Yeah, one of the only games I've 100%ed, the achievements are deliberately set up so that you can get most of them organically by the time you get to the true ending. The rarest achievement on Steam has like a 6% obtainment rate, which is a lot.
The real juice of modded minecraft is in the modpacks - curated sets of mods that were configured to work well with each other, frequently with some custom recipes added by the pack developer, and sometimes some kind of a quest line to guide you through the pack and provide a more structured experience. There are many different types of modpacks - kitchen sinks (large collections of mods, frequently without a lot of balance tweaks or changes, for a more sandbox experience), questing packs (with the aforementioned quest books to guide you through the mods), vanilla+ packs that intend to expand on the vanilla minecraft experience and not change the gameplay loop significantly, packs focused exclusively on magic or technology mods (or both), expert packs (questing packs with heavily reworked recipes, where you need to build elaborate machines and automate stuff Factorio-style)...
I'm not up to date with the modpack scene, so can't really make you a definitive list - back on reddit (sigh) there is a r/feedthebeast community that specializes in modded play.
That said:
- FTB Academy seems to be a pack specifically meant to teach the basics of modded play.
- Project Ozone 3 comes up quite often as a pack with a good quest book that guides you through everything.
- Cottage Witch is what I'm currently starting, it's (so far) a chill magic vanilla+ pack. New creatures, new plants, some new mechanics, tons of new decorations for building.
- Peace of Mind is an older pack made specifically for playing on Peaceful, if mobs are stressing you out. It's got a good questbook too.
- and if you want to jump straight into the deep end... Enigmatica 2 (or 6) Expert, Gregtech New Horizons. Expert packs in which you need to automate everything to progress. Gregtech in particular is infamous for its complexity, difficulty, and length, but if you enjoy solving hard problems it might be for you.
You'll also need a launcher to install these packs - FTB have their own if you want FTB Academy, otherwise there are some options such as Curseforge (do not recommend, eats resources just by existing), Prism (seems to come up a lot as a recommendation), or GDLauncher (what I'm using).
All of these are classic roguelikes, a genre of games which frequently aren't much to look at. The tradeoff for the looks is that they offer vast depth and complexity... and (usually) permadeath and a learning curve that's more of a cliff. I recommend watching some yt videos about any roguelike you want to learn more about, just so a fan can explain the appeal and show off all the basics.
That said:
Caves of Qud - actually one of the prettier classic roguelikes, if you can belive it. You're a traveller in a strange and unique world of vast salt deserts, jungles, and the titular caves. There is a ton of flavorful, semi-randomly generated history (especially the ever-important tales of the sultans) and cultures, so every run feels different. There is technically a main plot, but you can just ignore it and go exploring - it's a sandbox experience. The best parts, to me, are the aforementioned flavour, the tactical combat (that can get incredibly chaotic, with screen-warping effects going off every turn), the build diversity, and delving too greedily and too deeply into the caves.
Cogmind - haven't played this one, but it's on a list. You're a robot. You're building yourself from parts as you go, fighting other robots and stealing their parts.
CDDA - one of my faves, but definitely not something I'd recommend as an intro to this genre. You're a survivor in a zombie apocalypse. Go do things and don't get bitten. It's a sandbox - survive as long as you can, achieve a self-set goal. The distinguishing feature of CDDA is how realistic it tries to be - crafting is very complex, you need to track your thirst, nutrition, and sleep, you can easily get sick or get your arm broken, the zombies can track you by sight, noise, and lingering scent... My favourite part is surviving long enough to build elaborate apocalypse death mobiles, Mad Max style.
I'll be a contrarian and throw in my vote for the second game - it's rushed and flawed and the asset reuse is blatant to the point of being legendary, but the setting and story are the best and most original of these 3 games. Just being a hero of one single city instead of the entire world is surprisingly refreshing.
In general I'd say that 1 has the best combat/tone, 2 has the best setting/story, 3 has the best characters. I've heard that 3 can be quite enjoyable if you pretty much only do the main story and companion quests - but I wouldn't know, I'm one of the poor fools who got stuck in the Hinterlands, and that mistake + the very underwhelming main story sapped my will to continue playing.
Nothing quite like Hardspace: Shipbreaker, but farming games/life sims often fill this niche for me. The classic one to recommend is Stardew Valley, I also really like Graveyard Keeper, Slime Rancher and Fantasy Life (3ds, works well on emulators).
ARPGs (Diablo style, so kill stuff to get loot to get your numbers up to kill bigger stuff) can be nice zone out games too, I recommend Grim Dawn (going to get an expansion soon, quite complex), recently released Last Epoch (very enjoyable, but might want to hold off for a while if you want to play online - the servers are a mess right now), and Chronicon (most casual of these three, very cheap, colorful explosions across the screens).
Other games I've tagged as "Space Maintenance" : Planet Crafter (pretty chill number go up/building kind of game where you're slowly making a planet livable), Deep Sixed (short roguelike, try to keep a ship together enough to get through the game, very hectic and no progression between runs so may not be what you're looking for), Delta V Rings of Saturn (top down space mining).
All of them, honestly.
The Crucible is the weakest - it's just an arena mode, but it's got a lot of utility for speed leveling new characters + some QoL for existing ones.
Ashes of Malmouth is the direct continuation of the base game's story, adds Necromancer and Inquisitor which are both very well-loved masteries, and you need it for Forgotten Gods anyway. The zones are a bit meh - great overall mood but you spend a lot of time in cramped corridors.
Forgotten Gods adds Oathkeeper (very fun) and tons of huge new zones with a refreshingly different vibe to the rest of the game. And you can go to this expansion's zones from the start! (Except that you probably shouldn't on your first playthrough, you'd get destroyed and you probably want to focus on the main story anyway.)
I'd wait for a sale and get them all if you like this genre, or just base game + AoM if you just want to give it a shot (and technically you could hold off on AoM until you're close to the end of the campaign).
Something kind of adjacent to this happens in Octavia Butler's Xenogenesis series. Aliens come over to fix the Earth and humanity, but decide that human nature is part of the problem, and set out to modify it. It's a really interesting read.
Just finished Lies of P. My hands are still shaking from fighting the final boss, that one was a nightmare, took me 3 hours of attempts.
spoiler
(yes, the true final boss)
I've finally decided to give Cyberpunk 2077 a shot, deciding that it has had enough time in the oven, and... yup. I'm happy to have waited all these years to play something that's a finished product, runs well, looks beautiful and is engaging and fun to play. Honestly I spend half of my time in this game just walking around the city - it's the first city in a game that feels realistic, with all the street markets, food stalls, drunk people wandering the streets at 4 am...
BG3 was overall the best game I've played this year though.
I would like Persona 5 Royal, never really had a chance to get into this series but I've heard good things!
Maybe Palimpsest by Catherynne M. Valente? Her Orphan's Tales have some interesting cities too, but that's a bit of a stretch.
Again, not just one city, but take a look at Invisible Cities by Italo Calvino - it was a direct inspiration for Fallen London.
China Miéville might be worth checking out - go for either the City and the City or for Perdido Street Station.
My favourite tactic is based around Hunger of Hadar, a Warlock spell that creates a zone that a) deals damage to everything in it at the start and end of its turn; b) is difficult terrain (aka slows everything down); c) blinds everything in it; d) best of all, has no save. Plonk it down in the middle of the enemy team, use another control spell to slow everyone inside even more, use shove/repelling blast/whatever to push anything that's made its way to the edge back to the middle. Wait for everything to die, rinse & repeat.
But the greatest cheese in the game must be casting darkness (or shooting arrow of darkness) on your own party. As long as you're inside the cloud you are basically untargettable by spells and ranged attacks - and the enemies don't seem to be smart ebough to be throwing Fireballs on just any weird clouds they see. On your turn you just need to step out, cast/shoot, step back in. The only way they can get you is if they come inside the cloud with you (aka in range of whoever is on blender duty, Lae'zel or Karlach like this posting a lot), and the AI gets a bit confused when it can't see you so it's not a sure bet that they'll even try. It's a thing of beauty.
It is fun, but buggy + doesn't have great performance in some areas. I've recently played it for a bit on 1.1 patch drop, and lasted for about 6 hours until I hit a brick wall of a progression blocking bug. There was a decently large thread about it on the forum, no dev response, no fix in the next 3 hotfixes, so I stopped playing. Might come back for 1.3 or something.