New modpack's mod list

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New modpack's mod list

Post by grillo126 on Sat Sep 13, 2014 6:04 am

Put your suggestions here i'll try to keep the list updated (choose in this list)


  1. Hardcore Questing Mod (amazing potential for tiered progression, ingame tutorial and guided progression) link
  2. Applied Energistics 2 (runs of RF, arguably the best inventory management mod) link
  3. Better Foliage (improves tree's aspect. Needs testing. video) link
  4. BiblioCraft (usefull all around) link
  5. Not Enough Items(unavoidable. Install the extension if needed, CodeChickenCore) link
  6. Forestry(more trees, carpenter stuff, bees. currently in development for 1.7.1, so it needs testing) link
  7. Forestry addons(pick your poison...Binnie's mods, gendustry, magic bees, NEI addon)
  8. Botania(not sure about this one : magic pack about flowers, mana and stuff) link
  9. Dynmap(nice to have) link
  10. EnderIO(crazy good compact piping, compatible AE2) link
  11. Enhanced portals( arguably the best portal mod ) link
  12. Extra utilities( extra awersome for many things) link
  13. Chisel(very good textures)
  14. Extra cells(for AE2, liquid storage and others)
  15. JABBA(for early game inventory management)
  16. Waila, OPIS(what am i looking at, + addons)
  17. The spice of life(difficulty mod about diminishing returns of food) link
  18. Hunger overhaul(difficulty mod about food)
  19. HarvestCraft(difficulty mod about food)
  20. MAtmos (add ambient sounds, see video in spoiler)
    video:
  21. No Cubes (not sure about this one, see video in spoiler)
    video:
  22. Thermal expansion, CoFH Core (basic machines)
  23. Big Rectors (more power gen)
    Big reactors build powering 4 laser drills:
  24. Forge (necessary i think ?)
  25. Infernal mobs (difficulty mod)
  26. Natura and tinker's contruct, with ignana tweaks or not, Tinker's steelworks (everyone love them)
  27. Journey map (dynmap but ingame)
  28. Minefactory Reloaded (tree farm right? plus laser drills to sink RF into)


Grillo's special : Reika's mods link
I LOVE those mods. Really. The modder is constantly improving them...Just check it out
RotaryCraft/ReactorCraft :
The learning curve is pretty steep, but the reward is SO worth it. All the machines scales with the amount of power you feed them.
It goes from lights to excavators, turrets (seek and destroy mobs  affraid ), forcefields, crop farming devices, spawner controlers, to huge multiblocks structures.
It's goal is to be relatively realistic and includes heat management (things can explode, melt and fail). Nuclear reactors (High-Temperature Gas, Fission, Breeder...They generate nuclear waste, which gives off radiation if left alone...beware of -realistic- meltdowns ! with corium, huge radiation field...awesome isn't it ?!).
Check this Fusion reactor (the reactor generate neutrons that heats the boilers which generate steam from water, steam goes into gigantic turbines, turbines generate rotational power which is used on machines, converted to RF...):
Extreme end-game facility:

Photo gallery of the above build, with expalnations
Note that this monster generate 300x more RF power than the big reactor factory above...The resources needed are however on par with that gap : you'd need serious dedication to build that...I'd say you're better off with nuclear/fission reactors.
Chromaticraft
Super cool magical-like mod featuring crystals based magic. Time accelerating devices, light networks, huge multi-blocks atars, scaled-down beacons with potion III effects...
check it out:

I'm not too pumped up for the other mods he made (Dye trees, void monster, meteorcraft, electricraft, geostrata...). But yes it's awersome and everything, trough I admit is not very tree-ish.


Last edited by grillo126 on Sat Sep 13, 2014 6:14 pm; edited 10 times in total

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Re: New modpack's mod list

Post by Lord_Dust_Bunny on Sat Sep 13, 2014 11:55 am

Any and all of the bee mods Razz
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Re: New modpack's mod list

Post by Mailleweaver on Sat Sep 13, 2014 6:21 pm

Here's the list of stuff that I would like. Turns out to be not quite so minimalistic as I thought.
All of them require Forge.

Lots of food and plants. Smile

--Definitely--
  • Advanced Genetics
  • Applied Energistics 2
  • BetterStorage
  • BiblioCraft
  • BiblioWoods Addons
  • Big Reactors
  • Binnie's mods
  • Biomes O' Plenty (With alot of the biomes turned off)
  • Blocks3D Mod
  • Carpenter's Blocks
  • Chisel
  • ChickenChunks (Once it's updated. Not available yet.)
  • CraftHeraldry
  • Deadly World
  • Death Counter
  • Doggy Talents Mod
  • Ender Storage
  • Ex Nihilo
  • ExtraButtons
  • Extra Utilities
  • Flatsigns
  • Forestry
  • Forestry Extras 2
  • ForgeMultipart
  • Growthcraft
  • Harvestcraft (It's not on the list we linked, but Beta builds are apparently available.)
  • Hopper Ducts
  • Hunger Overhaul
  • Iguanas Tinker Tweaks
  • Inventory Tweaks
  • IronChests
  • JABBA
  • Lantern Mod
  • Magical Crops
  • Magic Bees
  • Magic Clover
  • Modular Flower Pots
  • MrCrayfish's Furniture Mod
  • Natura
  • NEI Addons
  • Nether Eye
  • Nodal Mechanics
  • Not Enough Items
  • PneumaticCraft (Kind of techy, but I love the idea. Machines and gear powered by pneumatics (pressurized air). Elevators, anyone?)
  • PortaPortal
  • Project: Red
  • Quick Hotbar Mod
  • Railcraft
  • Ropes+
  • Simply Jetpacks
  • Slabcraft
  • Staircraft
  • Solar Flux
  • Sync
  • Thaumcraft 4
  • Thaumic Energistics
  • Thaumic Tinkerer
  • The Kitchen Mod
  • Thermal Expansion 4
  • Tinkers' Construct
  • Tinkers' Mechworks
  • Tinkers' Steelworks
  • Twilight Forest
  • Usefulfood
  • WAILA: What Am I Looking At
  • WAILA Harvestability
  • Wild Caves 3
  • Witchery
  • Zombie Awareness (More dangerous vanilla zombies and skeles, but not to the difficulty of Infernal Mobs.)
  • Zoom Mod

--Disabled-- Optional client-side mods
  • ArmorStatusHUD
  • Better Foliage
  • Damage Indicators
  • StatusEffectHUD
  • Journeymap (Could be useful for its minimap, but I've had a lot of lag from this in recent versions.)

--Maybe-- Might be too easy, breaking the usefulness or progression of other mods, or might just be unnecessary.
  • Aquaculture
  • Artifice
  • Automagy
  • BetterChests
  • Botania
  • Caveworld
  • Coolers
  • Craftable Animals
  • Dual Hotbars
  • Dynmap
  • Eggy Goodness
  • Ender Book
  • Ender IO
  • ExtraCells 2
  • Familiars
  • Fishing Nets
  • Food Plus
  • Gendustry
  • Jewelrycraft
  • Mariculture
  • Millenaire (I've always liked this mod. Hopefully it doesn't still cause lag.)
  • MineFactoryReloaded (Might be too powerful. Would be nice to use something else for a while. Maybe disable some machines?)
  • Minegicka 3
  • Multiworld (With this I could put some of our old vanilla worlds online for people to see.)
  • Natural Absorption
  • Nether Ores
  • ReactorCraft (This and the next might be too techy?)
  • RotaryCraft
  • Villager's Nose (Grow new villagers from their nose! What's not to love?)

I'm all for Infernal Mobs, but Blazin really didn't like them. That's why they didn't make this list.
I really don't know about the quest mod. I can imagine that it could take more time to set up than everything else put together.
And NoCubes looks awful to me. Could go in the disabled list, though, for people to turn on if they want it.
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Re: New modpack's mod list

Post by grillo126 on Sat Sep 13, 2014 6:55 pm

Ex nihilo is too powerfull when applied to a regular world (unless you don't want people to go explore and mine)
Advanced genetics is overpowered (infinite flymode without downside !) but could fit in the theme (we're spirits ain't we)
BetterStorage is redundant with forestry's backpacks, JABBA, IronChests and Bibliocraft's armor stands
Usefulfood redundant with harvestCraft / hunger overhaul
Staircraft/Slabcraft slabs/stairs with wood texture ? YES PLEASE
Magical crops basically bees on super-steroids. With the right setup it can output an extreme amount of everything.
maybe Infernal mobs can be configured to edit out the nasty ones ?

that's everything i can see for now, i'll dive into it later


edit : hqm does need significant work to setup, but it really gives a whole point to playing minecraft, see achievement, only much better. Eventually every pack will implement this one way or the other. I could help setting it up if needed. If you decide against it, no big deal
For minefactory reloaded, we can work without it using thaumcraft

For RotaryCraft, Reactorcraft (and Chromaticraft), they're definitely techy. But I'll be extra happy if you put them in (if you don't we won't have ANY late/middle game for tech stuff.)
Also you need Thermal Foundation too for thermal expension 4

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Re: New modpack's mod list

Post by Blazinfox555 on Sun Sep 14, 2014 12:42 pm

I will give my thoughts on the mods later today hopefully.
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Re: New modpack's mod list

Post by Mailleweaver on Sun Sep 14, 2014 3:08 pm

There were only a few things that I really wanted Exnihilo for: making clay, dirt, lava, sand, gravel, and string -- all useful stuff depending on what biome you're starting in. Sand, gravel, clay, and lava would be useful for setting up and running smelteries. I'll check into how configurable it is.

Storage redundancy is fine. Better storage also has a few neat things that others don't, like cardboard boxes. Smile

I can live without UsefulFood. I just really like having lots and lots of food options. It's fun crafting and eating a variety of things. I'll look into that Spice of Life mod.

We can do without magical crops if they're too powerful. I just thought it would be a neat idea to grow our stuff since we're trees. Smile

We can add RotaryCraft, ReactorCraft, and Chromaticraft for you, Grillo.

If you want me to do HQM, too, then don't expect to see the pack before February. Setting up the pack without it will already strain my time. But if someone wants to set up and maintain HQM themselves, I'll put it in.

And of course we'll install any prerequisite, core, or library mods that are needed to make things actually work. Wink

What do folks think about the mods on my "maybe" list? Should we add them, should we not?
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Re: New modpack's mod list

Post by Lord_Dust_Bunny on Sun Sep 14, 2014 3:49 pm

I'm fine with any mod that isn't gregtech.

With a preference towards magical stuff and bees Razz
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Re: New modpack's mod list

Post by grillo126 on Sun Sep 14, 2014 5:22 pm

--Maybe-- Might be too easy, breaking the usefulness or progression of other mods, or might just be unnecessary.
Aquaculture // It's an okay food mod. Rare drops with diamonds and all, be careful about adding too much food mods
Artifice // Seems to add a lot of redundant stuff, needs testing to filter out those. It's good otherwise
Automagy // Thaumcraft automation - I'd add this
BetterChests // redundant
Botania // magic modpack about flowers, elves and mana (Not sure about compatibility, but it's worth trying)
Caveworld // Basically a mining world. Extra utilities already add the deep dark, so it's redundant. Caveworld is much easier to access than deep dark, so it's up to you (disable one or the other).
Coolers // Auto-feeder. I'm up for it, but needs testing for compatibility with the food mods
Craftable Animals // sounds too easy (crafting spawners) but fun. Not sure about this mod
Dual Hotbars // If it works with NEI, then it's GREAT (especially for building)
Dynmap // It's nice to have, to plan for exploration and meet with others. Hard to setup, so it's really up to you. I'd say it's not really worth the effort for our small community
Eggy Goodness // Adds edible eggs and Fabergé eggs. Golden chickens and things. Again, redundant with other food mods. But it sounds nice, and adds eggs as decorative items. No real interest to me, so it's up to you.
Ender Book // Redundant with portaPortals
Ender IO // See my comment on 1rst post
ExtraCells 2 // Good to have for fluid storage, and endgame massive storage capabilities
Familiars // very cool, but way too much overpowered. Maybe tweak the recipe for the book or familiar requirements
Fishing Nets // looks overpowered as it, but since he said it's highly configurable you might be able to balance it...Not sure about this mod
Food Plus // even more food ? heh.
Gendustry // basically 1block alvearies, easier to craft and slightly less powerfull, no frames needed. Overpowered, and replace nature-friendly alvearies with RF powered machines (bleh)
Jewelrycraft // I don't like this mod, I wont use it. Up to you.
Mariculture // Really good mod, adds tons of stuff around diving, jewelry, pearls/oysters, enchants and a whole array of machines. Adds a lot of fishes, multiblocks aquariums and fish breeding with goodies. A good standalone, just need to check for compatibility.
Millenaire (I've always liked this mod. Hopefully it doesn't still cause lag.) // I like it too ! Definitely try it
MineFactoryReloaded (Might be too powerful. Would be nice to use something else for a while. Maybe disable some machines?) //The mods we currently have selected could replace most of MFR machines (except the laser drill and auto-spawner i guess). The machines are good, but most modpacks actually nerf the recipes to make them available late/mid game only. Up to you.
Minegicka 3
Multiworld (With this I could put some of our old vanilla worlds online for people to see.) // Not sure if we can use worlds from other modpacks, unless you worldEdit all the nasty blockids...Lot of work  Neutral .
Natural Absorption // actually makes the game easier...So much for the challenge right ? Up to you.
Nether Ores // Yep, I'm all for it
ReactorCraft (This and the next might be too techy?) //  Very Happy
RotaryCraft //  Very Happy
Villager's Nose (Grow new villagers from their nose! What's not to love?) //   why not Laughing



About magical crops, yep you're right it makes sense.
For all the redundant stuff, the best course of action is to get them all in the pack, test them and elect the ones to keep based on things like compatibility (havescraft/hungeroverhaul, thermal expension/mfr...), difficulty (recipe, effects), redundancy (maybe we could config out the redundant stuff ?).
Ex Nihilo and Ex aquilo are extremely configurable. If you feel a need for them, then they should be added !

For HQM, I'll look into it next week, and I'll decide if I can handle it for us

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Re: New modpack's mod list

Post by Coffeetailor on Sun Sep 14, 2014 8:52 pm

Seconding a call for all the bees. Because there are coffee bees!

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Re: New modpack's mod list

Post by Mailleweaver on Mon Sep 15, 2014 12:43 am

I've started putting some of the mods together, and so far I haven't had any apparent conflicts. There are 23 mods installed at this point. It looks like the new blockID system that was implemented in 1.7 has helped a lot.
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Re: New modpack's mod list

Post by Althing on Mon Sep 15, 2014 12:55 am

First off, I'd like to point out something.
There are only a few mods we need to fully agree on including, and pretty much those are the ones that effect everyone whether we like it or not. For example, Thaumcraft (Taint), Overworld Biome additions, new or altered mobs etc..
Other mods such as machines, magic etc.. can be ignored by anyone who wants to ignore them.
What we should keep in mind is that we are not in competition in any way.
(No unauthorized PVP, no Theft, No perks/rewards, No official challenges except tree root rules)
Don't like machines? Don't build them. Want to play something close to vanilla? Go for it!
We tend to distance ourselves from each other anyway, if 1 player comes up with a system that spits out diamonds every minute, it doesn't change your tree, home, or the way you play. It might however make life boring form them after a while, but that would be their problem/fault, not yours.
After all we don't have a useful economy, there are no rewards for being "rich". If a player has a lot of diamonds, they'll probably end up using them up in recipes that you, as a minimalist player wouldn't have bothered with, or they'll make a castle out of diamond blocks. Again, big deal, it doesn't effect you.

The kinds of mods that we should argue about (if you really must), should be the mods that:
A) Effect you against your will (New ores shouldn't count, don't want iridium? Trash it.)
B) Are known to cause unreasonable stress or lag on the server.
C) Cause unreasonable stress on Mailleweaver/anyone who takes up the fight to maintain the mod pack.


With that, I present the mods that have caught my eye so far:
Note: It's now later than expected, I'm tired and have not proofread the following.
Please forgive spelling, grammatical errors as well as mistakes in tone.

Also I haven't fully dissected the mod lists of everyone else, so there is crossovers here, as well as a lack of comments on other peoples lists.
Edit: Oh and if you included a mod that isn't on this list, it does not mean that I don't want that mod.
It just didn't fully catch my eye that's all, plus I ignored the extension mods Tinkers_blank, Thaum_blank etc.. I assume we'd add most of them with the main mod.

Spoiler:
Advanced Genetics
It looks like a lot of fun!

Applied Energistics 2
• Mid-Late game storage. Later game should be a state where life is easier.
800m rows of chests/barrels is not easier.

Archimedes' Ships
• I expect argument on this one. However I think it actually fits in with the Tree Spirit theme.
• You can move your tree heart in a graceful way. This is useful in a few ways.
- For example when Mailleweaver found a location he felt was better than what he quickly chose initially, he left his tree heart alone, and made another home. With this mod he could have packed up literally everything and moved.
I also found a new biome I wanted to move to, but didn't want to leave my tree heart behind.
- The Tree Spirit challenge requires YOU not the series of roots you've laid, to maintain contact with the Tree heart.
that means you can safely create a floating tree. This tree can be flown to spawn. Imagine a Tree Spirit Gathering where we all bring our tree hearts to dock at spawn, and then leave for home again. We can create rules requiring you to make a long root to spawn (above or below ground) before you can do this, but it would be great, and in character.
- The additional creative outlet should be interesting to see. It should be easy to transfer your heart from the portable tree to your master tree, to an alternative portable tree at will.
- Lag shouldn't be an issue, there are configurable block count limits in place, and in reality it's rare these days for more then 4-5 people to be online at once, and those players won't all be flying at the same time.
• As for being over powered, it's really not. The mod won't let you move complex blocks, or blocks with inventories.
So basically no one will be able to create a floating factory.
Engine blocks, pipes etc.. will have to be dismantled, and chests cannot be moved either.
The inventory you can carry with you is just what your player can hold.
So really, the mod is for interesting travel options for you with your heart, it won't kill the server.

Backpacks! (by Brad16840)
Improved portable storage, this version makes it easier to keep special items safe when you fall into lava.
You'll appreciate it later.

Balkon's WeaponMod v1.14
No idea if this would tip the game balance in the wrong way.
But in general new weapon types could be fun. Especially if we introduce new enemies.
A sword/bow can get a bit stale.

The BigTrees Mod
Not important, terrain variations can be fun though.

Carpenter's Blocks
I'm curious if these blocks could improve tree building designs in anyway.

ChickenChunks
Chunkloaders, everyone loves them. Lets face it, a tree farm is only handy when it's running.
Without chunkloaders we'll end up having people afk near their farms all the time.
Or you'd constantly hesitate before visiting spawn with everyone else because your waiting on something to finish smelting/harvesting.

CraftHeraldry
Everyone deserves their own logo

Custom NPCs
Opens up the ability to make Spawn shops, and the new player entry points more interesting.

Hit Splat Damage Indicators
Handy for hostile and friendly mobs. For example after trying to save, or more villagers, they sometimes drop and hurt themselves.
It would be nice to know how badly. Also note that it isn't serverside, if the server rejects it, people can install it anyway.

Microblocks
More decorative and creative options.

Doggy Talents
Why wouldn't you want your dog to be useful?
Why do you think mankind domesticated canines anyway?

Dual Hotbars
Okay I'll admit it, it could be Over powered.
But YOU must admit it would be handy when your building and mining at the same time.
Between a Pick | Shovel | Axe(moving mislaid logs) | Sword | Bow | Log | Stone(Hole Filler) | Torches | Food
(My typical mining/tunnelling toolbar) you constantly have to swap items if you want to run rails at the same time, want to build a finished looking tunnel or decide maybe having an accessible emergency water bucket would be a good idea when working around lava.

Dynamic Lights
I don't see how it could mess with gameplay too much. It would make things a bit more realistic however.

Ender Storage
Makes mining easier and facilitates trade between players.
If you think it spoils the game, don't make one Razz

Enhanced Portals 3
Looks like something fun to play with.

FlatSigns
What vanilla minecraft should have done.

Fossils and Archeology Revival Mod
Please?
Doesn't majorly effect the game unless someone actively uses the mod.
And for those that want to we can have a dinosaur for a pet.
Who didn't want a dinosaur for a pet when they were kids!

Galacticraft
It's an expensive mod to play with.
However it creates worlds with options we couldn't get in any other way.
Worlds without air!
If I remember correctly, air is gathered from trees!
You can terraform/build your colony with your tree(s) as it's lifeline!
How cool is that!? Besides space travel is also on that list of stuff that makes things fun.
(Dinosaurs, Spaceships, Robots, Time Travel)

Glenn's Gases
You wanted a challenge right?
It might be an early game pain in the neck, but the idea of accidentally setting off gas with a spark from your torch is an interesting obstacle. It might slow down our ability to grab diamonds.

Gravestone mod
I liked the graveyards it spawned in Magic farm 2, as well as the markers explaining how you died.

Greg's SG Craft
This may be one of the least Overpowered transportation options out there.
Expensive to make, needs lots of energy to run, and I don't think you can drive carts through it.
It is however convenient and cool to have a main teleportation entrance to your base that can be accessed by everyone.
Instead of 1 portal per player.
Besides I used to like the show…

Hopper Ducts
For certain machine setups I like using Hoppers.
They are steady, never try to force items into full chests (and therefore spilling items on the ground)
and when they can't move the items anymore they fill up, the machine fills up and typically turns off.
It's very neat, and polite. Even if it may take up a couple extra blocks of space compared to pipes.
It's like EU for moving items, EU being a more on demand energy that does push until things blow up..
Anyway, back to the mod. I for one wouldn't mind being able to redirect thing UP in that same polite manner.

Jabba
Barrels make storerooms saner.
If you want to return to 10 chests full of cobblestone vs 1 barrel, put up your hand!

MCTwitter
I've noticed a minor problem that could use correcting.
We all like the server, our trees/homes, and even the Spirit challenge.
But sometimes none of that is enough to entice us to login, or even stay more than a few minutes some days.
What we really wanted was to build while socializing/sharing with other players.
So this is what happens. If your in the mood to playing with others than playing by yourself, you load up MC
which can take a few minutes depending on the computer, check to see if anyone is online, and if not you move to another server, or find something else to do. The problem is that after you've decided no one is online and move on, someone else does the same 2 minutes later, or worse yet, at the same time. Which leads to a night where no one is online.
This mod could help that problem in part. If we setup the server to interact with Twitter, then offline players could tweet to inquire if anyone is online without loading up MC (especially from their mobile device!) and players in game could shoot off a quick tweet declaring they are online and playing, which can inform offline players that there is actually someone to play with.

Dynmap
Intentionally out of order. This mod sounds like it could also help the above problem.
On top of providing the means to show off our world to offline players, it allows communication from the outside in.
Probably in an even better way than tweeting.

Millenaire
I really like this mod, I've played with it before as well as the one below.

Minecraft Comes Alive
Vanilla villagers can be annoying.
This mod changes that WITHOUT destroying our ability to trade with villagers.
You might even feel bad about hurting them or letting zombies get them Smile
It'll be fun Razz

Minefactory Reloaded
It makes life easier late-game.
Feel it's too much? It's a  mod you can easily ignore.

Mine Painter
More decoration options

More Player Models 2
If we were competing at all I'd say no to this mod.
However it doesn't effect other players who don't want to use it.
It would also provide another creative outlook. Maybe tall willowy players could look more tree like.

Morpheus
When your mining deep underground your not opposed to advancing night to day. You just don't want to climb those stairs to your bed at the moment. This could help with all of that.

Multimine
I think this could really help smooth out some lag spikes when mining.

MumbleLink
Should be standard for those of us who can talk.
I should be able to now, xkea as well.

Musiccraft
I like music, and actually know how to play RL instruments by ear.
I'd be interested in playing in-game.

Mystcraft
A fun diversion, and very useful for the creation of side games so they can't effect the main world in anyway.
Not on that 1.7 list, but it has been updated for MC 1.7

Not Enough Items (NEI)
Just too handy, especially with Mod recipes

OpenComputers
More expensive than Computercraft and seems less overpowered.
Mostly I want it to help route trains/manage tracks and other machinery.

Paintball Mod
Fun for side games, even the team colours alone could be useful.
We could restrict the guns use if required.

Pet Bat
Pets are fun..
Companions to keep you from being truly alone online.

Photoreal
Fun for decoration. Plus imagine being able to have before and after shots of your builds in game.

Picture in picture
Most of the time (Mods/Admins especially) that we want to 'physically' visit each other is to see what someone is doing, the funny situation a sheep got into, what someone is building etc..
This mod lets you do all that and stay home at work.

Powerconverters
Seems handy when working with more than 1 energy system

Railcraft
The recipe changes to track is a little annoying.
But having improved transport options is fun, plus carts become really useful when you can link them together.
Not sure why vanilla couldn't do that.

Redstone Paste
Make even better redstone machines.
This could be fun Very Happy

SecretRoomsMod
Fun for mini-games, decoration and paranoid players.

SecurityCraft
Ever thought about how vulnerable your diamonds are.
They're valuable you know.

Staircraft/Slabcraft
Increased decoration/building options

Sync
I think it only seems overpowered.
It's not an efficient teleportation alternative, because your leaving your armor and inventory behind.
I seems more useful for visiting players without risking your stuff and even your experience points.
It would also be very handy for mini/side games, you can play the games without keeping track of survival and mini-game inventories etc..

Thaumcraft
One of the reasons I was looking forward to returning to Magic Farm 2.
I'm looking forward to players banding together to destroy the taint growth that would choke our trees and land.
However this is definitely a mod that can't be entirely ignored. At minimum you'd have to wait for other players to come and save your home from taint if you don't want to play with this mod.

Time-speed Mod
It might be cool to alter our servers day/night length.
Doubling it, or even having it adjust to RL seasons.

Tinkers Construct
I miss this mod..
Very handy, and no one is forced to use it unlike in other packs.

The Twilight Forest
A fun world to explore, new challenges, and new trees.

Universal Coins
Might be an interesting way to create an economy

Voxel Player
New customization options for yourself.
It's not like running around looking like Steves cousin makes you look more like a tree sprit.

Zombie Awareness
Sounds tougher Very Happy


Last edited by Althing on Mon Sep 15, 2014 12:59 am; edited 1 time in total
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Re: New modpack's mod list

Post by Althing on Mon Sep 15, 2014 12:57 am

Mailleweaver wrote:I've started putting some of the mods together, and so far I haven't had any apparent conflicts. There are 23 mods installed at this point. It looks like the new blockID system that was implemented in 1.7 has helped a lot.

Wow that sounds really promising!
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Re: New modpack's mod list

Post by grillo126 on Mon Sep 15, 2014 1:03 pm

Just realized that Carpenter's blocks can do what Slabcraft/staircraft do, but better...MUCH better Shocked
Thaumcraft taint : Chromaticraft adds rainbow trees. They fight taint, MystCraft decay, eerie biomes, and gradually reduce age instability.

Redstone Paste redundant with Project: red's cables /i\ HOWEVER /!\ They look MUCH more tree like, yay!

PetBats : between doggy talents and familiars from witchery, might be redundant

Archimede's ships : Don't see anything wrong with that, if you can make it work with the challenge

Backpacks! : loosing items by lava/explosion/despawn is necessary to keep ourself from going too carefree in the end-game right ? I'd say overpowered unless it's end-game recipes

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Re: New modpack's mod list

Post by Coffeetailor on Mon Sep 15, 2014 1:06 pm

I think you can disable the taint spawning and spreading in the thaumcraft mod. At least you can in single player.

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Re: New modpack's mod list

Post by grillo126 on Mon Sep 15, 2014 1:35 pm

You can disable it, but fighting taint is also a nice feature for some to enjoy (not everyone, but hey, you can choose your starting point right ?)

edit :

Okay so, about HQM. I really want this for our server, but I won't be able to dedicate time right now to it. I will have the time in 2weeks, not before.
The hardcore part is not (in my opinion) welcome here, and can be config'd out
So quests are saved in the config/hqm/quests.hqm file, and would need to be downloaded by each player for updates.
player's HQM saves are in Hardcorequesting/players.dat and would need to be deleted before updating quests.hqm

In short, you can include HQM in the pack, leave it there until we're happy with the quests (yes I will write them and maintain them if needed) then ask everyone to download the quests.hqm file.

I started playing with it a bit, it's really awesome, and useful for the challenge. Editing is done in-game. 1.7.1 adds even more features compared to, say, argarian skies
I'll make a new thread for this specific mod if you guys are up to it, so we can discuss the content i'd make

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Re: New modpack's mod list

Post by Blazinfox555 on Mon Sep 15, 2014 4:19 pm

I think I'm fine with a good majority of the mods that Maille gave a definitely vote for.

Infernal Mobs -- If we could limit the number of buffs the mobs get and what type I guess I'd be okay with this.

Bontania -- No, after watching the tutorial video it's not nearly as interesting as I thought it would be, and the usefullness is quite limitted.

Ex Nihilo -- Looks good for me, seeing as I'm generally a very stationary tree, and don't send out long roots too often.

Magical Crops -- I'm for it, going again with the statement that I don't grow out there too much, so this would be a great help.

HarvestCraft -- Looks interesting, adds lots of food, I like the thought of this.

MAtmos -- Don't see a point.

No Cubes -- Nah.

Not interested in most of the larger and more powerful mods, so whatever you guys wanna add, I'll just go with the flow.

I love the tinkers constructs stuff, I know there was a version where the tools you made leveled up with use, If we could find that version I'd be happy, but whatever is version of that mod is used I'll be fine with.

Archimedes' Ships -- Not sure if I'd use this or not, but I know others would enjoy this.

Communication stuff: Whatever we go with I'd be interested in. I may need to update my Twitter stuff though, lol.

Thaumcraft -- I really like this, but haven't managed to get too far with it whenever I use it. The taint sounds scary, lol.

I'm done going over stuff now, my brain is fried already.
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Re: New modpack's mod list

Post by xkea on Mon Sep 15, 2014 11:59 pm

I'm personally up for trying anything but I would like to have Archimedes' Ships and Gravestone mod those 2 sound pretty cool and hey who wouldn't want a flying tree and and the graveyards look pretty cool aswell
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Re: New modpack's mod list

Post by Mailleweaver on Tue Sep 16, 2014 12:50 am

It looks like between us all, we'll have the whole 1.7 mod list in our pack. Razz
With things going in so easily, though, it may not be a problem to include everything that we want. The biggest difficulty will be in semi-balancing it all with the configs. I'll have to consider how they all interact, and I don't know much about many of these.

I would like to add Mystcraft, but I'll be disabling the decay blocks like I've done for the last few packs that had it. Decay can totally kill the server with block updates in unstable ages.

In regards to manually downloading files and replacing them, it's not necessary. That's the beauty of doing a FTB modpack. Once you get the configs set up, I can package them (and the HQM mod) in a new pack version and have everyone just select the new pack version in the launcher. No need for manual installation. Smile

We had dynmap a long time ago and I really liked it. And it is entirely server-side, so everybody can see the same map data without having to copy/paste the files from someone else, and it can't cause client lag like JourneyMap seems to have started doing. It was no bother to set up, either. That was back when it was strictly a bukkit plugin, though; don't know what it's like these days.

I'll start looking into the mods that Althing listed that none of the rest of us payed any attention to when we were making our lists. It's like 1/3 of his list. Razz

Also, I was considering disabling most of the non-tinker plain type tools to make Iguana Tweaks (that makes tools level as you use them) actually have a point. It doesn't make sense to slowly level up a tool (and your tool-making capabilities) to get better material if you could craft a diamond/quartz/whatever pick and mine the better material straight off. Maybe keep vanilla stone tools for the sake of startup convenience.
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Re: New modpack's mod list

Post by grillo126 on Tue Sep 16, 2014 6:59 am

Mailleweaver wrote:
Also, I was considering disabling most of the non-tinker plain type tools to make Iguana Tweaks (that makes tools level as you use them) actually have a point. It doesn't make sense to slowly level up a tool (and your tool-making capabilities) to get better material if you could craft a diamond/quartz/whatever pick and mine the better material straight off. Maybe keep vanilla stone tools for the sake of startup convenience.

To startup, wooden tools would be more relevant (disabled by iguana by default).
Stone tools would need a stone to be mined, which needs either wooden tools, a skeleton passing by or gravel to get flint. And at this point TC flint/bone tools are superiors to stone vanilla tools
Or we can get flint using Ex nihilo (don't forget Ex Aquilo too).
Either way, you can disable vanilla and other mod's tools entirely. You can, I think, enable wooden/stone/... materials individually in Iguana tweaks config

For Mystcraft, here's a quote from Reika (modder of chromaticraft)
Reika wrote: {about rainbow trees in rainbow forests}
The taint-fighting is within 32 blocks, the decay-fighting within 64, and instability {reduction} is dimension-wide.

Also you may want to disable dye trees from project red to avoid redundancy with chromaticraft

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Re: New modpack's mod list

Post by Aiko_Niigata on Wed Sep 17, 2014 1:19 am

WITCHERYYY
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Re: New modpack's mod list

Post by Mailleweaver on Wed Sep 17, 2014 7:30 pm

Aiko_Niigata wrote:WITCHERYYY

Yeah, we'll have Witchery (and Thaumcraft). Smile
I was kind of against it to start with just because of the connotations of witchcraft, but I watched a mod spotlight and it looked harmless.

No Blood Magic, though.

And I've found our first conflict. Carpenter's Blocks are invisible while Blocks3D is installed, so I'm removing Blocks3D.
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Re: New modpack's mod list

Post by Aiko_Niigata on Wed Sep 17, 2014 10:33 pm

Yeah I like the naturey feel of witchery and feel it fits in with a tree spirit such as myself who likes magic.
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Re: New modpack's mod list

Post by Althing on Thu Sep 18, 2014 12:35 am

This can be fun, we each have a chance of playing the way we like.
It's like people pursuing their own hobbies in RL but we can still interact and share with each other.
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Re: New modpack's mod list

Post by grillo126 on Thu Sep 18, 2014 10:20 am

upon testing, I realized that Chromaticraft is not ready right now. The mod's author is adding stuff everyday, and the new features seems lacky (missing textures).
I'd suggest we leave it aside for now and wait until it's somewhat ready

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Re: New modpack's mod list

Post by Aiko_Niigata on Thu Sep 18, 2014 6:22 pm

:O in Althing's list More player models 2 sounds and looks epic... Coming from someone who's favorite part of games is always the character creation screens xD
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Re: New modpack's mod list

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