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REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on the ATLauncher!
Can you rebuild civilization after the Revolution?
Over 500 years have passed since a nuclear holocaust has devastated the earth. While the earth has recovered, much that survived isn't the earth or inhabitants that we remember. You and your team, kept safe in cryogenic suspension, have been awakened to rebuild civilization!
REVOLUTION|3 is a difficult RotaryCraft/ChromatiCraft-themed progression pack by Haggle1996. Built around the three pillars of design, tech, and magic, version 3 surpasses its predecessor with extended game play, many new mods, and a new quest system. REVOLUTION's progressive tech-tree encourages you to wander through mods you've never seen before, take alternative paths through old-familiars, or to just play it for fun!
REVOLUTION|3 features a rewarding, balanced progression tree, requiring you to move through Reasonable Realism, Immersive Engineering, RotaryCraft, GalactiCraft, PneumatiCraft, and RFTools to unlock the full breadth of tech mods. REVOLUTION|3 also features a hefty set of magic mods including ChromatiCraft, Botania, and Thaumcraft.
More information about the pack can be found on the pack's website.
Select 'RTG' as your world type for the ideal experiance
Yes, REVOLUTION|3 supports both SSP and SMP and is great for server and team play!
Java 8 is required
"oh its so nice to have a pleasant progression with.. OH GOD ITS EATING MY FACE!!!"
"I was digging some dirt and it came alive and ate me."
"I haven't said it before so I'll say it now. Great job with the mod pack! I can see you have put a lot of thought and time into it. I really enjoy playing it"
Yes, we like feedback!
This pack is in stable state and is actively curated -- the pack updates on average once per month; however, careful attention is paid to keeping your existing worlds compatible with new mods and updates. We thoroughly encourage feedback - we want this pack to feel as much yours as it is ours (and the hard work of all the mod developers whose work we've relied upon).
Special thanks, in no particular order
DaMachinator and NachtRaben for their hard work on the pack.
The players on the dev server who provide so much critical feedback
Solego and DorinnB for all the excellent admin help they give on the dev server
Ieldra for his hard work on the HQM quests
Reika for so many mods that form the core of this pack
Pack Version 0.3 - The No Rest for the Weary Update has been released!
With version 0.3, I consider the pack stable enough for regular play. There's still a lot of changes to come (namely, the quest book), but the pack stands on its own as a cohesive set of mods that work well together. For the best experience, choose all recommended mods.
This update brings a new mechanic: tiredness. You'll need to sleep regularly and/or drink caffeinated foods to stay awake or risk collapsing. I've marked the mod as optional, but recommended.
Also added is a heavily-nerfed magical crops, as an alternative to bees. However, you need to enter The End to get essence. To make that trip a little more exciting, Hardcore Ender Expansion has also been added...mwuhahahahah!
Rounding out our dimensional mods (Erebus, Twilight Forest) is Atum, an Egyptian-themed adventure mod.
Last on our list is AMT Generators (a mod that adds additional charge generators to Apple & Milk & Tea) as well as HelpFixer, which removes the annoying error when typing /help.
There was a minor issue with Minicio not generating in The End. Click 'Reinstall' to get the updated config file (don't worry, the whole pack won't redownload). If you've already generated your End, exit the game, delete DIM1 folder from inside your save folder, and then reload. The End will regenerate with the missing Minicio.
Pack Version 0.4 - The 'It's Amazing what we can Accomplish Together' Update has been released!
Version 0.4 includes the first two chapters of our long-anticipated Achievements update: In Chapter 1, as one of the survivors of the Revolution, you must scramble to find food, shelter, and basic tools before everything tries to eat you. And in Chapter 2, our intrepid survivors build a more permanent station for a base camp, leveraging their knowledge of technical and magical systems to produce renewable resources for future growth.
Version 0.4 also includes a number of general mod updates and fixes, as well as balancing changes to the game (making it a touch more difficult). Revolution is a stable, involving pack with much to see and do.
This looks amazing! But a question about the achievement book, does it explain how to start in Reactor Craft? I've never been able to make sense of it, or why it doesn't have a guide book like Rotary Craft.
Rollback Post to RevisionRollBack
When angry, count to four; when very angry, swear. Samuel Langhorne Clemens
ReactorCraft does have a guidebook, but it doesn't tell you how to build the various reactors (there are blueprints, though). ReactorCraft is probably the most complex mod I've ever seen. Building a functional reactor is an achievement in its own right. There are a number of in-depth guides online, which you should check out if you're serious about building a reactor. The achievement book in the pack does not have a step-by-step guide to building a reactor -- and I don't plan to write one (see http://ftb.gamepedia.com/Beginner_Reactors_by_Lisimba for an example). I will probably expand out the major steps to building a reactor, but otherwise leave the final implementation to the player. Also, SentinalhMC has a great youtube series on ReactorCraft.
I started using this modpack, mainly because I wanted to test Rotarycraft. I have several comments:
- Trees seem to grow really, really fast. Both Greatwood and orange autum saplings grow in less than 5 minutes.It makes producing charcoal quite easy (for Botania and furnaces) and balances the raruty of coal. Note: my base is in a fungi forest.
- "Elite" mobs are a pain when you first spawn: you look for a nice place to build your home, and you end up spending your time running away from a Naga/Valkyri/<Insert strong mob name here>.
- As I am not familiar with a lot of the mods (such as Reika's ones, Mega Plant Pack, Galacticraft...) I would enjoy HQM quests.
Thanks for the feedback -- good or bad, it's the most rewarding part of pack making.
I've had a few requests for TiC Tooltips; it will be appearing in the next pack update.
The "elite" mobs are definitely a pain -- I've seen more than one new player give up in frustration after trying to build in one of the areas where they commonly spawn. For the short-term, I can suggest that there are much safer biomes to build in. I'm looking at a couple of other options for long-term fixes: using a custom spawner mod is one, or offering different configuration difficulty levels (easy, medium hard) which affect spawn frequencies. I'm open to alternative suggestions, if anyone has them.
I haven't ruled out doing HQM -- I'm hoping the Simple Achievements book works for now -- but it is very tedious. And in the case of much of Reika's mods, wouldn't be very useful. Unlike other mods, RotaryCraft uses power to gate access to machines, not materials or crafting. Most RotaryCraft machines are easy to craft, but take some thinking in order to power or supply with materials. There's no real way to test for these in HQM. For example, to get ore quintupling, you need to build an extractor (which is not expensive or difficult). But you also need to power it, which requires any number of engines and gear boxes: there's multiple ways to solve the problem. Until I can figure out a good method for testing completion, HQM is on the back burner. I've had Jsonables recommended to me, but I haven't looked at it yet. In any case, stay tuned, I'm working on new content.
Also, I believe a Let's Play for the pack will be arriving soon, which will help guide players through.
Pack Version 0.5 - The 'Can't we all just get along?' Update has just been released!
Version 0.5.0 brings many game balance and quality of life updates to the pack, as well as a slew of new mods. Most notably, Grimoire of Gaia mob spawn rates have been reduced significantly for hostile mobs that spawn in daylight. They aren’t gone entirely…but new players will have a much easier time in the more difficult biomes. Ore gen has also been significantly changed in Atum and the Twilight Forest. I highly recommend you delete DIM7 and DIM17 for a fresh ore gen; however, ore regeneration is turned on so you should still see the changes.
Notable new mods: ## Quality of Life: - Better Foliage, HoloInventory, TiC Tooltips, Steve’s Addons, AOBD ## Server Play: - Hats and HatStands, Tails ## Content: - Ye Gamol Chattels
Welcome to the Surprise update! This update brings a number of new mods, with the goal of providing alternate tech mods to the pack. Now you have several tech choices for mid- to late-game, instead of just RotaryCraft. We've also added in Forbidden Magic, for all your evil needs™.
**IF YOU ARE UPDATING AN EXISTING MAP: Ore regen in settings Mekanism.cfg, Eln.cfg, and cofh/core/common.cfg are enabled, to ensure you get the latest ores.
First up, we've added Mekanism! Mekanism is another alternative tech path for players to explore as well as providing an alternative to RailCraft blast furnace steel. If shaft power is not your cup of tea, then this is the tech mod for you.
Next, we've added Electrical Age. Electrical Age adds real-life electrical simulation to Minecraft. It's up there with RotaryCraft/ReactorCraft in terms of complexity, but its an absolute (and maybe literal) blast to play with. Electrical Age is very Beta, so be prepared for issues if you use it. In-game wiki is the 'x' key.
Please note that RF integration with Mekanism and Electrical Age are turned off. You will need to use those mods' power systems to power their machines.
Last, due to popular request, we've added Forbidden Magic and Thaumic Horizons, addons for Thaumcraft, as well as Forge Multipart.
-- Disabled Galacticraft oil generation -- one of the biggest slowdowns in FPS and world gen. Oil still generates through BuildCraft. This also frees up more chunks to have Abyssal Stone.
-- Copper now spawns in veins as well as on the surface
-- Osmium generates in large veins similar to iron (but smaller)
-- Increased the size and spawn frequency of silver, tin, nickel, and lead.
-- Ender IO Gas Conduits are disabled due to world-crashing bug with Mekanism
- Added Mods
-- Forge Multipart
- Removed Mods
-- LogisticsPipes to 0.8.3.119
-- Farseek API 1.0.8
-- Ender IO 2.2.8-378-beta
-- Minecraft Forge to 10.13.3.1403
-- NotEnoughItems to 220.127.116.11
-- CodeChickenCore to 18.104.22.168
Pack Version 0.6.5 - Massive Performance Improvements.
So. Haggle made an oopsie -- in the CoFH ore gen files, Haggle put things like 60 veins of 3 ore blocks instead of 3 veins of 60 ore blocks. This caused worldgen to lag A LOT! Version 0.6.5, just pushed, dramatically speeds up world gen performance, to the point that the pack is now playable on much lighter-spec machines than previously. If you were frustrated with world-gen before, give it a whirl!
Have you updated to at least version 0.6.5 of the pack? This solved the majority of issues with world generation lag (which you would see as falling through the world). It's common to fall for a few seconds in large packs and then instantly 'snap' back up once the computer catches up.
If you're still encountering problems after the 0.6.5 update, let me suggest the following:
1). Start a new world, as usual. I highly recommend you enable cheats, even if you don't plan to use them.
2). Immediately upon entering the world, and before walking anywhere, press the 'ESC' key to access the in-game menu.
3). Click on 'Save and Quit to Title'.
4). The game will finish generating the world while you see the 'Shutting down internal server' message. It may take several minutes for the message to go away on slow hardware.
5). Once you are back to the main Minecraft menu, reload the world you just saved. It should only take a few seconds before it is safe to walk (a good indicator that its safe to move, if you can see any creatures from your starting spot, is to watch for the creatures to start moving around).
6). Optionally, if you like the world and if you enabled cheats, you can at this point type '/pregenspawn 100' (minus the quotes). The game will be unplayable for a few minutes while Minecraft pre-generates an even larger area around you (the 100 means a 100-chunk radius around spawn). Typically, this takes between 2 and 15 minutes, depending on hardware (you'll get a progress notification on-screen). I would recommend you do one more save-load cycle to clear out memory. The advantage to doing this is that you will have a stable, fast loading world to explore without worrying about glitching.
A couple of other tips:
- If you can, make sure you're running Java 8. This is a big performance boost.
- On rare occasion, creating a new world will just 'hang' and never complete. If your AT Launcher console window halts for 5 minutes or longer, I would kill Minecraft and start a new world.
- Also on rare occasion, if you see a large mushroom island biome on initial world generation (in Step 2 above), I would recommend you immediately kill Minecraft and start a new world. Mushroom Island biomes in the starting area (a 10x10 chunk area) tend to dramatically lag game performance.
- If possible, even if you're only playing single-player, run Minecraft on a server and connect to it using your client.
Having generated around 200 worlds using this pack, it seems around 5% of world creations go wrong -- either they hang or generate endless mushroom biomes. Because of the horsepower needed to generate a streams/ATG world, I've considered including a pre-generated lore map (with a couple of buildings and some helpful tips). Once the world is generated, the pack is fairly lightweight.
The short answer is that there will eventually be one of them, if not something better.
The longer answer is that I switched to the Simple Achievements book because HQM quests are extremely tedious to write. In a pack where there's nothing you can't make if you bother to mine the resources, rewards are more of a convenience than a necessity. HQM was so effective in AgSkies (and other packs) because quests were your gateway to necessary items. Plus, everyone likes the reward chime and a loot bag. However, none of my testers seem to like the Simple Achievments approach (which lets me easily blend lore with self-guided achievements). This pack was always intended to be a kitchen-sink style pack where the quests were optional.
The most common HQM request I get is to build an HQM guide to RotaryCraft and ReactorCraft. Unfortunately, I cannot think of a way to make a guide to RoC and ReC using HQM. Even if I described the parts needed to make something, both of the mods rely on power and/or multiblock structures to gate progression into later content. ReactorCraft requires gigantic multiblock structures -- I can't even think how to describe their creation through HQM. Even YouTube videos take some studying to figure out.
I'm always open to better ideas or suggestions, so please chime in if you or anyone else has them.