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Timeless Technician

Story based Semi-hardcore Base Defense Tech modpack with scaling enemies centered around Dr Who Regenerations and Hostile Worlds. Become the titular "Timeless Technician" and defend yourself from invading mob forces!

File Details

Timeless Technician-0.1.6.zip

  • B
  • May 26, 2020
  • 5.59 MB
  • 64
  • 1.12.2

File Name

Timeless Technician-0.1.6.zip

Supported Versions

  • 1.12.2

-=Mod Changes=-
Updated Apple Core
Updated Capsule
Updated Ender core

 

-=Additions=-
Added Endertweaker (enderio recipe tweakerage)
Added Modtweaker (a lot of other stuff tweakerage)
Added Loottweaker (additional help with loot based tweakerage)
Added Material Changer (Another modpack maker's mod for rebalancing tools and armors who don't explicitly already have configs)

 

-=Other Changes=-
Added mekanism ore processing recipes for chunks since they weren't automatically being added despite being classified as the full ores and mekanism 1.12.2 supports been dropped. >_>'

 

Removed Capsule loot blueprints, they're relatively useless and just clog stuff up.

 

Rebalanced Dimension shard generation to gen slightly smaller veins, half the time in overworld. (4 -> 3 and 20 -> 10 chance respectively)
But drastically increased the amount of the ore in nether and end. (3 - 6 in nether 3 -> 8 in end for veins, with chance 5 -> 25 in nether and 5 -> 30 chances in end.)

 

Disabled a lot of the crafty stuff from intimepresence cause it was relatively useless other than for itself. Instead I've made recipes for the shard processor and time machine, and done shard processing via mekanism, actually additions and enderio. Take your pick.

 

Improved a few invasions with custom npcs.

 

Added all modded versions of slimes to noDamI blacklist so they can't wobble you to death in an instant.

 

Some general Mekanism configuring and equipment retiering and balancing. Such as slightly lower energy gen rates for most things, lot of tools brought down a fair bit and energy consumption increase to the disassembler. New box recipe too.

 

Rebalanced the recipes of grapplehook mod and the later game hooked grapple hooks.

 

Also sorta linked all the good types of climbing rope together into a crafting chain:
from simple (rustic, with rope that splats when broken)
to strong (inspirations, rope that when broken brings all portions to the top)
to stronger (quark rope coils and them being able to hold blocks and be extended and shortened).
rope ladders also got a hand in that too having the effect of rustics ropes but in ladder form, the rope ladder now uses them in it's recipe.

 

Did a big ass rebalance of inventory pets. Pets are still findable in the world, but crafting them yourself requires 1 regen in a fob watch, a corail tombstones impregnated diamond and a soul receptacle followed by some stuff related to the pet. Some recipes are transformations of another pet or pets into the resulting pet, such as cheetahs being ocelots colored orange on a lotta sugar :P . These changes links them into the questy lore stuff of the technicians bringing them to life with a spark of their own energy and stuff and lets me make the particularly strong ones harder to make.

 

Due to roosts ability to create chickens who are essentially resource dispensers and due to it's weirdness of the whole "slam 16 itemized chickens into a 1x1 roost" thing, I rebalanced roost to use compact machinery in it's crafting to push up it's overhead. The recipes for roosts and breeders makes two so it's not as terribly painful.

 

New Crafting to help in the generation of time energy from intimepresence: Time battery infusions! Take battery with 5 mins of time in it and a full openblocks tank of experience juice and a catalyst item to multiply the the amount of time in the battery by a factor depending on the item used shown in the recipes and get the tank back. The battery will be "shimmering" and have lore placed on it and make be used in a second recipe to restabilize the battery from the process afterwards before you can reinfuse. The battery will still work like normal until you decide to restabilize it despite the lore nbt and enchantment.

Greatly powered up the scarab tools and ancient tools from fossils and archeology so they're rewarding to find.

 

Updated some quests that had items and progressions changed and made quests to bring notice to the time battery infusions and grappling hooks mod. Also shuffled a few quests and their timings around.