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The Industrial Parasite
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The Industrial Parasite

by LadevAsta · on CurseForge

Scape and Industrialize. Questing Modpack with primary focus on HBM Nuclear Tech (CE) and Scape and Run Parasites with the 'Symbiosis' endgoal.

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The Industrial Parasite — screenshot 1The Industrial Parasite — screenshot 2

City overrun with Parasite Shroud

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THE INDUSTRIAL PARASITE

A Long-Term Progression & Questing Modpack.

This is not natively a Hardcore Survival Experience!

(This is relatively 'Easy', but is it still hard? Yes.)

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Industrial Parasite is set in a world where it all goes down. The Meteor Storm has carried the Parasites into this world. Every city in the continent that was hit by this onslaught was lost and became alive as a result.

The governing entity of this world has collapsed under immense pressure. Civilization devolved, Industries grind to a halt. The usual smog were replaced with another kind of 'smog'.

Those who have "opputunities" boarded an Ark Ship and left this world behind, in hope to find a better place. Leaving those who remain to be assimilated and join the hive.

But you?

Here, you are an Engineer.

And you intentionally stayed behind?

"...I don't know? They probably would later threw me off that ship anyways."

...

"But I do wonder... if that rumor of Symbiosis is true..."

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Flatgrass Industrial compound built in creative

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Major Features (What to expect in this pack)

A QUESTBOOK

There is an actual endgoal in this pack. Which is to follow the questline and normal gameplay until a certain chapter where you create a Mark of Authority.

HBM's Nuclear Tech (Community Edition)

A Heavy Industry tech mod that's not a "Nuke mod". Features many Multiblock machines with (kind of) clear progression.

Later in the progression, Bedrock Ore Processing and Weapon of Mass Destruction will be become available. Use them wisely (or not)

<!> NTM progression can get complicated very quickly. Approaching the Expert and Technical side of survival. Casual players be warned.

Scape and Run : Parasites

The Main Antagonist of this entire thing. They will evolve over time. The moment you start, you are in a race against them.

Do as much as you can to stall their progress. but somewhere in the progression, you will eventually be required to let them grow 'a little'.

They Assimilate, You Industrialize, Let's see who can truly exploit the world.

This is not survival, it is competition.

Applied Energistics 2 (UEL)

The Logistic Mod and the Pinnacle of Matter Storage Technology available in this pack. Construct the ME system that will become the Heart of the Industry.

Chickens?

Conjure basic resources into existence with the power of... Chickens... can optionally opted-out if you want this to be immersive.

Exploration

NTM Space (CE) allows you to pierce the atmosphere of this world, explore the Local Star System (Probably the Kerbol System) and establish untouchable orbital base or even factories in the void.

The Lost Cities is here. It is the remain of the civilization that left this planet.

Choosing Lost Cities World Type on world creation is recommended. Rare Cities profile is good.

Miscellaneous

Cyclic Mod can allow you to get very overpowered, utility-wise.

Torchmaster Megatorches, 'Flags' that you'll use to expand territory. The moment you obtain them, it's smooth(er) sailing.

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Unit 1

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Future Plans (What I had in mind while building the pack but couldn't execute.)

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Known Issues

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Updates

This pack's new releases will come once 'NTM CE' AND 'NTM CE Space' versions are properly released on Curseforge.

If the new release are Beta or Alpha, just know that that release has SOMETHING going on, and you really should read its changelog immediately.

 

Yes, this is my first Curse Modpack that is actually published.

(I saw everyone put this in, so here I am doing it as well.)

 

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

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