Natesky9 Posted March 17, 2013 Posted March 17, 2013 Tekkit classic is an awesome modpack. Many of the other mod packs out there just can't seem to hold my interest, despite how much they have crammed into them. But Tekkit has gotten a bit too easy for me. So, to make things more interesting, I challenge myself beyond my strict-self imposed rules. Some things were just FAR too overpowered, others just not used at all. So I did some tweaking, some messing around, and I made a modified version that me and my friends play on. And we love it. So here are some of the things that we did, mainly to draw things out, and also to experiment with some of the unused mechanics. Power generation: made it necessary, if not required to use several forms of energy generation. This includes Solar, wind, hydroelectric, coal, nuclear, biomass, coalfuel, and geothermal All base EU generation reduced by a factor of 10. This means that 2 coal in a generator will power a macerator for 1 item. Therefore, it is worth the extra refining to turn coal into coalfuel cells to produce 2.5 times more power per coal. Coal coke is also a great choice, as coal coke burns for twice as long as normal coal, and only requires the extra time and a few coke ovens. Coal coke also gives creosote oil, which is extremely useful, I'll get to that later. This ALSO means that tin cables are a CRUCIAL part to any setup, as generators only put out 1EU/t, meaning that using copper cable will waste nearly ALL of your power farther than 5 blocks. Tin cable can tolerate up to 5 EU/t, and only lose 1EU every 40 blocks! Tin, for the win, guys Beside all generators producing significantly less power, the solar panels are further reduced to give only 1/16th of their original power. This was done for 2 reasons, one being that I wanted to see the investment that went into large solar farm, and also to influence people to go out of their comfort zone Engines are a better choice for energy generation, as they burn twice as efficient as generators, but have the downfall of not being able to use several fuels like biomass, coalfuel, or coke Several mechanics just didn't make sense to me, such as the fact that biofuel, a theoretically "renewable" resource, relied on 1 1/2 tin ingots to produce only a third of the power than using coalfuel. So I changed that, and a few other things. Removed the cells in biofuel to be replaced with 8 paper for total renewability Biofuel now costs 8 of any plant matter (4 for sapplings, 6 for flax) and 16 sugar cane Creosote now has better uses, such as a very weak fuel, torches, and H.Coal Bluetricity has been modified, and is now the go-to source for smelting. Bluetricity is severely under-used, but it is a VERY sweet part of the mod. Engines are far more efficient than straight generators alone, but require the supporting equipment. 6 steam engines will cap a MV generator, and combustion engines are a must-have for ANY major operationRecipe modifications: Paper was modified for several of the recipes, just because it just got too abundant, and with many of my other recipes relying on paper, I STILL had an overabundance of it. So I changed the result to 2 paper for 3 cane Books now give a small amount of Exp when crafted, but require a more, book-shaped recipe with 6 paper instead of 3. Coalfuel and Biofuel now have different recipes, encouraging people to turn to them for a consistent output. plantballs can be crafted with all plantmatter, and even seed bags! Coalfuel can now be crafted by combining 1 coaldust with 8 creosote to make 2 hydrated coal. Both plantballs and hydrated coal can be compressed, and surrounded by 8 paper to give a small amount of exp, and the fuel cell. Extract these, can 6 of them into a fuel can, and you now have a filled fuel can (coalfuel burns 3 times longer than biofuel) Mob Drops Can now be crafted in a sort of Resurrection attempt. Gives scrap, exp, and a small chance to make a mob spawn egg (only Zombie, atm) REALLY useful for squeezing exp from mobs, as I've changed them too. TNT has a different recipe now, requiring 2 gunpowder and 1 string to make dynamite. 8 dynamite and 1 sand is needed to make TNT. Gives Exp when crafted, but has a slight chance of exploding when crafted! [sUGGESTIONS] I need ideas for string/wool. Current best is 9 wool for a sponge and exp. Any recipe additions/modifications will be helpful! Gameplay has been drastically altered to make things even more interesting and challenging. Mining has become an extreme hazard, and even venturing out into the desert alone can be very dangerous, even in full armor. Mobs now react differently, hunger has been modified, and creepers just got sneakier. Mob cap has been raised from 70 to 200 Mobs aggression and sight has been tweaked [WIP] Endermen know if "you" are looking at them( general line of sight, instead of only when in the crosshairs More mobs spawn than are killed (extras die off farther away) [WIP] Skeletons range increased to 10 Hunger has been changed, so that you passively lose hunger. Will starve in 3 days without eating anything Hunger depletes twice as fast Eating zombie flesh leaves you with less hunger than you started (you have to eat 5 pieces to gain 1 hunger bar, leaving you at 8 [WIP]Meat and bread cooked properly* will have a chance to double *cooked on a charcoal grill Experience in tekkit has been majorly overlooked, since most people don't care for mobs, but instead sit inside all day, so I added a few key things to make mob hunting that much more rewarding. I had an ingenious idea, that I'm surprised that Minecraft never added, since it just fits in so well with brewing and enchanting. The experienceSince 1.2.5 doesn't have any way to get exp besides killing things, I decided to add a few in, to the best of my ability at the moment. So I added in a few recipes and modified a few, so that you can get little bits of exp that add up after a while. Now, it would really suck if you saved it all up, and you just died, so I made a way to store levels. In a brewing stand, you brew 3 water bottles with a glowstone dust, to get thick potions. You then craft a thick potion with a book, and your levels get absorbed into the potion, giving you a bottle O' Enchanting. Now to get the levels back, you don't smash it against the floor! No, they'll just dissipate into the air. To get the levels, you just craft it back into a bottle [WIP] Make the bottle O Enchanting drinkable Added several Crafting-based enchants: Crafting a sword with blaze powder and magma cream gives fire aspect [WIP] Crafting a chestplate/pants with adv. alloys and carbon plates add protection [*][sUGGESTIONS] Need good item enchants The rest, I havn't decided yet, or Havn't gotten to. Comment any suggestions/criticism here, and I'll surely reply. Any ideas that you may want to use, feel free to borrow. I'd love to hear some feedback about this, and see what people think about it. If you are interested in trying this out for yourself, I'm running a small server. PM me if you're interested in the server files, or anything you might need to do this yourself. Also, I'd love to hear what others are doing to make their server more challenging or fun. Because it's no fun playing in creative. And even when you're having fun in creative, you're not having fun. Quote
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