u/Keyboard_Lord
I’m Sorry I Nuked Your World Back to the Stone Age, but Createch 2 Finally Knows What It Is
For the last several months, I have been making modpacks quickly, mostly to learn new systems, test ideas, and build experiences for other people.
Createch 2 is where all of those experiments finally came together.
Every project left behind something worth keeping: TerraFirmaCraft survival, visible Create factories, long industrial progression, trains and remote outposts, dangerous exploration, magic that feels discovered, spaceflight, and endgame projects that feel larger than another line of machines.
Instead of turning those ideas into yet another separate pack, they were combined into one world.
Createch 2 now begins with survival and primitive metallurgy, then grows into mechanical workshops, rail-fed industry, oil and steel production, electrical grids, chemical plants, nuclear engineering, space programs, Stargates, and eventually civilization-scale megastructures.
The goal is not to throw hundreds of mods together and call it progression. Each major system is being given a role, and every age is meant to feel like a natural expansion of what came before it.
Getting there was messy.
The pack changed aggressively while its identity was still being figured out. Recipes moved, world generation changed, progression was rebuilt, and some existing worlds were affected along the way. Some players lost time or had worlds damaged because of those decisions, and I am genuinely sorry for that.
That phase is over.
Createch 2 has finally become the pack all of those earlier projects were unknowingly building toward, and future development is being handled with a forever-world mentality.
Updates should expand an existing world instead of making it disposable. New industries should connect to old infrastructure. New dimensions should give railways, factories, power systems, and logistics networks somewhere new to reach. Early workshops should become landmarks instead of things that need to be erased.
The first shelter should still exist when the player reaches space. Old rail lines and abandoned outposts should remain as evidence of earlier ages. The world should be able to grow for hundreds of hours without losing the history that made it worth continuing.
Createch 2 is no longer trying to become something.
It finally knows what it is.
I built a NeoForge 26.1.2 pack around making dimensions matter
Just released Mythic Horizons 2 and I'm looking for feedback from RPG and kitchen-sink modpack players.
The idea behind the pack is pretty simple:
Explore → Loot → Level → Build → Automate → Ascend
Mythic Horizons 2 is a fantasy-tech RPG adventure built around five major dimensions:
- Overworld
- Nether
- Aether II
- Tropicraft
- End
I've been trying to create a progression system where exploring new dimensions actually matters instead of everything eventually turning into an Overworld resource farm.
Some of the major features:
- Massive fantasy world generation with Terralith
- Aether II and Tropicraft integrated into progression
- Apotheosis, Zenith, Artifacts, Reliquary, and Silent Gear RPG systems
- Just Dire Things as the core magical-science technology path
- Ender IO, automation, bees, and resource crops tied more closely to dimensional progression
- ATM metals serving as the final mastery tier
- Hexxit-inspired loot focused on parts, blueprints, materials, and upgrades instead of handing out completed endgame gear
The goal is to combine the freedom of packs like ATM and Direwolf20 with a stronger sense of adventure, exploration, and character progression.
The pack is still in its first week after release, so I'm especially interested in feedback on:
- Progression pacing
- RPG systems
- Exploration rewards
- Performance
- First-time player experience
CurseForge:
https://www.curseforge.com/minecraft/modpacks/mythic-horizons-2
If you try it out, let me know what works and what doesn't. I'm actively polishing and balancing the pack.
Yes, another Create/Mekanism pack — but I’m trying to make the world matter again
I know there are already a million Create packs, and a lot of them also have Mekanism.
This one is different.
But the thing I’m trying to do uniquely with Createch 2 is make the world actually matter for longer than the first couple hours.
I miss when modded Minecraft worlds had a little more “journey” to them. Not in a hardcore/expert-pack way, but in the sense that you had to actually go places, set up outposts, build ugly early infrastructure, and slowly turn the world into something industrial.
That’s basically the whole idea of the pack.
You start pretty grounded. Small base, early Create stuff, mechanical power, belts, farms, basic automation. Then it slowly builds toward bigger factories, Mekanism, oil, rail lines, programmable factory control, and eventually airship logistics.
The part I care about most is the middle.
I don’t want the player to immediately skip the map with flight or teleporting. I want finding rubber, oil, structures, or certain biomes to feel like an actual trip. Maybe you build a rail line out there. Maybe you make a small outpost. Maybe that spot becomes part of the world instead of just a waypoint you never think about again.
There’s no questbook right now. I might regret that later, but for now I want JEI, Jade, Ponders, and the actual progression to carry the pack. I don’t really want it to feel like homework.
It’s not meant to be an expert pack. It’s not meant to be painful. It’s more like a cozy industrial pack where convenience exists, but usually has some kind of cost behind it.
The rough vibe is:
starter homestead
to Create workshop
to belt factory
to powered industry
to rail outposts
to Mekanism backend
to airship logistics
It’s still being polished, but it is up on CurseForge now if anyone wants to try it or tell me what feels off:
https://www.curseforge.com/minecraft/modpacks/createch-2
Mostly I’m looking for feedback from people who like Create, Mekanism, old Tekkit-ish progression, rail logistics, and modpacks where the world slowly turns into a place with history.