Modpack: 		Tame The World 
Modpack Version: 	0.1.8
Modpack Author: 	Alnarra
Report Issues Here: https://github.com/fullphaser/Tame-The-World

Recommended settings
2GB Ram Minimum. 

What is Tame the World?
At it's core, The Tame the World aims at 3 Core Elements
Difficult enough to please most folks who were looking for a Minecraft that wasn't afraid of them even in Diamond Armor
Allowing for Large, Comprehensive, and Aesthetically pleasing builds
Rewarding Exploration of both World and Game
I was inspired by a few Modpacks that exist out there today, including Hubris, There Will be Blood, and Simplicity. The Truth is that I really liked these modpacks, but each of them had their own elements that really didn't fit with my play style. Hubris world was almost Too harsh, There Will Be Blood's progressions system broke so much from traditional Minecraft that it was difficult to get settled into, and Simplicity was fun and had at it's core what I wanted but lacked certain touches that I felt made the world harsh enough.

The objective of the Mod pack is to make the world Harsh and Unforgiving but at the same time still allowing the player to build magnificent structures that show they really can and did tame the world. Exploration should be rewarded with more then simply finding more of an item you can already craft, it should be unique things that don't make the game impossible without, but do make it easier.

And Finally I didn't wish to break Minecraft's simple formula too much. Iguana Tweaks and Tinker's construct, these mods are fine on their own right, but I feel that they take away from the heart of Minecraft, they make it so that someone who knows vanilla but doesn't know the modded world would be so horribly at a loss they wouldn't know where to start. I wanted to make it possible for a Vanilla minecraft player to feel like they could get started without Feeling completely at a loss.

Modlist
AppleCore by squeek502
Arcane Engineering 
Aroma1997Core by Aroma1997
Artifacts by Draco18s, TmTavir
AtomicStryker's BattleTowers by AtomicStryker
Automagy by Tuhljin - Granted
Baubles by Azanor
BiblioCraft by Nuchaz
Botania by Vazkii
Carpenter's Blocks by Mineshopper
Chisel tterrag, Drullkus, minecreatr
CodeChickenCore by Chickenbones
CodeChickenLib by Chickenbones
CoroUtil by Corosauce
Dark Menagerie by RWTema
Deadly World by FatherToast
DenseOres by RWTema
Dr. Cyano's Lootable Bodies by Dr Cyano
DragonAPI by Reika - Granted
Dungeon Mobs by GnomeWorks
DungeonPack by Stuuupiiid
Ender Zoo by CrazyPants
Enhanced Inventories by ANIMENIAC7
Ex Astris by LoveHoly
Ex Nihilo by Erasmus_Crowley
Falling Meteors Mod by AlexDGr8r
FastCraft by Player - Granted
Forbidden Magic by SpitefulFox
Forge Multipart by Chickenbones
Growthcraft Community Edition 
Hardcore Questoing Mode by Vswe, Lorddusk, NewcastleGeek
HarvestCraft by MatrexsVigil, Rhodox
Hardcore Ender Expansion by Chylex
Hunger Overhaul by iguana_man
Immersive Engineering by BluSunrize
INpure Core by denoflionsx
Inventory Tweaks by Kobata
Journey Map - techbrew 
Lava Monsters by FatherToast
Localized Weather & Stormfronts by Corosauce
Lycanite's Mobs by Lycanite
Malisis Core by Ordinastie
Malisis Doors by Ordinastie
MineTweaker by StanH
Mob Properties by FatherToast
Mod Tweaker 2 by Jaredlll08
Natrua by mDiyo, Slime Knights
NEI Addons by bdew
NEI Integration by Tonius
Not Enough Items by Chickenbones
OpenEye by Mikeemoo, boq
Primitive Mobs by Daveyx0
Railcraft by CovertJaguar
Random Things by Lumien
Roguelike Dungeons by Greymerk
RotaryCraft by Reika - Granted
Ruins by AtomicStryker
Special Mobs by FatherToast
Storage Drawers by Jaquadro 
Thaumcraft by Azanor
Thaumcraft NEI Plugin by DjGiannuzz
Thaumcraft Node Tracker by Dyonovan
Thaumic Horizons by TheKentington
The Spice of Life by squeek502
Trophy Slots by Lomeli12
Waila by ProfMobius
Waila Harvestability by squeek502
Witchery by Emoniph - Granted
Zombie Awareness by Corosauce

Changelog
Version 0.1.8 
Forge Update
 - Updated Forge to Version 1558 (Was 1448) 
Mods Added 
 - Railcraft 
 - Unqiue Arifacts 
Mods Updated 
 - Updated Botania ( was 1.7r - .235 Now 1.7r-.242) 
 - Updated Walia Harvastability (Was 1.1.3 Now 1.1.5 ) 
 - Updated Automagy (Was 1.7.10 .26 now .27 ) 
 - Updated Ex Nihilo (Was 1.38.48 now 1.38.49) 
 - Updated HQM (Was 4.3.3 now 4.4.2 ) 
 - Updated Storage Drawers (Was 1.6.2 Now 1.6.3) 
 - Updated Special Mobs (Was 3.2.0 Now 3.2.1) 
 - Updated Malis Doors (Was 1.9 now 1.12) 
 - Updated Journey Map (Was 5.1.0 now 5.1.1) 
 - Updated Immersive Engineering (Was 0.6.1 Now 0.6.4) 
Config Updates
 - Festive and Rocket Creepers now spawn far less often (or they should) 
 - Disabled Copper Coke Oven (Railcraft) As IE Already has one 
 - Disabled Ore Gen for Copper / Iron / Gold / Lead in Railcraft 
 - Turned off the Copper / Lead Blocks in Railcraft to prevent overlap 
 - Turned off Blast Furnace (Railcraft) As IE Already has one 
 - Turned off Creosote Oil (Railcraft) Buckets and Bottles (To prevent overlap)  
 - added Dense Ore config for Railcraft ores 
 - Put additional Distance between battletowers 
 - Decreased overall spawn rate of general dungeons 
 - Decreased spawn rate of Wizard Towers  
 - Removed Floater.tml from possible spawn configurations
 - Added some optional Nether structure .tml files 
 - Turned off Zombie Awareness Sound (Also turned off on SMP Server) because it was causing a bug when mixed with Battletower golems
 - Decreased the total number of hearts you could find in a chest and lowered their overall spawn rate 
 - Lowered Hunger Loss Rate from 133% to 110% 
 - You no longer are lose hunger for being afk. 
 - Increased time between Lycanites Mobs event by a factor of 4 
 - Added a terrible looking image for HQM 
Script Updates 
 - Created Garlic.zs (To bring Pam's Harvestcraft / Withcery garlic into line ) 
Quest 
 - Chapter 1: The Path To Knowledge - Rule 74 changed from crafting quest to detection quest 
 - Chapter 1: Stoking the Fires / Light Em Up Switched places 
 - Chapter 1: You're boned - Added some quest descriptions that were missing 
 - Agriculture: Starting quest now tied to "Putting Bread on the Table" Not the Path to Knowledge 
 - Decoration: Starting quest now tied to "Sandy Shores"
 - Decoration: Take it for Granite - Now properly recognizes both Botania and Chilsel varieties of the rocks 
 - Decoration: Paint me like one of your - Now has a reward 
 - Decoration: On Display - Now has a reward for completing the quest 
 - Chapter 2: We're taping - Now has a reward for completing the quest
 - Chapter 2: Hunting Games - Now has a reward for completing the quest
 - Chapter 2: New quest Shard Belief following Thaumaturgy
 - 2 New chapters for book (Botanical Relevance/Immersed in Engineering) Adding over 70+ New quest 

Version 0.1.7 (Pruning Update) 
Mods Removed 
 - Removed Pneumaticraft (This may cause the need for a Map Reset) 
 - Removed In Game Wiki 
 - Removed Iron Chest
 - Removed JABBA 
 - Removed Twighlight Forest 
 - Removed Antique Atlas
Mods Added 
 - Added  Arcane Engineering 
 - Added Storage Drawers
 - Added Journey Map
 - Added Growthcraft 
 - Added Natura
 - Added Hardcore Ender Expansion 
 - Added HQM 
 - Added Modtweaker2
Mods Updated  
 - Updated Botania (Was 1.7-228 now r 1.7-235)
 - Updated Immersive Engineering (Was 0.60 now 0.61) 
Config Updates  
 - Updated food.zs to remove twighlight forest references 
 - Fixed a bug that /may/ have been causing Battletower Golems not to drop a heart canister 
 - Turned Off In Natura Cotton, Barley and Clouds 
 - Set Recipie Crash for HEE to false 
 - Turned off Growthcraft Bees / Hid Bee Related Recipies
 - Turned off Berry Garden 
 - Set Candleberrys to be a possible drop from grass 
 - Removed Rice / Grape Seed Recipie 
 - Hid Growthcraft Fishtrap and removed it's recipie 
 - Reduced Dirt Slime Spawn Chance, also buffed the Small and Medium Slimes 
 - Placed Cap on Gorgomite Spawn at 3 (Was 20) 
 - Disabled Lycanite Mob Mounting 
 - Disabled Hungry Spider Spawning from Special mobs until That bug can be isolated (Emergency update was perfromed on test SMP Server ) 
 - Removed Glowstone Dust from Sieve, Removed Redstone -> Glowstone In Botania (You're going to have to go the nether for this one) 
 - Fixed Server Library bug 
 - Fixed compatability between Botania and Chisel Ganite / Diorite / Andersite blocks 
 - Enabled Corpse Decay but only when empty, set for 10 Minutes 
 - Decreased the chance a blood moon would happen (was 5% now .1% Chance) 
 - removed apple sapling recipie and hid from NEI 
 - Updated to add Glowstone to Soul Sand 
 - Decreased cinder area limit to 1 (Was 3) 
 - Chicken's reminded that sometimes they lay eggs (Time Delay was 4 now 3)  
Questing
 - Added 4 New Chapters to the HQM book with 150+ Quest 

Version 0.1.6 
 - added Silex as a fish 
 - Changed Chisel 2 to Chisel in light of some forking going on. 
 - Decreased the Area limit on Silex 
 - Removed Lapis as a drop from Silex
 - Reduced Hoe Damage Modifier 
 - Allowed Stone / Wooden Hoe Recipies 
 - Added Malis Doors 
 - Adjusted Market Price in Harvestcraft for Seeds and Saplings (was 1 Now 10 Emeralds) 
 - Removed Market to sell Animals 
 - Downgraded Forge version to stable release (1448) 
 - Updated Readme 
 - Updated Immersive Engineering to 0.6 (Was 0.54) 

Version 0.1.5 
 - Disabled Blaze Rod / Ender Pearl Barrel Recipies / Soul Sand Recipies 
 - Decreased drop rate from using a Sieve by a factor of 2 (May adjust in the future) 
 - Turned off Diamond Recipie in Pressure chamber 
 - Updated Botania ( Was r1.7-226 now r1.7-228 ) 
 - Updated Bibliocraft ( Was 1.11.12 now 1.11.13 ) 
 - Added Dr. Cyano's Lootable Bodies
 - Adjusted Silverfish Vein Spawning rate (was 10 now 2 ) 
 - Added Antique Atlas, I thought I had but apparently I hadn't. 
 - Fixed the images so that now they are PNG's

Version 0.1.4
 - Changed Spawn Rate of some dungeons in DungeonPack (More simple dungeons FAR LESS boss dungeons
 - Added Rotarycraft (With Permission) & Readme.txt 
 - Changed ID for Rotarycraft Freezing Potion 
 - Decreased Ruins Spawning rate
 - Incraesed chance of Heart spawning in Dungeon quest 
 - Added Mob Properties
 - Set drop rate for Heart Canister from Battle Tower Golems to 100% 
 - Fixed properties for Dense Ores for Immersive Engineering 

Version 0.1.3 
- Added Difficult Life
- Added Aroma Backup 
- Added Open Eye 
- Tweaked Difficult life so that The difficutly doesn't just slowly amp up over time. Changed around some of the ways that hearts work
- Disabled the first 3 achievements in Minecraft unlocking a slot for Trophy Slots 
- Still cleaning up the Configurations folder 

Version 0.1.2 
- Removed Open Blocks / Open Mods in light of Pneumaticraft covering basically anything that Open Blocks did
- Added Mod: Immersive Engineering, combined with Pneumaticraft I feel it meets my technical requirements
- Added Random things 
- Removed Warp Books, with the Random things bridge seeming more... balanced. 
- Removed Fast Leaf Decay in light of Random Things Presence 
- Added In Game Wiki Mod 
- Removed Plastic Plants after I read they were dumped in favor of oil 
- Cleaned up config folder, configs from mods I was testing were laying around in there
- Added terrible images 

Version 0.1.1 
- Removed MeteorCraft (Permissions issues / Not comprehensive enough for requirements of mod) 
- Added falling Meteors 
- Removed Blood Magic
- Reduced Spawn Rate of Ender Zoo Creepers 
- Added Falling Meteors Ice Cream to Dairy cateogry 
- Submitted to Feed the Beast including all proper Non Open Mod Permissions notifications 
- Adjusted Meteor Spawn Rate just a bit (Less Meteors) 
- Removed EnderIO For the Time Being 
- Removed Extra Utilities 
- Removed Simple Auto Run 

Version 0.1.0
- Changed Spawn Rate for Roguelike Dungeons (Decreased Number of Spawns / Chunk ) 
- Changed Battletower Spawn Rate (Decreased number of Spawns overall ) 
- Lowered Lycanite Mobs Overall Spawn rate across the board
- Lowered Lava monster spawn rate, set them to only spawn at ~15 or less
- Increased Lava Monster HP 
- Decreased Spice of Life food cycle to 5
- Changed Hunger Overhaul Breeding / Growth Multipliers (Dropped from 4x multiplier to 2 for both) 
- Removed "Startup" book for Open Blocks 
- Added Spice of Life Groups based on Undead Zeratul's There will be Blood
- Changed Pneumaticraft config to add the plants it's supposed to grow back

FAQ
Where Is...? 
Blood Magic - I actually added blood magic initially but pulled it from later releases for multiple reasons. The most obvious is that while Witchery, Thaumcraft, and others have a very internalized progression system. Blood Magic's ultimately revolves around it's most central aspect, the blood alter. What it added to the game was more grindy (To me) then thought provoking. Beyond that There were already 3 very competent Magic mods on the list and I felt the addition of a 4th would be overkill
AE2 - In Truth? I don't feel it really fits with the spirit of to the mod. It has it's own internalized complexity sure, but much like Tinker's construct (which I am about to get into) I feel it takes an element of Minecraft and devalues it (storage and crafting) to the point where it is no longer really the same game. Sure Botania's little ring hud does similar, but I feel as if AE2 takes an element of play and lessens it. (it was considered though I promise)
Tinkers Construct - I like Ticon, I think it's a perfectly good mod... just not for what I'm looking for. I felt that TiCon not only makes the Vanilla Tools Obsolete, but it also makes obsolete the other tools offered by other mods. It completely strips any other mod of their tools because frankly they just won't ever be better. And the primary way to balance it (Iguana Tweaks) makes the game even more unfriendly to new players
Ender IO - Aestetically and thematically I just wasn't a fan, nothing against Ender IO, it just wasn't the right mod to feel tine "Industrial side" of the pack
CoFH - I thought about this one for a long time, and ultimately I decided the the COFH family of mods just wasn't the right fit. The Progressions wasn't right and It just didn't fit with the Steam Punk feel that i was trying to achieve.
What is ____ doing here? 
Trophy Slots - This one I'm still on the Fence about and I'd like to see how it plays out in Testing. Ultimately I think it could be a very interesting mod for early game, forcing the player to think about their inventory and storage solutions, what is really important on them in those adventures. If it proves to just be an absolute thorn in my side and the players side then we'll drop or tweak it, but for right now I find it interesting
Ex Nihilo - What's a Skyblock mod doing in an adventure game you ask? Welll... at it's core I wanted this to really be an options mod. To give the player a choice about how they wanted to move forward with their resource gathering. I'd like to keep it, even if we need to make some changes to help balance it so it's not the /optimal/ source of resources, I want to make sure at the very least if you really just aren't feeling like caving that you do have an option
Will you add ____ ? 
Ultimately this all depends on how good an argument can be made for it to join the pack, that it fits not only the theme, but the intended vision of game play. For instance I'm keeping a close eye on Mariculture because I feel like that could fit the theme and be interesting, but It's one of those things that I'm going to have to test out and feel out where it fits in. There's also things that may still be removed, Maybe Pneumaticraft just feels to different, or perhaps 3 Magic mods is to many, maybe no one actually wants to go to the twilight forest. At this stage I think this is important to sort through

Development Stages
Alpha
These initial builds are basically going to be figuring out /which/ mods I want to move forward with, which really exemplify the theme of the pack the best, helping sort out which ones feel good, and which ones don't. There could be many world resets during these stages as we try to get a handle on the world Generation (What kind of Ores are going to make to the final cut, etc). Think of this as Engine Development

Beta 
Once we've settled on the mods, I'd like to begin to do bug testing and more cross mod integration. At this stage I'd like to add HQM so that we can begin creating not only a lore but also a structure to help the player progress, a guide to let them know exactly what it is, tools wise, that they have at their disposal. Initial balancing tweaks as well in terms of health / etc. All that fun stuff

RC 
Settled on Mods this would be purely balancing trying to get things right, making sure the game feels right at every stage, from the very first time you log into the world, until you are standing upon a monument to your own arrogance

Release 
This will ultimately be mod updates, and keeping things in check

Redistribution of any mods or the modpack as a whole without the express permission of modpack and mod authors is prohibted Rehosting of the Modpack (or individual mods) is also prohibited. Mods are created by their respective owners.


