mod, kinda takes over the pack.
  • Astral Sorcery.  See above.
  • Fire and Ice.  See above.
  • Map mods that work underground.  Trying to keep exploration alive!
  • Alex's Mobs.  Already too many mobs in the world, now if there was a stand-alone raccoon mod... maybe.
  • Torch Slabs, Goblin Traders, and Pollution of the Realms.  Momma told me if I didn't have anything nice to say...
  • About a dozen more food mods/spice of life - carrot edition.  There are already catch-em-all mechanics in the pack with inventory pets, artifacts, buddycards, and more.
  • Soggy's Guns sadly needed to be removed from this pack.

The The Mystic Pillberg Team

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