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Notes -
Finished Stoneblock 4, at least to opening up the creative chapter. Mixed feelings, like a lot of FTB modpacks, it's got a good early-game but gets bogged down as you go on, and it suffers a lot from making certain progression assumptions that the actual content doesn't back up. By the point you're doing actual automation challenges you have so many raw materials anything you can't just Replicate can be solved with simple spam, and by the point you've unlocked much of the combat stuff you have to beat the hardest available boss first and then it's just facestomping a bunch of also-rans. And it doesn't help that I'm not a huge fan of Mekanism, even if building a silly-large reactor is kinda entertaining. But there's a lot of effort that went into polishing the content and order that was there. Probably 3/5.
Trying Society: Sunlit Valley. It's not the first Harvest Moon/Stardew Valley-but-Minecraft-like I've played, but it's far more committed to the bit. (Most) crops and animals are tied to the day/night cycle for growth and harvest, there's a large number of new processing blocks that are similarly tied to daily cycles, equipment has to either be found in-world or upgraded from stone-iron-gold-diamond-iridium (lots of things drop gold gear!), a lot of fabricated materials can be purchased from villagers, and focusing on profit or collecting a variety of materials for the Community Center. Not perfectly happy with the pacing and progression. Since villagers are used for a pretty wide variety of important components and items you'd normally craft, and only certain materials sell for meaningful amounts of money, that means a lot of optimal play has you either grinding beer, simple meals, or raw ore to immediately dump for sale. On the other hand, props for being one of the first modpacks to put Create late in progression, and still make it meaningfully useful and powerful. But I also haven't had much time with it.
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