Galactic Science! 1.7.10 The nuclear dawn is here. Large powers around the world launched their nuclear arsenals, making the earth a place without future for mankind. Luckily you have a chance to survive this. Due to the space projects of your uncle Richard you happen to have a space rocket in your backyard and the coordinates of the outpost base on moon. And since im such a great storywriter, thats about it Theme : Survivalpack without hunger or mob modification. Your greatest enemies are oxygen supply and power (which results in oxygen supply ...). The reports about the moon having abundant resources to mine turn out wrong, there are only traces which you will have to extract from the dust and stone itself. The energy is tiered, the more you advance in HQM and the planet systems, the better power supply you can build (up to enormous fission reactors). Automation is also tiered a bit to the planetary advancement. The mod resolves around minechem an ex nihilo. Storage options are a bit limited. The purpose is to have new toys that make you think about how to best use and automate them without going the standard route we know from so much 1.6/7 modpacks. Magic is currently not in, it doesnt fits the theme. Perhaps we will see a mild magic mod like botania come in. About tiering There is some progress with HQM that you need/want to do at the start but after the initial series you are free to progress the way you want - with HQM or without. Some key materials are spreadout through the different planets, so your galacticcraft progression is tied to your overall progression. There is a special "progression" questline in HQM that will offer you special rewards at milestones you reach. About power and balancing The starting power is quite limited. The XU generators dont work in the low gravity of the moon somehow. But i made sure you have plenty of fresh new and interesting power sources. They wont deliever much power when you start your journey but open up later in the progression to a modular powersystem with advanced generators and even huge (17*17*17) fission reactors that yield large amounts of power. Green energy has been limited. Power should follow a progression, not be something you just spam until you have more then you need. Many items, including keyitems, are only obtainable through the use of minechem. For example if you want to produce rocketfuel for your generator, you cant simply throw some potatoes and unrefined sugar in. Those hightech machines need elements and molecules instead, so you have to throw sucrose and cellulose in! On the other hand ... it was never so easy to fusion atoms to make a nether star.. Outstanding mods : Nuclearcraft - a mod that adds several machines to play with isotopes and use them in small generators or even a large multiblock fission reactor. Think of it as the "more scientific" big reactors. Quantumflux - It has the perfect trashcan - you throw an item in, you get 400 rf in reward! Also has some very interesting generators that extract rf from the void itself 4Planets - the more planets, the better! Armourers Workshop - got tired of your skin? Make your 100% customized skin yourself! Gregs Lightning - Well it adds only one thing ... floodlights. No more torching! Openautomation - RF Lasors! Pew Pew! Super Massive Tech - Harvest the power of the stars for your energy needs. Seriously, you put stars in the harvester and get power out! Coremods : EnderIO Ex nihilo+ex astris minechem Spoiler: Pics
Current schedule : Big thursday update then the whole mym staff will be invited and a public post for "LET ME IN NOAW" will go off
That looks really interesting, especially minechem and related aspects, as long as it makes sense in terms of the science its based on lol