A dark fantasy world, rich in lore, fraught with peril.
For fans of Lovecraft, Dark Souls, and challenging survival.
Custom mods, custom structures, custom books.
Can you uncover the history of this ruined world and solve the plight of the Undying?
In the Souls series, From Software provided an in-universe rationale for the player's ability to resurrect after dying, and took that premise to its logical conclusions as they built a beautiful, terrifying world to struggle through.
Taking inspiration from those games, I wanted to create a world where there are terrible secrets to be found in every dark corner, and plenty of reasons to fear the dark. In selecting mods, I focused on challenge, balance, and thematic consistency.
In terms of gameplay, the pack is based around Witchery and Thaumcraft, and lent realism by Enviromine. Any mod that would render those mods redundant has been omitted. I will never add Ars Magica, Blood Magic, Botania, or any mod that provides an easier, cheaper, less interesting way to do what Thaumcraft and Witchery already do. Magic will be costly, complex, and risky. Additionally, you will never see tech mods or automation mods in this pack, as the setting for this pack is pre-industrial. As the mod list is almost finalized, you are free to suggest mods, but be warned that I will most likely opt to leave them out.
One mod author, Leviathan143, has already created a custom mod specifically for this pack, called Key to Nameless Gates. There is one more mod that will be integral to this pack, called The Ravages of Death, that is nearing completion. I will divulge more on these both later.
Progress and the Plan
Step 1: Compile and Finalize Mod List.
Step 2: Receive Permissions from Mod Authors, add credit and links to each mod's respective author.
Step 3: Create a downloadable public pack on the Technic platform. All updates will be added to the Technic pack.
Step 4: Finalize mod config options. This will take quite a while. (IN PROGRESS)
-Customize basic spawning through JAS
-Configure Mob Spawning in Runic Dungeons and Vanilla Structures (Strongholds, Mine Shafts, Nether Fortresses)
-Configure Chest Loot in Runic Dungeons and Vanilla Structures (Strongholds, Mine Shafts, Nether Fortresses)
-Configure Sanity, Temperature, Air Quality, etc for blocks and mobs in Enviromine
-Add Thaumcraft aspects to all mobs
-Add special spawning through JAS and ACE
-Rebalance Chylex's HEE with MineTweaker and CoFH.
-Rebalance Thaumic Horizons with MineTweaker
-Rebalance Tainted Magic with MineTweaker
-Customize Mob drops, health and damage in MobProperties
-Fine tune remaining mods for balance and lore.
Step 5: Add finalized custom mods. This will depend on the mod author. (soon)
Step 6: Finish writing lore. The writing process will be long and involved. (IN PROGRESS)
Step 7: World Building. Custom structures, books, enemies, bosses and NPCs.
-Custom Structures, generated randomly in every dimension (Recurrent Complex)
-Custom Books, shedding light on the history of the world (Lost Books)
-Custom Enemies, Bosses, Merchants, etc., all spawning in Recurrent Complex structures (Custom NPCs)
-Factions & Quests (Custom NPCs)
Step 8: Open a public server for bug testing by a select few, provide download link for the server world.
Step 9: After fixing major issues, restart and reopen the public server.
Do not rehost or reupload this pack or any of the mods therein.
Technic Link for Early Testing
Be warned, this is not a gameplay release. This is a very early build, for testing purposes only.
Most mods have not yet been configured, and most of the main content is not yet implemented.
This pack is available on Technic but hidden.
When the technic StrangeAeons website is finished and the modpack has reached the later beta stages, the pack will go public.
Until then, you are welcome to download and install the pack. If you wish to help test, feel free to post any balance or compatibility issues you find on this thread. If you contact any of the mod authors, please let them know you're using this pack and link them to this page.
If you have the Technic launcher installed, you can add the pack by copying and pasting this link into the modpack search bar: http://api.technicpack.net/modpack/strangeaeons
The Resource Pack used in all screenshots is Pixel Reality by Wedhro. I'd include it if I could. Go check it out, it's beautiful!
I highly recommend you install Optifine. I can't distribute it in the pack, but it will help your load time and frame rate immensely.
This pack contains Fastcraft, by Player, enabled by default. Fastcraft enhances Minecraft with increased performance. Bug reports being made directly to Mod Authors should state Fastcraft is enabled.
Special thanks to Leviathan143 for his mods Key To Nameless Gates and The Ravages of Death, which he is graciously coding especially for this pack.
Honestly, I wouldn't be able to give you an accurate idea of when things will be finished. I will put up a road-map with what I have planned, what's currently implemented, and what I'm in the process of implementing though.
The Meaning of Life, the Universe, and Everything.
Please no lava monsters. They are the most evil mod I have ever encountered and nigh impossible for the casual caver to kill. Also, seeing as thaumcraft will be the main mod, could we add some addons like thaumic horizons, thaumic esoterica,and witching gadgets? They are all very good mods, especially thaumic horizons.
I've added CoFH Core, Ye Gamol Chattels and Recurrent Complex.
I'm also tentatively adding Thaumic Horizons, for testing its stability, compatibility with other mods, and especially balance. It looks like it does a lot of interesting features, but if it ends up making any of Witchery's features obsolete, or if it offers too much power at too small a cost, I'll be removing it.
Expect a preliminary, raw, very much WIP technic download this weekend.
Unfortunately, after poring over the Thaumonomicon, I've decided to leave Thaumic Horizons and Tainted Magic out of the pack for the time being. They both add some great features, but they also add some balance-breaking features as well, in the context of this pack at least.
Later on, when the majority of the configuring process is finished, I may come back to reexamine both of those add-ons.
A very early testing build is up on the Technic platform, but the pack is still hidden.
If you're interested in helping to test, feel free to download and install it.
If you're hoping to just play the pack, you'll want to wait until a later release, as it is very much bare bones at the moment, and quite the mess.
The ruins look awesome, I'm guessing the high spawn rate is just for testing. Looking at the mods in this pack, RD is going to make it evil.
Yep, just wanted to see exactly what Recurrent Complex was adding, seeing if the structures looked alright with the Biomes O Plenty worldgen. Structure spawn rate will be set much lower for the final release.
Evil? Gleefully so. This pack won't pull punches, to put it mildly.
A small update is out. Nothing major, but steady progress. I'm starting to understand the systems of some of the more complex mods (JustAnotherSpawner, Recurrent Complex).
I'm very excited to see that Recurrent Complex allows you to use blocks, mobs and even items from other mods in the custom structures you can generate. Expect a lot of this pack's lore to be found not only in the unique LostBooks that will be dropping from each mob, but from the world itself. I'll be working on adding a lot of custom structures to worldgen, to help tell this world's story. The spawn structure is just the beginning. Can't wait to flesh it out.