Survival Industry is a modpack designed around Reika's mods, notably RotaryCraft and its addons, and (optionally) ChromatiCraft. The idea behind this game is simple: Stay alive, and automate as much as you can.
Survive and Thrive
It won't be easy. Food is not as filling, meaning that you will need to focus on farming at first. Mobs are more varied, and more aware, so going out at night isn't going to be as easy as you expect. Mining is a real challenge, as the mining progression has been expanded from 4 levels (in vanilla) to 8 levels, and rearranged to order of hardness, so you really will have to work to get those diamonds.
It's not all going against you, however. Your tools do not disappear when they break, they just won't work until you restore endurance. Most ores are harder and more blast resistant than stone, so TNT mining can totally be a thing (although mining them will take a little longer). A special form of "green sand casting" is available for beginning-game ore duplication and alloying. Pam's HarvestCraft and AgriCraft are included to provide more food with recipes that are more filling. There are options, even from the beginning, to trap the mobs so that they can be safely disposed of. And, of course, as you progress, there will be many ways to automate your work, and your defense.
Progressive Technology
At the beginning, you are limited as to what you can make. The modpack is a progressive game, meaning that, while there's no strict order to build anything (this is a sandbox game), you'll be limited in what you can make until you advance.
Mining Progression
First of all, as previously mentioned, the mining progression has changed. In vanilla, you had to make a stone pickaxe before you could mine iron, which would be needed to form an iron pickaxe to mine diamond, whose pickaxe could mine obsidian. So the progression would be Wood, Stone, Iron, Diamond. In Survival Industry, the mining progression is as follows: Wood, Stone/Flint, Aluminum/Tin, Copper/Platinum, Iron/Bronze/Nickel, Steel, Obsidian, Quartz (and most other gems), Diamond (and remaining gems).
Ores hardness is based on the real-world hardness and density of the material in question. The harder the ore, the more hardness it has. The denser the ore, the more hardness it has. This means that ores will be a little slower to mine than stone. Additionally, the density of the metal determines the efficiency at which your pickaxe operates. Steel pickaxes are going to be more efficient than obsidian pickaxes, but not as efficient as gold or platinum pickaxes (even if steel is higher in the mining progression). Once you have the ability to harvest bedrock, you can have a bedrock pickaxe, which can mine anything (with silk touch, no less!), and it has infinite durability.
Technology Tiers
As mentioned, the core technology mod in this game is RotaryCraft. All other sources of power have been removed, so this path is essential for advancing in the game.
RotaryCraft has a lot of technology that can be used to automate the game from fans, sprinklers, and fertilizers for farming, to ground-penetrating radar and boring machine for mining, to bait boxes and mob harvesters for trapping mobs. It can perform free smelting (friction heater with vanilla furnace), ore multiplication (to an insane degree), and even harvest and use bedrock (for infinite-durability tools and armor).
There are 4 tiers of gameplay in this pack, plus an endgame.
Agrarian
The early-game is the agrarian game. In this part of the game, you are simply trying to survive. You are manually farming, mining, and fighting to stay alive. The main technology available in this tier of the game is redstone technology, which can help a lot.
Industrial
The next stage of the game happens once you are able to mine iron. RotaryCraft's technology requires a ton of iron, so once you have the iron to make your first power sources and processing machines, this can take some of the stress off of you. As you progress through the RotaryCraft tech tree, more of the things you had to do manually are now done automatically for you.
Scientific
This stage of the game is available once you are capable of mining bedrock. A lot of the higher-tech mods, such as RFTools, Advanced Genetics, and Minechem, are here to make your game more interesting, and further remove you from the day-to-day gathering and processing of resources... as well as give you the powers of the mobs that have, up until now, been hounding you. This is also the tier where ReactorCraft becomes important to the game, as the power requirements in your base will become more than your existing power system is capable of supporting without enormous amounts of fuel.
Ender Tech
I like to think of this stage is a variation on "Alien Tech." This stage of the game is available once you have successfully assembled a breeder reactor and started generating plutonium fuel. Note that while you can power reactors with that fuel, it has a much more important role: it is part of the recipe to make a "Cherenkov Singularity," in which plutonium-charged ender pearls will be responsible for powering the interdimensional effects of ender technology, such as ender chests and tanks, the ender quarry, and, of course, the reusable ender pearl.
Endgame
Of course, what is a game without an endgame, right?
All throughout the world, ender portals have eroded to cobblestone. There is no longer a functionable ender portal anywhere in the world, so you are required to make your own. To do this, you need 12 ender portal stones. Each portal stone requires 8 Cherenkov Singularities, and one piece of rift flux.
Rift flux is a part of the "Invasion Mod." The idea behind this is that you have to use all the technology you've gained, all the powers you've given yourself, and as much time as possible, to hold out against wave after wave of invading mobs, capable of placing, breaking, and throwing blocks, placing ladders, and more or less overcoming any obstacle in their path. The reason for this is that you need to keep an invasion nexus active long enough for the nexus to generate 12 pieces of rift flux, so you can form your end portal. If the mobs reach the nexus, they'll destroy it.
Once you have those 12 pieces of rift flux, you can then make 12 portal stones. Arrange them so that there is a 3x3 space between them. From there, 12 eyes of ender should allow you to open the portal and fight the Ender Dragon for the ultimate victory.
Pick Your Poison (or Potion)
Survival Industry is one of the more flexible modpacks out there. Do you want a more hardcore game? There's a whole slew of mods to pile on challenges, from mob mods like special mobs and lycanite's mobs, to environment mods such as Harder Underground. Do you want a bit more exploration? Terrain generation mods are available to change the landscape, and structure (and dungeon) spawning mods are available to give you places to see (and explore). Want a little magic in your game? Reika's ChromatiCraft is available to bring some color (and power) into your world.
Downloading
The current version of Survival Industry is 1.6.5, and can be downloaded through ATLauncher.
Credits
Credit for the game goes to several people, who are the "core team" behind Survival Industry.
JeffPeng: Coder responsible for the super-tweaking tool "The JavaScript Mod Loader," which is responsible for quite a few of the features unique to this modpack.
Dulciphi: Dev server administrator; provided the dev server that allowed us to test the pack for bugs in SMP play. Also provided advice and playtested the game to make sure things were working correctly.
gerb82: Playtester and advisor. In fact, gerb82 was responsible for the modpack even being made public in the first place.
Rewyn: Playtester; found quite a few things that were originally wrong with the pack.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/15/2011
Posts:
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ArtaficialAI
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Just a quick note, in SI 1.6.0 adding Chromaticraft causes a crash on startup. Also, hey reteo, its me again! (I just have a different name, I'm timp13 on the FTB forums)
UPDATE: Since Survival Industry won't work with bukkit descendents (cauldron, spigot, etc.), I've added "Forge Essentials" and "FTB Utilities" as options for server operators to provide some level of security and control.
Additional mods have been added to Survival Industry:
Better Sleeping as an alternative to Somnia
Morpheus can allow server players to "vote" on whether night changes to morning.
Additionally, EnderIO's silicon didn't have a recipe. This was fixed; withe a reinstall of 1.6.0, you will be able to extract silicon from sand (10% chance) using the RotaryCraft Centrifuge. Additional recipes have been added to extract saltpeter (also a 10% chance) and redstone dust (1% chance) from sand.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/15/2011
Posts:
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ArtaficialAI
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Do you think you can help me with a problem? I've been having an issue with mobs. I built a mob grinder and have been disassembling it. Every time I reload the save a large group of wither skeletons suddenly appears near the bottom of the ginder's shaft. In the space where they spawn, even after being killed, I cannot place blocks as if an entity were occupying that space. Blocks broken or placed in other areas are saved correctly, only this patch of space has an issue. Here is a video of the issue: got any ideas? I have added a few mods to the pack, but none of them should cause this behavior as I don't think any of them modify the mobs in any way.
Edit: Never mind, relogging seems to have fixed the issue. It hasn't The skeletons spawn when switching dimensions as well. Here is a link to a paste bin of the log file: http://paste.atlauncher.com/view/17a277ae
Edit: The issue as resolved by disabling the EnderIO config option to replace all wither skeletons with an EnderIO varient
It looks like this happens when the chunk loads. This very likely means that there is corruption in the worldfile. Now that the issue is resolved, does it return if you were to set the spawn back to EnderIO?
The Meaning of Life, the Universe, and Everything.
Join Date:
6/15/2011
Posts:
52
Minecraft:
ArtaficialAI
Member Details
I have no idea, I'll see if it does. Thanks! Also, as a side note, you may want to set up the launcher in a way that better sleeping and somnia are mutually exclusive, as they are not compatible and if both are installed you cannot sleep.
Unfortunately, I am not able to do this; there are other constraints in place for Somnia, and ATLauncher's exclusion rules won't allow two sets of exclusions at the same time. I'm hoping the new ATLauncher will allow this to happen.
This is a minor update to Survival Industry, which fixes most of the major issues with tool and armor repair. Now, repairing no longer requires a specific version of a material (for example, Forestry bronze) to repair the appropriate tools or armor. Also, previous versions were having difficulties with certain armors not being repaired at all on the anvil, which could be frustrating. As of this version, all tools and armor should be repairable using any appropriate materials.
As part of the minor update process, several of the mods have been updated to their latest versions. Also, EnviroMine has been removed from the options, due to consistency and stability issues, especially when playing SMP, and the fact that the mod has been discontinued; problems will not be seeing fixes.
Additionally, for those who want to play this in SMP, both FTB Utilities and Forge Essentials has been added as optional mods, as Reika's mods (and, by extension, this modpack) will not work with Bukkit-derived servers.
As usual, you can download the modpack using ATLauncher
Changes:
Fixed the bugs in Moh's Mining, in which tools were finicky about
repair materials, and some of the armor wasn't getting repaired at all.
Added Mods:
No new mods at this time.
Removed Mods:
EnviroMine - The mod was causing glitches in the game, particularly
when playing over a server. Since EM is no longer being maintained,
there is no point to continue offering it as an option.
This is mainly an update to the existing mods in this Reika-centric pack. This update includes updates to all of Reika's mods to their current V17 versions, which should see a host of new features, fixes, and flourishes. Additionally, a couple more of Reika's mods have been added as options. These optional mods include MeteorCraft, a mod that will pelt your world with ore-rich meteors (at the risk of demolishing what they hit), Void Monster, which adds a flying creature hidden under the bedrock layer, and whose roars can be heard when deep-mining, and GeoStrata, a mod that adds quite a few varieties of stone (both smooth and cobble varieties). None of these mods will be included by default, but they are available for those who wish to include them in their games.
It has become apparent that the motherlode/veins layout, while immersive in the early game, becomes a significant impediment to devices like the pile driver and boring machine in the late game. As such, I have decided to change the default oregen to "Vanilla-style," in which ore is sprinkled as one would expect in the game... albeit in more balanced amounts than they would be in vanilla (which would overwhelm the player with multiply-spawning ores like copper and tin). Because this would cause the world to be overrun with ore flowers, the ore flowers mod has been disabled by default. The advanced oregen features, as well as the ore flowers mod, will continue to be available in the selection list.
Additionally, it was found that many mods' blast-resistance blocks were borrowing from Obsidian hardness and blast resistance, which means that this modpack's adjustment of Obsidian broke those mods' blast resistance features. Because of this, Obsidian's hardness and blast resistance were restored to their original values. The adjustment of obsidian's mining level, however (between steel and quartz), will remain the same in this pack, to retain the existing mining progression.
As always, you can download and install the modpack through ATLauncher.
Changes:
Oregen default was changed to "Vanilla-Style".
Ore Flowers are no longer enabled by default.
Obsidian hardness and blast resistance have been restored to default values.
The pack does have both RFTools and Enhanced Portals, which will, if I recall correctly, allow the transfer of fluids and RF between locations and dimensions. Additionally, RotaryCraft will allow direct transfer of shaft power using vanilla portals. There's also ChromatiCraft world rifts (if you choose to include the mod), if I'm not mistaken, although I've never made it to the point where I can make them, so it's still up in the air.
This version of Survival Industry once again follows the upgrade of Reika's mods from v17 to v18, and brings a couple of friends along for the ride. As usual, the game is available through ATLauncher. And to answer the inevitable question, this game is run on 1.7.10 of Minecraft, not 1.6.4.
I am having a hard time figuring out what to do..i get all the pans foods growing and a house build..What mod or tech should i start for cause there is no quest book or anything to guide you through some of the begining stuff!
I am having a hard time figuring out what to do..i get all the pans foods growing and a house build..What mod or tech should i start for cause there is no quest book or anything to guide you through some of the begining stuff!
There really isn't a step-by-step book to this game; by design, it is a sandbox game with some gated progression. The key mod to focus on once you have iron would be RotaryCraft; most mods are dependent on RoC's power generation to work, and that mod has a huge amount of ways to automate your production.
Some quick tips, however: flint tools have the longest durability until you reach the ability to mine quartz; it never hurts to keep a flint pickaxe for stone, and a flint axe for wood. The WAILA tooltip will tell you if your tool can harvest the ore in front of you (if it's red, it can't, but will tell you what can). Use of the crucible and ingot mold will provide alloying and simple ore doubling using the vanilla furnace until you have the RotaryCraft grinder.
Survive and Thrive
Progressive Technology
At the beginning, you are limited as to what you can make. The modpack is a progressive game, meaning that, while there's no strict order to build anything (this is a sandbox game), you'll be limited in what you can make until you advance.
Mining Progression
First of all, as previously mentioned, the mining progression has changed. In vanilla, you had to make a stone pickaxe before you could mine iron, which would be needed to form an iron pickaxe to mine diamond, whose pickaxe could mine obsidian. So the progression would be Wood, Stone, Iron, Diamond. In Survival Industry, the mining progression is as follows: Wood, Stone/Flint, Aluminum/Tin, Copper/Platinum, Iron/Bronze/Nickel, Steel, Obsidian, Quartz (and most other gems), Diamond (and remaining gems).
Ores hardness is based on the real-world hardness and density of the material in question. The harder the ore, the more hardness it has. The denser the ore, the more hardness it has. This means that ores will be a little slower to mine than stone. Additionally, the density of the metal determines the efficiency at which your pickaxe operates. Steel pickaxes are going to be more efficient than obsidian pickaxes, but not as efficient as gold or platinum pickaxes (even if steel is higher in the mining progression). Once you have the ability to harvest bedrock, you can have a bedrock pickaxe, which can mine anything (with silk touch, no less!), and it has infinite durability.
Technology Tiers
As mentioned, the core technology mod in this game is RotaryCraft. All other sources of power have been removed, so this path is essential for advancing in the game.
RotaryCraft has a lot of technology that can be used to automate the game from fans, sprinklers, and fertilizers for farming, to ground-penetrating radar and boring machine for mining, to bait boxes and mob harvesters for trapping mobs. It can perform free smelting (friction heater with vanilla furnace), ore multiplication (to an insane degree), and even harvest and use bedrock (for infinite-durability tools and armor).
There are 4 tiers of gameplay in this pack, plus an endgame.
Agrarian
The early-game is the agrarian game. In this part of the game, you are simply trying to survive. You are manually farming, mining, and fighting to stay alive. The main technology available in this tier of the game is redstone technology, which can help a lot.
Industrial
The next stage of the game happens once you are able to mine iron. RotaryCraft's technology requires a ton of iron, so once you have the iron to make your first power sources and processing machines, this can take some of the stress off of you. As you progress through the RotaryCraft tech tree, more of the things you had to do manually are now done automatically for you.
Scientific
This stage of the game is available once you are capable of mining bedrock. A lot of the higher-tech mods, such as RFTools, Advanced Genetics, and Minechem, are here to make your game more interesting, and further remove you from the day-to-day gathering and processing of resources... as well as give you the powers of the mobs that have, up until now, been hounding you. This is also the tier where ReactorCraft becomes important to the game, as the power requirements in your base will become more than your existing power system is capable of supporting without enormous amounts of fuel.
Ender Tech
I like to think of this stage is a variation on "Alien Tech." This stage of the game is available once you have successfully assembled a breeder reactor and started generating plutonium fuel. Note that while you can power reactors with that fuel, it has a much more important role: it is part of the recipe to make a "Cherenkov Singularity," in which plutonium-charged ender pearls will be responsible for powering the interdimensional effects of ender technology, such as ender chests and tanks, the ender quarry, and, of course, the reusable ender pearl.
Endgame
Of course, what is a game without an endgame, right?
All throughout the world, ender portals have eroded to cobblestone. There is no longer a functionable ender portal anywhere in the world, so you are required to make your own. To do this, you need 12 ender portal stones. Each portal stone requires 8 Cherenkov Singularities, and one piece of rift flux.
Rift flux is a part of the "Invasion Mod." The idea behind this is that you have to use all the technology you've gained, all the powers you've given yourself, and as much time as possible, to hold out against wave after wave of invading mobs, capable of placing, breaking, and throwing blocks, placing ladders, and more or less overcoming any obstacle in their path. The reason for this is that you need to keep an invasion nexus active long enough for the nexus to generate 12 pieces of rift flux, so you can form your end portal. If the mobs reach the nexus, they'll destroy it.
Once you have those 12 pieces of rift flux, you can then make 12 portal stones. Arrange them so that there is a 3x3 space between them. From there, 12 eyes of ender should allow you to open the portal and fight the Ender Dragon for the ultimate victory.
Pick Your Poison (or Potion)
Survival Industry is one of the more flexible modpacks out there. Do you want a more hardcore game? There's a whole slew of mods to pile on challenges, from mob mods like special mobs and lycanite's mobs, to environment mods such as Harder Underground. Do you want a bit more exploration? Terrain generation mods are available to change the landscape, and structure (and dungeon) spawning mods are available to give you places to see (and explore). Want a little magic in your game? Reika's ChromatiCraft is available to bring some color (and power) into your world.
Downloading
The current version of Survival Industry is 1.6.5, and can be downloaded through ATLauncher.
Credits
Credit for the game goes to several people, who are the "core team" behind Survival Industry.
Just a quick note, in SI 1.6.0 adding Chromaticraft causes a crash on startup. Also, hey reteo, its me again! (I just have a different name, I'm timp13 on the FTB forums)
Okay, go ahead and report this, with a link to an ATLauncher log, at the Survival Industry issue tracker, and we'll see what can be done to fix this.
UPDATE: Since Survival Industry won't work with bukkit descendents (cauldron, spigot, etc.), I've added "Forge Essentials" and "FTB Utilities" as options for server operators to provide some level of security and control.
Additional mods have been added to Survival Industry:
Additionally, EnderIO's silicon didn't have a recipe. This was fixed; withe a reinstall of 1.6.0, you will be able to extract silicon from sand (10% chance) using the RotaryCraft Centrifuge. Additional recipes have been added to extract saltpeter (also a 10% chance) and redstone dust (1% chance) from sand.
What mod adds the zombies that throw other zombies over walls?
That's Father Toast's "Special AI" mod.
Do you think you can help me with a problem? I've been having an issue with mobs. I built a mob grinder and have been disassembling it. Every time I reload the save a large group of wither skeletons suddenly appears near the bottom of the ginder's shaft. In the space where they spawn, even after being killed, I cannot place blocks as if an entity were occupying that space. Blocks broken or placed in other areas are saved correctly, only this patch of space has an issue. Here is a video of the issue: got any ideas? I have added a few mods to the pack, but none of them should cause this behavior as I don't think any of them modify the mobs in any way.
Edit:
Never mind, relogging seems to have fixed the issue.It hasn't The skeletons spawn when switching dimensions as well. Here is a link to a paste bin of the log file: http://paste.atlauncher.com/view/17a277aeEdit: The issue as resolved by disabling the EnderIO config option to replace all wither skeletons with an EnderIO varient
It looks like this happens when the chunk loads. This very likely means that there is corruption in the worldfile. Now that the issue is resolved, does it return if you were to set the spawn back to EnderIO?
I have no idea, I'll see if it does. Thanks! Also, as a side note, you may want to set up the launcher in a way that better sleeping and somnia are mutually exclusive, as they are not compatible and if both are installed you cannot sleep.
Unfortunately, I am not able to do this; there are other constraints in place for Somnia, and ATLauncher's exclusion rules won't allow two sets of exclusions at the same time. I'm hoping the new ATLauncher will allow this to happen.
Survivial Industry 1.6.1
This is a minor update to Survival Industry, which fixes most of the major issues with tool and armor repair. Now, repairing no longer requires a specific version of a material (for example, Forestry bronze) to repair the appropriate tools or armor. Also, previous versions were having difficulties with certain armors not being repaired at all on the anvil, which could be frustrating. As of this version, all tools and armor should be repairable using any appropriate materials.
As part of the minor update process, several of the mods have been updated to their latest versions. Also, EnviroMine has been removed from the options, due to consistency and stability issues, especially when playing SMP, and the fact that the mod has been discontinued; problems will not be seeing fixes.
Additionally, for those who want to play this in SMP, both FTB Utilities and Forge Essentials has been added as optional mods, as Reika's mods (and, by extension, this modpack) will not work with Bukkit-derived servers.
As usual, you can download the modpack using ATLauncher
Changes:
Added Mods:
Removed Mods:
there is no point to continue offering it as an option.
Mod Version Changes:
Survival Industry 1.6.2
This is mainly an update to the existing mods in this Reika-centric pack. This update includes updates to all of Reika's mods to their current V17 versions, which should see a host of new features, fixes, and flourishes. Additionally, a couple more of Reika's mods have been added as options. These optional mods include MeteorCraft, a mod that will pelt your world with ore-rich meteors (at the risk of demolishing what they hit), Void Monster, which adds a flying creature hidden under the bedrock layer, and whose roars can be heard when deep-mining, and GeoStrata, a mod that adds quite a few varieties of stone (both smooth and cobble varieties). None of these mods will be included by default, but they are available for those who wish to include them in their games.
It has become apparent that the motherlode/veins layout, while immersive in the early game, becomes a significant impediment to devices like the pile driver and boring machine in the late game. As such, I have decided to change the default oregen to "Vanilla-style," in which ore is sprinkled as one would expect in the game... albeit in more balanced amounts than they would be in vanilla (which would overwhelm the player with multiply-spawning ores like copper and tin). Because this would cause the world to be overrun with ore flowers, the ore flowers mod has been disabled by default. The advanced oregen features, as well as the ore flowers mod, will continue to be available in the selection list.
Additionally, it was found that many mods' blast-resistance blocks were borrowing from Obsidian hardness and blast resistance, which means that this modpack's adjustment of Obsidian broke those mods' blast resistance features. Because of this, Obsidian's hardness and blast resistance were restored to their original values. The adjustment of obsidian's mining level, however (between steel and quartz), will remain the same in this pack, to retain the existing mining progression.
As always, you can download and install the modpack through ATLauncher.
Changes:
Added Mods:
Removed Mods:
Mod Version Changes:
The pack does have both RFTools and Enhanced Portals, which will, if I recall correctly, allow the transfer of fluids and RF between locations and dimensions. Additionally, RotaryCraft will allow direct transfer of shaft power using vanilla portals. There's also ChromatiCraft world rifts (if you choose to include the mod), if I'm not mistaken, although I've never made it to the point where I can make them, so it's still up in the air.
Help
Error downloading jmod-1.7.10-beta1.2.3-complete.jar from http://addons.cursecdn.com/files/2395/733/jmod-1.7.10-beta1.2.3-complete.jar. Expected hash of 8a0bc0b3e19428f86e08b009a99b63d3 but got d0023ae448bcee2e146e46967c56f883 instead. Copied to FailedDownloads Folder. Cancelling install!
It should be fixed now. Update your ATLauncher client and try again.
Survival Industry 1.6.4
This version of Survival Industry once again follows the upgrade of Reika's mods from v17 to v18, and brings a couple of friends along for the ride. As usual, the game is available through ATLauncher. And to answer the inevitable question, this game is run on 1.7.10 of Minecraft, not 1.6.4.
Changes:
Added Mods:
Removed Mods:
Reika's Mod Version Changes:
Other Mod Version Changes:
I am having a hard time figuring out what to do..i get all the pans foods growing and a house build..What mod or tech should i start for cause there is no quest book or anything to guide you through some of the begining stuff!
Survival Industry 1.6.5
Once again, it is time for a Survival Industry update to keep the mods up-to-date.
Changes:
Added Mods:
Removed Mods:
Reika's Mod Version Changes:
Other Mod Version Changes:
There really isn't a step-by-step book to this game; by design, it is a sandbox game with some gated progression. The key mod to focus on once you have iron would be RotaryCraft; most mods are dependent on RoC's power generation to work, and that mod has a huge amount of ways to automate your production.
You can find more information on the game in the Survival Industry Wiki.
Some quick tips, however: flint tools have the longest durability until you reach the ability to mine quartz; it never hurts to keep a flint pickaxe for stone, and a flint axe for wood. The WAILA tooltip will tell you if your tool can harvest the ore in front of you (if it's red, it can't, but will tell you what can). Use of the crucible and ingot mold will provide alloying and simple ore doubling using the vanilla furnace until you have the RotaryCraft grinder.