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Crafting Minecraft Mine #2.5: Tech Harder

So I did, indeed, start up a new game of Minecraft.  But it seems Resonant Induction, despite being rather cool, is still a tad too unstable to use, even if I avoided the "filter" blocks, so I ended up restarting again after tweaking the mix:
  • I re-added Minefactory Reloaded because it has some fun machine blocks and it doesn't really break anything.  I went ahead and added Nether Ores, by the same creator, while I was at it... it certainly makes invoking the wrath of zombie pigmen worth the risk.
  • Also included is Minecraft Comes Alive because the idea of enhancing stock Minecraft villagers is a good one... even if I haven't found any villages since I started using it!  Using a preexisting seed would be an easy fix, but it's just more interesting having to do it the hard way.  
  • I added Applied Energistics, which is a rather cool mod all about adding holographic storage and retrieval for all the crap you end up recovering in Minecraft.  
  • Finally, a little something called waila, short for "What Am I Looking At?," which adds a variety of tooltips that help to tell which mod is responsible for adding what, as well as other useful information to the game.
Basically, what I have here is an personalized version of Tekkit that also includes ICBM, Somnia, and Mekanism.  Of course, there's dozens of other little differences (such as not including Computercraft, qCraft, or Thermal Expansion) but this is the main gameplay-changing things.

The new mod mix seems to work well.  I'm noticing the hostile monsters are wearing a lot more armor and weapons than they were before, and am interpreting it to mean that I probably removed something that broke the dungeon chests before.  Duplicate ores from the various mod packs are kept to a minimum, and seem to be surprisingly compatible with eachother.  About the only changes that had to be made was one blockID from Calclavia core and the tweaks to Modular Powersuits mentioned in the last entry.

Speaking of the last entry, I was wrong to say that Galacticraft has a very exclusive power system that does not play well with other power systems.  Actually, hooking up Galacticraft aluminum wires and coal generators has worked fine with most blocks I've found from other mods.  I was confused because they weren't working with a the electric generator from Resonant Induction... I think that particular block is just not fully implemented yet.

The current star of my 1.6.4 mod pack is Mekanism.   It was an unexpected sort of thing: I actually find myself hooked to this mod primarily due to the superb presentation.  The machine blocks, such as the metallurgic infuser, make rather lovely noises when they're doing their work, and the energy blocks have a rather cool special effect of a spinning energy cube.  Quite remarkably, Mekanism seems to roll with a wide variety of mod mixes, having pre-existing formulas to smelt nether ores and even unifying energy systems with parts like the universal energy cable.  I've barely even started with this pack, but it's just a joy to see the parts in motion.

Currently, my plan for Minecraft-related procrastination goes something like this:
  1. Build a cool home base with sections broken off to play with all the cool mod parts.  (Standard Tekkit plan.)
  2. Since I can't find a village, make a village by capturing zombie villagers and curing them.  This might be fairly easy thanks to the inclusion of safari nets by Minefactory Reloaded.   Make a nifty NPC population to populate my technological marvel of a metropolis.
  3. When I'm ready, use Galacticraft to go to the Moon and Mars.  I suspect I can use the Applied Energistics blocks to facilitate transport of items between them.
That should keep me pretty busy.  Starting next Monday, I'll have a new schedule that merges my days off each week, and I'm planning on looking into what I can do in the name independent game development with that kind of time.
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