StaTech Industry Part 1

First Impressions

I started a playthrough of StaTech Industry. It's a GregTech-inspired modpack for Minecraft, using Modern Industrialization as the core tech mod. The first thing I did was create a testing world in creative mode and take a gander through the questbook. Here's a few observations:

  • It's really nice that the pack's questbook introduces the major mods and mechanics
  • I immediately ignored the main questline to take a look at the side chapters - there's a few "collect 'em all" quests, although why the "World of Food" chapter categorizes regular pizza as a cursed food, I've not the faintest. And I heavily object to pineapple pizza being classed the same as uranium cereal!
  • Create and the "World of Magic" chapters look like interesting diversions - I'm interested to see if there's a good balance between main quest progression and sidequest progression.
  • It's interesting to note how the quests really shape progression. I'd disagree with punching trees being the start of a modern Minecraft playthrough - perhaps getting three logs for a boat is, but I usually ignore stone tools in favour of iron tools and an iron farm.
  • Also, fancy storage systems (a la iron chests and AE2) seem to be more heavily featured than I think is necessary for a good pack - MI's barrels and pipes should be good enough, no?
  • I also take exception to the statement that paper production has been "Statified"! That's a vanilla MI recipe you're claiming there!
  • I think there's going to be some very interesting cross-mod interactions - Create, for example, will probably trivialize early game smelting and plate production with its press and fan.
  • On the subject of Create, I remember Static, the pack author, musing a year or so ago about wanting to make MI depend on Create (which was achieved), but also make andesite alloy depend on MI's mixer (which is a circular dependency). It seems this was broken by dropping andesite alloy's dependency on MI.
  • It's interesting how the quarry isn't a strictly required quest - I suppose it is, in principle, possible to just mine for everything, but that's got to be annoying.
  • Most MI recipes seem to have been kept intact - or at least the early-game ones. This is good; my knowledge from having played vanilla MI is still valid.
  • Huh. They're letting us have infinite and simply renewable EU using the Create alternator. I'm sure this doesn't scale nicely to higher power requirements, but it's nice to have a backup power source.
  • Oh, cool! They've got MI stuff added to Create's ponder system. I think there's an open request for Create to split the ponder system off into its own library so non-Create mods can also use it.
  • Also, I guess a tree farm is useful sometimes?
  • There seem to be a lot of alternative paths (alternative from the perspective of base MI) to resource production here - for example, plant oil seems like it's going to have greater significance since it's more easily produced now.
  • Seems like TR is being used to "fill the gaps" in base MI - the autocrafting table from TR, for example, automates recipes that base MI doesn't, although passive energy production does generally seem to be pretty heavily limited - thankfully.
  • Oh, interesting - there's a branching questline at the start of HV.
  • This really feels like base MI with a few diversions - I suppose that's okay.
  • Ah, but the endgame gets a lot more interesting. This might be a bit of a challenge. I remember only barely scraping across the finish line in my previous MI playthroughs.

And in the next installment, I'm going to be actually playing the pack.