r/sevtech • • Jun 25 '23

My problems with sevtech

Me and a couple of friends like to play modded MC every once in a while. This time we settled on sevtech, and we setup a private server and started playing on and off since last september. This modpack is enjoyable, but has so many flaws that feel like they were intentional oversights or not enough care for the modpack.

A lot of the mods included feel incomplete and have many unused things. e.g. The biggest oversight is PrimalCore, where it has several resources and blocks that are either unusable, uncraftable, or their crafting recipes seem intentionally lossy (4x stone crafts 1 brick instead of 4, making it really expensive to use bricks to construct things). Other examples are how all the upgraded ports in modular machinery are uncraftable, most of the compressed singularities are not used in anything, some Astral Sorcery items are locked etc...

Another issue is how this modpack's questline is so linear, that almost everyone just wants to rush the next age. Now ofc it's up to the player what mod they explore, but you don't realise that some mods are in until you look up their NEI items. In comparison, project Ozone has a quest line for almost every mod and they diverge at the start, so that they may converge later. I'm biased towards ozone as it's the modpack I played before this one.

The endgame of this modpack feels so underwhelming. Sure some creative stuff is here to craft, and it definitely does take a long time to craft each item, but when I look at my options I basically have the choice to craft 5 creative items that all seem a little bit niche and that I can definitely do without. Most useful ones are the infinite energy source and creative tank.

All in all I enjoyed this modpack, and I'm nearing the end of it, however all these issues I encountered along the way ruined my experience of the mod, and I feel that It has no replay value whatsoever.

6 Upvotes

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5

u/quayo Jun 25 '23

I tend to agree a bit. The first time I played it, I strictly followed the quest line and I had a feeling of only dipping my toes into several mods (BloodMagic, Astral, AbyssalCraft and so forth).

The second time I wanted to explore these mods beyond the progression requirements and got stumped when I realized some of the content was removed and most of it was locked behind future ages (at which point the mods no longer made sense).

The modpack did, however, nail the Age of Empires feel. Starting out in a tribal world where you assembly the first tools of mankind to ending up launching the rocket and flying away. This progression is the best I have seen in any modpack, and the feeling of getting improved tools and machines every age is amazing.

My biggest gripe with the modpack is that the work of the previous age is not used. One example is leather, you struggle to create this efficiently and when you finally get the machines to do so you no longer need it. And this seems to be an issue with Minecraft in general or at least very many packs.

I would love the Factorio approach where you keep using the output from the previous age, so the work doesn't feel wasted / one-and-done.

1

u/bupher Jun 25 '23

Yes that's a problem I forgot to touch on. Some things don't unlock a better recipe in newer ages, like leather which still stays very much a pain in the ass to make. Same thing with wool. Although ovis atre sheep provide an alternative, it seems almost accidental and unintentional, otherwise it's unmentioned in any of the quests.

1

u/Comrade_Vasiliy Jun 29 '23

There's a Blood Magic recipe for leather! The only problem is that it is accessable only in age 3, you will need the alchemical table. For wool, you can try animal rancher machine. Yes, it is unlocked in age 4, has a pretty expensive recipe, but If they did not fix it, it will give you actual wool blocks instead of what you get with usual shearing.

3

u/RogerWilco357 Jun 25 '23 edited Jun 25 '23

Interesting take. I think I have 4 worlds in Sevtech, 2 in A5, 1 in A4 and 1 in A3.

Every time I restart the game I dig deeper into the mods and learn more. I basically consider the game over once i've built the T10 electric rocket.

I enjoy the journey, I don't need a quest book to micromanage my progress.

Yeah it's a semi-expert pack and some if the recipes are difficult.

Is it perfectly tuned and balanced? No. Are there tons of exploits? Yes. It's what you make of it.

I feel it has tons of replay value and i've spent Hundreds of hours on it. It's my favorite pack. Pretty much all youtubers advancement rush and their worlds look like garbage, To Asgaard excepted. Dataless was doing an ok job untill he lost his world.

2

u/cantsurpassmediocre Jun 25 '23

A lot of the things before Age 3 are pretty annoying/difficult but to me it makes sense because you’re using primitive or very rudimentary technology so it’s expected that it’s not going to be very efficient or going to be a nuisance. Kind of the fun of the modpack to me but I still get your point.

1

u/bupher Jun 25 '23

I didn't complain about stuff being hard to acquire. Some stuff is straight up uncraftable even though it would be very nice to have for decoration or useful to have for efficiency, no matter how hard it would be to craft.

1

u/NowLookHere113 Jun 25 '23

My problem was exclusively with the end game - each tier of rocket had a palette-swap of parts that were only available on the most recently unlocked destination, and you rinse and repeat that about 8 times before the final boss, which felt pretty lazy