Nice progress Ard! So far the beginning looks rather linear, the one bit you showed where you had options was for paper, but for the rest there seems to be pretty much one option, is that true? Good idea to automate things early, you could have separate large input and output containers for each process (macerator, furnace and so on) so you do not have to catch things in motion, but at the same time have ability to move many things at once, but now you have pipes (and I assume they have filters probably) so this will be less of a problem. Very cool feature of keeping the whole recipe picture stored, shame we do not have this in 1.12.2!
So this isn't as open as say enigmatica, but there are choices to make once you hit about the steel era of chapter 2, because more optional machines and upgrades open up at about that point. Things branch out once you get a bit further in to electricity and you start opening up some of the other mods further from there. The quest book also says that if you poke into the magic side of the fence, you can find some easier ways to do somethings as well, but the recipes there are all hidden for now. Right now I'm working on wiring everything up with extended drawers and tom's simple storage mod, which is like AE2 light. Not sure if I'm going to be able to properly automate passively yet or not, but it'd help greatly if I could. There are level emitters, but there's no redstone controls on modern industrialization machines. I need to see if there's a locking hopper or something. Starting to properly Greg it up though, and I'm really hurting for resources already.
'' Touch my snail. ''
Nice progress Ard! So far the beginning looks rather linear, the one bit you showed where you had options was for paper, but for the rest there seems to be pretty much one option, is that true? Good idea to automate things early, you could have separate large input and output containers for each process (macerator, furnace and so on) so you do not have to catch things in motion, but at the same time have ability to move many things at once, but now you have pipes (and I assume they have filters probably) so this will be less of a problem. Very cool feature of keeping the whole recipe picture stored, shame we do not have this in 1.12.2!
So this isn't as open as say enigmatica, but there are choices to make once you hit about the steel era of chapter 2, because more optional machines and upgrades open up at about that point. Things branch out once you get a bit further in to electricity and you start opening up some of the other mods further from there. The quest book also says that if you poke into the magic side of the fence, you can find some easier ways to do somethings as well, but the recipes there are all hidden for now.
Right now I'm working on wiring everything up with extended drawers and tom's simple storage mod, which is like AE2 light. Not sure if I'm going to be able to properly automate passively yet or not, but it'd help greatly if I could. There are level emitters, but there's no redstone controls on modern industrialization machines. I need to see if there's a locking hopper or something. Starting to properly Greg it up though, and I'm really hurting for resources already.
can i have the snail mod
It's from the naturalist mod, it adds a bunch of different animals: www.curseforge.com/minecraft/mc-mods/naturalist