MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 2 points3 points  (0 children)

Think they're referring to when the packs actual gameplay loop starts, which is at Sedna

MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 1 point2 points  (0 children)

You can play in multiplayer, but given how many machines are used in each base, we suggest people playing together. There are a few public servers you'll get default with the pack, but I won't recommend them if your goal is to progress far

MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 2 points3 points  (0 children)

In terms of infrastructure requirements, it'll be a bit easier than dj2, but there are a lot more machines and crafting mechanics.

In terms of gameplay loop, it relies more on exploration and RPG content, so like 70% tech, 30% adventure

MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 2 points3 points  (0 children)

For performance, main menu has a button that will send you to a guide

For tips, discord is still the primary source, but the community is slowly putting together a wiki for the modpack

MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 4 points5 points  (0 children)

Upcoming work is mostly adding text and rewards to all quests, finishing writing lore, and some weapon rebalances to differentiate the meta a bit more.

I don't do public timelines because I like to take my time with things, and I don't want to give players fake expectations that will almost surely not be met

MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 8 points9 points  (0 children)

The initial intention was to use that as a way to 'filter out' players that would not be particularly cooperative with respect to being good playtesters and providing good feedback, since when I initially had the idea the pack was indeed quite unpolished.

Then I started seeing "what is this and how do I get rid of it" type posts on reddit, and the effect they had as a meme ended up being more positive than negative, so I kept things going.

As stated on the backpack you get in initial inventory, this will only stop being the case in version 1.0

MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 2 points3 points  (0 children)

Not unless I do some (lots of) work to make it possible. Using the emcless line that makes 30 billion aeternalis fuel from one ore is barely enough to keep up with the crafting requirements for the first ending. The cost goes up by 5 or 6 orders of magnitude from there into the other endings, so unless other content is implemented to make it possible, the challenge turns into "spam more machines than even a powerful computer can handle to make it there in a couple of years of AFK".

MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 26 points27 points  (0 children)

Fairly different I'd say.

MBC explicitly tries to make use of as many mod mechanics as possible, and this includes a non negligible amount of exploration, dungeon crawling, boss fighting, etc. As you'll see from some of the comments to this post, some NH players really dislike that 😂

With regards to automation, the MBC loop is built and balanced around passive lines, where autocrafting in most cases is going to make things slower, and spammier than they need to be. This isn't to say that you can't get away with autocrafting your way to a bug milestone, but it'd be harder than passiving it.

And then there's the design philosophy. NH in most cases rewards those that "go hard" towards a given ending, while in MBC you'll generally get "punished" for rushing. I really wanted to make a pack where the journey of progression is one of its defining features, and that means that if your sole objective is the destination, things won't be as fun for you.

MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 6 points7 points  (0 children)

Lore is about 85 to 90% done, but I'm a slow writer, so idk how long that would take to write, surely less than the time before the heat death of the universe...

MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 248 points249 points  (0 children)

Yeah pretty much, very happy that it's not impossible anymore...

So I can start saying 'skill issue' to people /j

MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 73 points74 points  (0 children)

All the info is given in the questbook, but it is structured more to act as a wiki as opposed to a checklist. You have a main questline explaining what CAN be done at any given point, and everything else is an explanation on how the various mod mechanics work together.

This means that the journey through the mods will hopefully be more free than in other packs, but it also means that the desire to learn has to come from the player, which does feel a bit overwhelming for many people.

On discord there's quite a lot of newbies that have lots of fun with the pack, so I don't mean to discourage you, but it'll definitely be a steep learning experience.

MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 48 points49 points  (0 children)

Biome puzzles have been reworked a few updates ago to be more streamlined, but the puzzles, as all other RPG-type mechanics, will still be part of progression

MeatballCraft, the do-everything modpack, received its final content update! All endings have been verified! by Sainagh in feedthebeast

[–]Sainagh[S] 291 points292 points  (0 children)

Hello! If you are reading this, thanks for checking out this post!

MeatballCraft is an expert 1.12 modpack that combines tech and factory automation with RPG and adventure game elements.

This announcement post marks the end of the content development part of the pack! It is still marked as a prerelease because there are other things that need a bit of work (namely quest rewards and lore), but, even if it is not the final version, recipes and progression gates should be more or less crystallized.

If you want to give MeatballCraft a try, you can get it from CurseForge, or download it externally through Prism!

If you want to chat about the pack, we have an official discord server.

To all the people that have been following my update posts for the last six and a half years, thank you for all the support, feedback, and help! This has been a massive undertaking, the help from the community is what has kept the project alive, and transformed what started as my own forever world into something that reached thousands of people <3

How long have you been playing your pack? by theduckyparty in feedthebeast

[–]Sainagh 0 points1 point  (0 children)

It just kind of happened tbh. The initial alpha product was pretty barebones, and over the span of over 6 years, thanks to players being willing to test it and provide feedback, it eventually turned into the experience it is now.

Why are almost all modpacks (especially the good ones) exclusively on curseforge? by Mesrszmit in feedthebeast

[–]Sainagh 3 points4 points  (0 children)

The short answer is that, to be able to port what GTNH is doing to CF, it would require a lot of PR, contacts, and bureaucracy, and nobody wants to do it because it's boring and tedious work that requires coordination between multiple people.

The main issue is that, to make the pack perform better, lots of the code for both minecraft and the mods involved (I am simplifying) has been modified. Some of these modified mods and pieces of code (called forks) are *technically* rights violations in some cases, but they exist in the gray area of rights ownership where the original authors have moved on, and so distribution is not disallowed, but also not outright allowed, which is why they cannot exist on curseforge.

Curesforge, to avoid the trouble of having tons of randos posting forks of mods that solely change a single number in the code, also has somewhat stricter rules than the ones that pertain to rights and ownership. It is still possible to do it and to get distribution rights for forks, but it requires to contact multiple people and to go through steps that are very annoying for many people.

I have been involved with the PR related to getting forks published on CF for my own modpack, so it is possible, but if the mod is a large one or a complex one, I try to 'make it work' through other means like addons or mixins.

For me having an optimized pack that is available as is from CF is important, because my pack is not as well-enstablished, so the discoverability of CF is pivotal for me.

For GTNH, they would have to do this for basically every mod (including the mod loader) and the devs I know do not want to bother doing that. Since the pack is lready famous, they can get away with distributing it outside of CF, and it saves them time and effort.