Here we go again. Here is the mod list by the way. Now, I know that some tech mods are not on here, and I don't know if I would consider Soul Shards a tech mod. BUT! That is what I am here for, your thoughts. What do you think of the mod list? Do you hate it, Love it, mehhh.... Let me know please. As for recipes.... For the majority of them I will not be messing around with them other then to fix conflicting recipes, and unification of items. That being said their will be a couple of exceptions. I am not wanting this to be a hardcore pack, but neither do I feel like making this a default kitchen sink pack. Some changes I've made; All ores (and ore generation), where possible, are unified to TechReborn. Ore generation is 90% handled by Tech Reborn The further from spawn you go, the larger the veins of ore will get. Some ores will only spawn after so many blocks from spawn. All materials when exist in duplicate default to TechReborn. for example; All copper plates are from Tech Reborn. Silicon from AE2 was removed and replaced with TR silicon Only one type of each ore will spawn. So only one lead, tin, copper, etc... Turned off some ores completely as you get the byproduct from TR ore processing. Examples include; Railcraft Sulfur/Saltpeter does not spawn as it is now a byproduct of grinding ores. Thorium is a byproduct of Uranium. A required product to advance is only able to be acquired from bees. A few required product types are only able to be acquired from the I.E. excavator. Oil can only be found with Immersive Petroleum. (Yes you will need to built that big tower thing) Food is more important than vanilla but not spice of life bad. Mobs get harder the further from spawn you go. Mobs WILL actively destroy all modded blocks if they can not get to you or can not damage you. (This includes being in god mode or in a blast-proof bunker). Mobs have more health the further from spawn. Mobs hit harder the further from spawn you are. So that is a little bit of what is going on with my pack so far. What do you think?
I've been considering that one. I'm still working out some issues I've seen that it had in the past, and testing it to see if large scale builds of it are laggy on a dedicated server. Also, I really don't like the new graphics it has but alas that is not a deal breaker i suppose. I don't think any of the 1.12 packs currently on MyM have Logistic Pipes. Someone please correct me if I am mistaken on that.
Correction, omnifactory got 'logisticspipes-0.10.2.183' It's a bit different than the older versions with the programmer needed for crafting and some basic research, but over all it's LP as expected.
Imagine being AFK with god only come back to find out your base was obliterated by a zombie. Would be hilarious.
@BookerTheGeek I have to correct you on thorium being a by product of uranium.... It's not and it's a worse nuclear fuel the uranium is... Specially when used whit nuclear craft. Are you gonna boost the power prod of NC or leaveing it default? Also i love the current mod list Correction I love the mod list but random bee breeding is rough meybe look at adding gendustry but change the recipes to match there over powered nature
That depends if you are looking at only the NuclearCraft recipes or are also including the Tech Reborn processing tree. Some it will be bumped, the rest left at default. A tip tier setup will match the fusion reactor from TechReborn That's what Binnie's mod is for. If Gendustry is included it will be one of the few mods I completely mess up the recipes to make them expensive as I can. Imagine crafting in your base and a zombie comes up and throws lit tnt at you.
You process uranium with tech Reborn to get NC thorium. Normal reactors are not implemented quite yet in tech Reborn.