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.
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.
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.
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.
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.
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.
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.
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.
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.
The current version of Survival Industry is 1.6.5, and can be downloaded through ATLauncher.
Credit for the game goes to several people, who are the "core team" behind Survival Industry.
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.
While I'm certainly a bit biased in favor of this mod pack ;-) I am (after almost a year playing it) still convinced that it perfectly hits the sweet spot in the triangle of challenge, fun and complexity. Also a very well done redundancy management keeps the amount of mods reasonable, and saves you the time to search for the best and cheapest machine to do the job. Things not needed are removed, things required are added, and everything falls into place beautifully as there really is much more thought behind this modpack than most other tech packs you might have played before. That Survival Industry is built around Reika's ridiculously creative and well-designed mods is no coincidence but actually underlines the desire for concept and design that runs through the entire pack.
It's terribly enticing to just get that one step further on the latter, as every way of the road opens up new possibilities. You actually feel the pressure to perform, but just enough to get you going and really wanting to improve your situation. And before long, you're managing your own trust of machines, reactors and whatnot. It get's even better if you are playing this on a coop SMP server, for which this pack is very well suited.
This pack is for you if you enjoy a well dosed challenge, and if you are keen on designing solutions that give you "that" feeling when you throw on the switch, and the machine sparks to life ...... or blows up in your face.
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.
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.
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
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.
No new mods at this time.
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.
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.
Does this modpack have an equivalent of a tesseract? I don't mean enderio dimensional transceivers coz the throughput is limited. I'm looking for some way to transfer unlimited RF and fluids. Many thanks.
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!