Create-Prepare-to-Dye

⚙️ Create : Prepare to Dye

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⚙️ Create : Prepare to Dye is an opinionated new take on automation based gameplay

Intro

As the head of a crumbling, inherited, capitalistic space company, you are forced to use the last card you have left, the rights to a small, dead, irradiated planet called Chroma Prime.

Chroma Prime is mostly depleted in resources, but it is all you have left. You must take the planet, and sell as much as possible back to the hungry society of the “United SPACE consumer union plus plus” in order to reestablish your company as the “top shelf”, “high volume production”, “safe importer/exporter” “wheelchair accessible” winner it once was. You will need to build factories and trade routes, create lasting relationships, compete with rivals and back-stab your way to the top.

Things did start off on the wrong hoof though, as you crash land on the barren planet, your milk powered spaceship is destroyed as you and Betsy are left to pick up the scraps and build your empire from sand and… milk?.

About the project

Concept

Complex and unique automation Using Create, botania, quark and supplementries to set the style of automation we want. We deconstruct and construct **very intricately built and balanced processing lines.** We heavily focus on the concept of **difficult automation, cheap devices**. You will iterate and design your solutions and each one will take you to new places and areas of problem solving and logistics. --- we add/alter many processing lines (over 1300 recipe changes and additions) that focus on the core gameplay loop of the pack, and are designed to be interesting and fun to automate. They are not arbitrary or random, they are finely tuned specifically for this experience.
Radical simplification No clutter. Every item and block has ~~a reason~~ at least a few reasons to be in the game. Otherwise it gets yeeted. And many things do indeed get yeeted, including from vanilla. Did anyone say nether? Never heard of it. To clarify, a reason is not "it's fun" there are many fun things you won't find in this modpack that are available somewhere else. A reason is "it's fun and it fits the core gameplay loop of the pack".
Remove tiers * all other recipes have a place in any stage of the game. For example the grindstones from Create are not a flat upgrade over the millstone, the millstone produces a lot of a single product, while the grindstones produce multiple products, but at a lower quantity. Every recipe will have advantages and disadvantages, and depending on your existing processing lines it might make sense to use different ones.
Low amount of tasks that aren't "making cool stuff" **We do everything within our power to prevent the possibility of optimizing the fun out of this game.** Specifically with regard to our core gameplay loop. If you are not automating, making and building cool stuff, we assume we have done something wrong, and we sprint to fix it.
Heavily Documented, in game You item and recipe index is a core gameplay element. Imagine playing Botania without needing to open a book or a wiki. See [botania-debookified](https://github.com/Yarden-zamir/Create-Prepare-to-Dye/blob/main/kubejs/client_scripts/tooltips/botaniaDebookified.js) for technical details.
A new take on progression Progression and "tiers" in this modpack are not done with more and more expansive machines and devices. **You are not leveling up your machines, you are leveling up your production.** Your early game white plate production will tie well into your late game, like most of the processes in this pack. As the game progresses the scale and the complexity of your lines will grow. You upgrade processes, not machines.
Customization and Modularity We have a clear gameplay loop we try to enforce, but if there is something that doesn't fit, you should be able to change it easily. Our script base uses a feature based aproach, where you can enable and disable features of the pack, and even add your own using our recipe managers.

Join us on Discord
Play now on Modrinth

Roadmap

| Goal | Estimated Progress | Description | Priority | Alpha Ready | |————————————–|:———————————–|———————-|———:|————-| | Core Mod List | | The mods that help construct the core gameplay loop| Critical | ✔ | | Core Gameplay loop | | The basic elements that repeats and evolve as the game loops| Critical | ✔ | | Loop Entry Point / Game Start and End| | A goal for the player to push them into the game and give them a reason to enter the core gameplay loop| High | | | Documentation | | The player can figure out easily what every game element does and how fast, and without tabbing out of the game or reading a lot of text. Books should be optional if added value | High | | | Script base | | The scripting tools and libraries needed to develop and modify the pack efficiently are implemented| Critical | ✔ | | Modularity | | All core aspects of the pack are configurable| Standard | | | Performance | | The pack starts up fast and can run on low end pcs well even through the end game| Low | ✔ | | Trading System | | The system responsible for making intergalactic trades| Critical | ✔ | | Trading Implementation | | Using the system to create lines of trades from the early game up to the high volume end game | Critical | | | Community | | The pack has a community, ie Discord server or something similar that can help each other and give feedback / contribute| Low | ✔ |

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