The mods are fitting together well, I am testing it - please if you play with it, report inbalances, errors, and all things you dream up here.
There is a playthru in hungarian language, you can find it on youtube at "Normal69" user.
Overworld:
Just sometimes you can find ore lodes, main ore income is ex nihilo shifting.
Take care, blocks are falling! Chisel blocks containing iron keep up 16 long, and containing ender pearl are anti-gravitational ones.
There is no aluminium ore, just in gravel, and bush form.
Nether:
Normal ore distribution, pigmen don't become agressive, rare, but bigger nether ore explosions.
Deep Dark:
The first place to find yellorium.
Created dimensions:
Meteors will be falling only here.
Always look up special keys in options, and try them!
And fear the darkness.
Ways of advancement!
Your character:
-from your xp you can get a class and skills (you will be notified)
-you can get a minions staff for sacrificing 4*21 levels to the darkness
-morph your character, as a monster you will be attacked only 4 blocks near, you lose the form you die in, and you can fly after visiting the nether
-you can tame, ride, conjure monsters from Lycanites, but they are pretty rare
Technological advancement: these mods are interwoven in small ways, but do not expect extremely hard recipes - the goal is the need to advance tech mods together. All of them are based on Thermal Expansion, and RF.
Magical advancement: these mods are consecutive, with some low-tech commodities, you can do Botania, after that Ars Magica.
After those comes a tech which seems too magical - RFtools - teleportation, selective forcefields, one block autofactories, logic blocks, energy from ender pearls, and dimension research and generation.
From those generated dimensions you can bring back rare meteoritic ores to begin a mod so magical it seem like high tech: ProjectE. All recipes are debuffed, but all items are still OP!
There is also a trap - take care of your dragon egg.
Why are so much soul shards you ask? To get people on a server together to adventure.
The pack has Pam's bees - they are making honey, and wax. Be happy.
You ask for Forestry + Buildcraft + Binnies mods + Magical bees, maybe Gendustry too.
It's a new energy, and pipe system, and those go against the base principles of the pack.
The result is just reproducing some materials - did you ever used lately any other Forestry machines, which were not for bees? A waste of resources I say.
Forestry produces BC (buildcraft) energy, it's a different system in the background, you as a player can't see it, but it's there, eating resources.
If I remember correctly, you need one pipe from BC for your bees, no?
If you look upon the bees as a black box, you get:
-put work and time in
-get fixed place resource generation
We already have this type of resource gathering: shifting, which requires clicking, automated shifting, which requires energy, and mining laser which requires energy too.
You "think" "2fps" waste, and I don't. I see that you wanna keep bees, but what do you know?
How would the bees fit into the goals became the following part?
Your wish means to install two main mods, plus some aux mods, a whole energy system, lots of world generation stuff with bees and ores, and lots of redundant machines, which won't even will be used because of the superior versions of them.
You can reason and plan with me, but no amount of emotional wishing bring you success.
Prepare to be exterminated, Citizen, and have a nice daycycle!
The entwine part means the recipes are interwoven, the tech and leter the magic mods can be advanced only together.
A few base mods means no more base mods.
My problem isn't with the difficulty of beekeeping - our insane friend Demoonik is the example of the difficulties - but the sameness - fixed resource production.
I will need to balance the energy costs of automated sieve vs minefactory laser.
I have multiple oregathering modes in the pack, and mining is a different experience is every dimension.
Swiching off falling blocks in player created dimension will be a must.
Hello, I'm Normal69, and I will be your host tonight.
After managing a server for a few years, I've collected the problems from the players, and based my modpack on avoiding those symptoms.
I've successfully jumped from buggy, experimental, and unbalanced alpha to a stable, but still changing beta - so I am proud to present
Secundus
for more playtesting, and balancing to the masses (you).
(fine print: I consider you an intelligent humanoid, with a sense of humor, who can read and write)
------------------------------------------------------
Video about the current (2015.07.02) beta testing of the pack on our server:
------------------------------------------------------
The collected problems and symptoms were:
-after 1-2 months a sourceless lag always came not defeatable by opis, or changing the modpack
-solution for the above was mapreset, you know builders hate it
-modpacks feel always the same (example: direwolf/infinity)
-too much mod in a pack for weaker client machines to handle (ex: modsauce)
-interesting questpacks, but hardcoded oneway solutions in HQM
-when you max out one mod from a pack, the others become easy
-for a complicated system, usually there is a simple little one to provide energy
-hyperactive players making huge chunkloaded factories, then become bored and inactive after a few days
-no real multiplayer, we are just playing on the same map
-lots of items doing the same thing
-every mod put in it's own energy, ores, resources
-boring routine mods
-every problem has a mod-solution, you aren't required to think
----------------------------------------------------------
Thinking about the above, the goals became the following:
-entwine together the advancement of the mods
-just a few base type mods
-one type of energy system
-questpack without fixed direction
-few resources (I really liked the idea of skyblock)
-slower advancement
-more solutions to do one thing
-no overwhelming grinding
-making a lot of things just a bit harder to do (well below the ragequit level, but keeping it interesting)
-xp should be good for more things
-----------------------------------------------------
FAQ - what we got right now?
The mods are fitting together well, I am testing it - please if you play with it, report inbalances, errors, and all things you dream up here.
There is a playthru in hungarian language, you can find it on youtube at "Normal69" user.
Overworld:
Just sometimes you can find ore lodes, main ore income is ex nihilo shifting.
Take care, blocks are falling! Chisel blocks containing iron keep up 16 long, and containing ender pearl are anti-gravitational ones.
There is no aluminium ore, just in gravel, and bush form.
Nether:
Normal ore distribution, pigmen don't become agressive, rare, but bigger nether ore explosions.
Deep Dark:
The first place to find yellorium.
Created dimensions:
Meteors will be falling only here.
Always look up special keys in options, and try them!
And fear the darkness.
Ways of advancement!
Your character:
-from your xp you can get a class and skills (you will be notified)
-you can get a minions staff for sacrificing 4*21 levels to the darkness
-morph your character, as a monster you will be attacked only 4 blocks near, you lose the form you die in, and you can fly after visiting the nether
-you can tame, ride, conjure monsters from Lycanites, but they are pretty rare
-Ars Magica 2 spells
-a whole dimension to adventure
Technological advancement: these mods are interwoven in small ways, but do not expect extremely hard recipes - the goal is the need to advance tech mods together. All of them are based on Thermal Expansion, and RF.
Magical advancement: these mods are consecutive, with some low-tech commodities, you can do Botania, after that Ars Magica.
After those comes a tech which seems too magical - RFtools - teleportation, selective forcefields, one block autofactories, logic blocks, energy from ender pearls, and dimension research and generation.
From those generated dimensions you can bring back rare meteoritic ores to begin a mod so magical it seem like high tech: ProjectE. All recipes are debuffed, but all items are still OP!
There is also a trap - take care of your dragon egg.
Why are so much soul shards you ask? To get people on a server together to adventure.
When it seems hopeless, think.
Permissions and thank you.
No infinite sure way of resource replication on low and mid tech levels, sorry.
Plus the bees need to have Forestry, and you surely need Binnies and/or Magic Bees mods too, for your insane quest of "maxing out all the bees".
I won't help you, suffer!
(yes I know him)
You are a really rustic person.
The pack has Pam's bees - they are making honey, and wax. Be happy.
You ask for Forestry + Buildcraft + Binnies mods + Magical bees, maybe Gendustry too.
It's a new energy, and pipe system, and those go against the base principles of the pack.
The result is just reproducing some materials - did you ever used lately any other Forestry machines, which were not for bees? A waste of resources I say.
Punks not dead!
But bees are.
Oh my dog!
Forestry produces BC (buildcraft) energy, it's a different system in the background, you as a player can't see it, but it's there, eating resources.
If I remember correctly, you need one pipe from BC for your bees, no?
If you look upon the bees as a black box, you get:
-put work and time in
-get fixed place resource generation
We already have this type of resource gathering: shifting, which requires clicking, automated shifting, which requires energy, and mining laser which requires energy too.
You "think" "2fps" waste, and I don't. I see that you wanna keep bees, but what do you know?
How would the bees fit into the goals became the following part?
Your wish means to install two main mods, plus some aux mods, a whole energy system, lots of world generation stuff with bees and ores, and lots of redundant machines, which won't even will be used because of the superior versions of them.
You can reason and plan with me, but no amount of emotional wishing bring you success.
Prepare to be exterminated, Citizen, and have a nice daycycle!
(Paranoia rpg game reference)
Yes, We Love The Doctor!
The entwine part means the recipes are interwoven, the tech and leter the magic mods can be advanced only together.
A few base mods means no more base mods.
My problem isn't with the difficulty of beekeeping - our insane friend Demoonik is the example of the difficulties - but the sameness - fixed resource production.
I will need to balance the energy costs of automated sieve vs minefactory laser.
I have multiple oregathering modes in the pack, and mining is a different experience is every dimension.
Swiching off falling blocks in player created dimension will be a must.
Well, the next update is nearing completion:
Ex Astiris autosieve using more energy, so you will be interested to make mining laser of Minefactory.
Agricraft got dropped - I used only carrot and potato seeds in the playtrough.
More way to adventure now, and more loot to get by installing Artifacts.
Have a plan with combining Schematica with Recurrent Complex...
Installed Twilight Forest, but the gate needs another item to open now.
Experimenting with Headcrumbs.
Epicsiegemod came, and zombies now pillar and dig - so make safe houses!
I will notify you when the update is uploaded...
By the way, I am streaming videos about it on youtube, and you can come up to a TeamSpeak 3 server to talk.
Update is done! 0.2.0.1
Agricraft said good bye - I only used it for carrot and potato seeds in the beginning.
Headcrumbs came - all the mod authors make an appearance as human enemies in the pack. And my old party.
Artifacts appeared - dungeons and loot.
Recurrent Complex got in - experimenting with new building spawning ideas.
Twilight Forest came in - as a way to provide a new path of advancement - gate building is different, I will tweak it later.
Epicsiegemod - zombies dig now, will be tweaked with the next update, take care of your house.
Tweaked values and recipes with a lot of things.
Version update to 0.2.0.2!
Another immersive mod for adventurers: Minecraft Comes Alive.
Map switched from Journeymap to Opis.
Do you have any wishes among what mods should be installed, considering the no redundancy law?
I am wondering about thaumcraft, and where to place it in the mod learning order?
There was a config error about chisel blocks distance spanning in enviromine - I will fix it in 0.2.0.3 today, or tomorrow!
Take care, your big buildings might collapse!
Altough if you have big buildings now, I did something wrong with ore generation, too!
Making a sidebranch of Secundus:
Secundus Magicae
Tech mods got removed, only middle ages mechanical, and spring windup steampunk tech mods instead of them.
A lot of magical mods, and their expansion mods are installed.
Adventure, build, and fight the unusually active small spots of taint!
In alpha now, will publish it at beta level.
New update, see the changelog on the technicpack.net site.
Everything is better now! (Y)
I've made a video about the current state - while drinking my morning coffee - and inserted the link to the opening comment!
Removed some more grindig - tech levels became more recognizable.
ping?
Pong!
Stasis archieved - this pack was a lot of fun to build.
It gave me thoughts at the time spent in hospital, and fun work to build from march till now at home.
My multiply broken cyborgized tibia is healing - now I'll try to spend more time outside myy flat!
Wishes, notices, requests, and error reports are still welcome!
I'm not abadoning the project,just spending more time without a computer.
Take care not to headbutt a speeding car, people!
The pack got mutated, the new thread is here - come over!
Thank you, friend!
I have seen the error of my ways, and got together with a loving family of bees in Chernobyl in the world of Stalker.