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?
The World
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.
You're absolutely right. In its current state, Morph is game breaking. Rest assured, the player will not be able to morph at will. The Morph GUI will be disabled in the config file.
Why include it then? For now, that's a secret. All I'll say on the matter is that the second custom mod I'm hoping to have someone script will change how Morph works.
One more thing, is that growthcraft fishtraps can give a LOT of stuff for basically nothing once you set them up. It may not be a major thing, but it could infringe on fishing golems from TC
It's being removed. I was playing around with a couple different shaders, but none of them worked well with some of the biomes and dimensions in the pack.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/18/2014
Posts:
58
Member Details
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.
Lava Monsters are staying in, precisely because they are evil.
If you're not afraid of the monsters in your world, you're not playing this pack. Expect survival to be a constant struggle, and plan to do a lot of running.
I'll take a look at the Thaumcraft add-ons, but no promises.
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.
Can you uncover the history of this ruined world and solve the plight of the Undying?
The World
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 Dungeonsand 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.
ACE Zavviasso
Antique Atlas Hunternif
Aqua Creepers MrCompost
Better Foliage OctarineNoise
Bibliocraft Nuchaz
Biomes O'Plenty Glitchfiend
Code Chicken Core chicken_bones
CoFH Core Team CoFH
Custom Chest Loot FatherToast
Custom NPCs Noppes
Damage Indicators rich1051414
Default World Generator fireball1725
DragonAPI Reika
Dungeon Mobs GnomeWorks
Dynamic Sword Skills coolAlias
Enviromine TimbuckTato, Funwayguy, GenDeathrow, thislooksfun
Farlanders Fabiulu
Fastcraft Player
GraveStone NightKosh
Grimoire of Gaia 3 Silentine
Growthcraft Gwafu
Hardcore Ender Expansion Chylex
iChunUtil iChun
Inventory Tweaks Kobata
IvToolkit Ivorius
Just Another Spawner and Just Another Spawner Compatibility Addon Crudedragos
Key To Nameless Gates Leviathan143
LavaMonsters FatherToast
LostBooks FatherToast
MalisisDoors & MalisisCore Malisis
Mine & Blade Battlegear 2 Mine_And_Blade_Admin
MineTweaker3 StanH
MineTweakerRecipeMaker DoubleDoorDevelopment
MobProperties FatherToast
More Swords Mod Darkhax
Morph iChun
NEI chicken_bones
NEI Integration tonius111
OpenModsLib OpenMods
OpenBlocks OpenMods
Perfect Spawn Lumien
Project Zulu Crudedragos and soultek101
Recurrent Complex Ivorius
Rediscovered Stormister
Runic Dungeons MrComputerGhost
Secret Rooms Mod AbrarSyed
Shaders Mod Core karyonix
Simply Sit rimevel
Sound Filters Tmtravir
Tainted Magic yorkeMC
Territory Zone Reika
Thaumcraft 4 Azanor
Thaumcraft Mob Aspects Parker8283 and iguana_man
Thaumcraft NEI Plugin DjGiannuzz
Thaumic Horizons TheKentington
TMCW Underground TheMasterCaver
Twilight Forest Benimatic
Void Monster Reika
Wild Caves 3 Alexmania
Witchery Emoniph
Ye Gamol Chattels Ivorius
All mods not listed below have an open modpack policy.
The authors of the mods listed below gave special permission to use their mods in this pack.
Aqua Creepers MrCompost
DragonAPI, Void Monster, Territory Zones Reika
Hardcore Ender Expansion Chylex
Rules for Use
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.
First!Heh, just kidding,but any chance of a (rough) timeline?
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.
After taking a good look at the modlist so far... Morph is a fun mod, but I don't think it really fits the theme of the pack.
"Hey guys, I finally made a thaumostatic harness to fly! Oh, I could have just turned into a bat... well this is a waste of potentia"
You're absolutely right. In its current state, Morph is game breaking. Rest assured, the player will not be able to morph at will. The Morph GUI will be disabled in the config file.
Why include it then? For now, that's a secret. All I'll say on the matter is that the second custom mod I'm hoping to have someone script will change how Morph works.
Hmm, sounds neat.
One more thing, is that growthcraft fishtraps can give a LOT of stuff for basically nothing once you set them up. It may not be a major thing, but it could infringe on fishing golems from TC
Yeah, I don't like fishtraps either, so they'll be left out. Also, the apple trees are going to have their drops disabled and growth times nerfed.
Why's ShadersModCore in the pack?
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is not the signature you are looking for.
Banners and such things
It's being removed. I was playing around with a couple different shaders, but none of them worked well with some of the biomes and dimensions in the pack.
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.
Lava Monsters are staying in, precisely because they are evil.
If you're not afraid of the monsters in your world, you're not playing this pack. Expect survival to be a constant struggle, and plan to do a lot of running.
I'll take a look at the Thaumcraft add-ons, but no promises.
Good to see this hope it works out well.
Update:
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.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is not the signature you are looking for.
Banners and such things
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.
Installed it. I'll let you know if i see any problems or potential balance problems.
Thanks! Expect a minor update within the next 24 hours.
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.