Modpack Review: Trillionaire

[Modpack Review]

Overall greatly enjoyed this pack! I spent about 25-30 hours on this pack (several of which were idle) and finished most of the quest lines. The pack in general is full of options that the player can use, there are at least 6 different ways to set up a quarry for example (some more clear and simple than others), a few ways to auto farm, and dozens of power options. Many of the simpler or better methods unlock further down the tech tree of course.

First thing I want to point out is the shop used in this pack. I loved this feature! Basic materials are available to purchase and the shop is broken into Ores, Magic, Tech, and Etc tabs. Magic tab lets you buy things like those pesky Thaumcraft shards when you find that you need 1 more blue one, etc tab has things like enchanting books, ender pearls, blaze rods, and the like. You gain money by selling specific things that the shop accepts. You can sell most ingots, several fluids, and even pipe spare power into it to get a steady stream of income. There are automatic buyer and seller blocks as well and presumably you could set things up to automatically produce your ores or various things this way. For my game I mostly used it in the cases where I was short a few items and didn't want to go mining or hunting at the moment rather than using it as a key part of my infrastructure.

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Quests and Progression

The quests were well written. I enjoyed the different 'personalities' giving me quests from the different pasta inc departments. The tech tree felt like it was set up logically, progressing into more technically complex mods. The magic mods have their own quest page and provide alternatives to some tech options that you can choose (for example, both blood magic and thaumcraft allow steel production). However I found that as I got deeper into the game using the Tech mod versions allowed for easier expansion as material costs increased. I didn't set up a well of suffering in my game, but I imagine some good piping/hoppers on an altar with the well running could be an excellent steel source.

For those wanting to progress rapidly to the later quest pages, the quests that unlock a new page are marked with a different border so you can see what your goals are. Also I liked the fact that none of the quests were 'craft' quests. Meaning if I had gotten ahead at some point the quests would unlock if I picked up the material rather than forcing a re-craft of it.

I should note here before I forget - I didn't encounter any recipe or progression bugs in my playing of this pack at all that would prevent quest progress.

Rough progression goes from the 'basics' where you gain early access to the mining dimension and learn about the modpack's shop feature, then to Railcraft/IE steel production (player's choice). From there forestry, IC2 kick in until Thermal Expansion->EnderIO->RFTools->Mekanism->NuclearCraft/Industrial Forgoing. After that the End Game tab unlocks with the usual suspects on it. On the magic tab, AS and Thaumcraft start you off. Thaumcraft leads to blood magic and AS leads to botania. To get to the Botania end-game things (terrasteel, elven core) requires going into the other magic mods to some extent.

My only (very mild) complaint about the questing itself is that at some points it felt like it was "make this machine frame, make this machine, now make the next machine frame" repeated a few too many times, but time spent exploring the mods in between those steps would likely break it up a bit more. There were also one or two places where I needed the wiki or discord to figure out how something works but that's not too unusual in modded minecraft so I don't count that as a significant negative. Lastly, the end game quest tab didn't have descriptions for many of the quests which was a little dissapointing after getting used to the writing in the other tabs.

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Exploration

Minimal is required. The most traveling I really had to do was to find a large Astral Sorcery shrine. The shop feature helps a lot by giving the option to buy some things that you need in low quantities and would need to hunt for. It's even possible to get your own end portal frame through quest rewards to avoid doing the stronghold hunt.

Posted Oct 6, 2020, 4:19 PM UTC

3110
Dehok•

I appreciate your review and look forward to more!

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oldarkOP•

Thanks! I'll probably do one on Rustic Waters soon, we're just finishing that up on a server.

1
gill_smoke•

2 questions:
Did you finish all the quests?
Did you rush it? I mean in the speedrun sense.

2
oldarkOP•

I didn't do all the quests. I did up through the first creative and DE portions and stopped there. No I didn't rush it - however I did stay focused on the quest objectives more so than beautifying my base or automating everything.

The way the quest book is laid out you have branches for various mods as you unlock them. I didn't complete all the side quests for every mod along the way, just the ones I was using or that I wanted to try out.

1
gill_smoke•

Thank you for your response, I was a bit worried when you said 25-35 hours that it might be a shorter pack.

1
forgetfulcoderYou must channel your inner Tim "The Tool Man" Taylor.•

Is trillionaire a new one? I tried one of those packs but hated how buildcraft and rail raft had their own power systems and killed any interest I had in the pack.

2
TheBigKahooner•
2
forgetfulcoderYou must channel your inner Tim "The Tool Man" Taylor.•

Okay that's the one I tried.

2
oldarkOP•

At the beginning of the pack IC2 and the BC assembly table have separate power systems. Partway through you'll unlock new cables or blocks that convert between those two and RF/FE. I had a single IC2 generator powering all of those machines until the point where I was able to convert. For buildcraft I only needed stirling engines for the assembly table laser. Nothing else used BC energy until well after unlocking the conversion block.

1
Howester84Builder•

Colour me intrigued. I'm downloading the pack now. Nice review.

1