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New modpack's mod list

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Blazinfox555
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New modpack's mod list - Page 2 Empty New modpack's mod list

Post by grillo126 Sat Sep 13, 2014 5:04 am

First topic message reminder :

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:
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 5:14 pm; edited 10 times in total

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Post by Apiary Fri Sep 19, 2014 8:05 am

This sounds really interesting Smile I was really busy with exams and school to the point where I had no time to play, but I've kept an eye on the forums. If I'm still welcome, I'd love to join once this map starts.

I agree with Althing, as long is it doesn't effect everyone (e.g extra biomes, new crafting recipes etc) then it's a good addition, more things to do. Anything agricultural seems good to me. I also love Matmos so I'm glad that's on the list. Just anything to increase the realism is a + for me

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Post by Althing Fri Sep 19, 2014 8:54 am

Very Happy nice to see your still around Apiary, you are still very welcome.

Especially when you agree with me Razz
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Post by Blazinfox555 Tue Sep 23, 2014 6:10 pm

Any updates on how the pack is coming along?
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Post by Althing Tue Sep 23, 2014 6:23 pm

Smile I was wondering that myself.

But I don't want to rush/stress Mailleweaver out.

Last I heard the mods were being piled on top of each other just fine, until 1 mod was added in (not sure which) which caused problems that removing it again wouldn't fix. Mailleweaver said he would PM the list he's working with, but he must have gotten busy.

If it will help any I can take the list of mods mentioned by the members and see if I can build a pack that works.


Also the More Player models and Morph Mods and are a lot of fun to play with. the 1 mod lets us customize our Player model in some creative ways, including custom skinning and shaping of wings, while the Morph mod allows you to have fun running over your tree as a squirrel or bird (which is a lot of fun and kind of fitting)
Too weird for PVP, so it's a good thing we aren't that kind of server.
Turning into a 1x1m Mob will grant us the power to move through hollow 1x1m roots created with Microblocks.
Running through your root tunnels/mazes will be a new experience.


Oh and Xkea and I have decided to collaborate and we have chosen Jungle trees for this world.
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Post by Aiko_Niigata Tue Sep 23, 2014 8:25 pm

I agree that both of those mods sounds wonderfulllllll.
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Post by Lady_Dust_Bunny Tue Sep 23, 2014 8:40 pm

You can become a spider and climb walls. I support the Morph mod 100% for that Very Happy
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Post by Althing Tue Sep 23, 2014 8:49 pm

Yeah I always figured a Tree spirit should be able to climb his/her logs.
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Post by Mailleweaver Wed Sep 24, 2014 4:24 pm

We may have to rethink our mod selection criteria. I'm having trouble with a lot of instability once I get several of our chosen mods in place. I had to scrap my first collection and start over with a more methodical approach to resolve the problems Althing mentioned. So far I have installed (without their extra addons):
  • Not Enough Items
  • WAILA: What Am I Looking At
  • ForgeMultipart
  • Biomes O' Plenty
  • Thermal Expansion 4
  • Forestry
  • Railcraft
  • Tinkers' Construct
  • Natura
  • Thaumcraft 4
  • Applied Energistics 2
  • Mariculture
And so far I've had to give up for instability problems:
  • Twilight Forest
  • Growthcraft
  • Harvestcraft

Adding these one at a time and thoroughly testing each one is taking a long time.

If you had to pick just a dozen or so mods, not including NEI, WAILA, Multipart, and the ones I already had to give up, what would they be? If we can come up with a list of absolute essentials, I'll put those together first and then add as much else as will work.
My list would be (based partly on input you've given so far):
  • Thermal Expansion
  • Forestry
  • Tinkers' Construct (with Iguanatweaks)
  • Natura
  • Thaumcraft
  • Applied Energistics
  • RotaryCraft
  • ReactorCraft]
  • Extra Utilities
  • Witchery
  • Carpenter's Blocks
  • PneumaticCraft
  • Zombie Awareness

Losing Growthcraft and Harvestcraft pretty much kills the idea of using Hunger Overhaul. Those were the best part about it.
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Post by Blazinfox555 Wed Sep 24, 2014 5:45 pm

I am fine with that list though being unable to do the food stuff is regretful. Wish I had some experience to help test stuff out.
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Post by Althing Wed Sep 24, 2014 5:50 pm

• More Player Models & Morph.
Both have been stable in my tests so far.

For tech, I'd appreciate Buildcraft, Railcraft and Factorization.
• Buildcraft primarily for the easy to use item sorting.
• Factorization still has sculptures.
• Railcraft for the trains. Especially linking carts together.

Plus:
Microblocks, Bibliocraft, Musicraft, Archimedes, Biomes o Plenty

I'll test when I get a chance.

Your right though, I was trying a short list and SSP was having problems.
I didn't try removing Twilight after adding it, so that could have been the culprit.

I'm sorry to see Twilight and Hunger go though.

If 1.7 mods seem to unstable perhaps we should try a custom 1.6 server.


Last edited by Althing on Wed Sep 24, 2014 5:52 pm; edited 1 time in total
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Post by Lady_Dust_Bunny Wed Sep 24, 2014 5:52 pm

Any of the extra bees mods!

It's sad that Twilight Forest doesn't work, I always loved murdering boss mobs and getting the Ur-Ghast trophy. Still, as long as the modpack works it'll be fine Razz
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Post by Aiko_Niigata Wed Sep 24, 2014 6:09 pm

I like all of the lists posted above me Very Happy
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Post by Mailleweaver Wed Sep 24, 2014 8:45 pm

Well, I'm obviously doing something wrong. Look at what's in someone else's pack on a different launcher. http://hermitcraft.com/modsauce
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Post by Althing Wed Sep 24, 2014 9:13 pm

wow. 0_0

That is practically our whole list…

I'll keep trying too...
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Post by Mailleweaver Sun Sep 28, 2014 1:55 pm

I think I finally found what was causing the stability problems for me. I should be able to make actual progress now. Very Happy
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Post by Blazinfox555 Sun Sep 28, 2014 4:20 pm

Cool! I look forward to hearing about your progress.
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Post by Althing Sun Sep 28, 2014 5:37 pm

Really?!

Cool Very Happy
I really am looking forward to the new world.
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Post by Mailleweaver Wed Oct 01, 2014 10:07 pm

Still making progress. The main menu screen now says there are 180 mods active. Hopefully you guys will all be able to run this pile of fun. Smile
I haven't done anything with the configs, yet, except for 3 things to fix conflicts that caused crashes.
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Post by Aiko_Niigata Wed Oct 01, 2014 10:10 pm

Very Happy
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Post by Althing Thu Oct 02, 2014 11:39 am

Wow that does sound good Very Happy

Lots of possibilities!
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Post by Mailleweaver Thu Oct 02, 2014 11:05 pm

Up to 204 now. Of course a lot of those are library mods or core mods that just provide a code base for the actual mods to refer to, single mods split into several modules, or plugins/addons for major mods. Still, it is a lot of mods.

With so much going into this, and many of the mods being development versions, I'm not too sure about stability. What do you all think of doing a beta period where we have a temporary map and creative mode for everyone to get a feel for the mods and see if we can cause problems before we get a long way into our actual trees? Some of these mods take a lot of tech to even get started in, and that could take months of playing in the Challenge before we find out there's a major problem that causes world corruption or something.
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Post by Althing Fri Oct 03, 2014 7:39 am

That is a great idea.
It would help us get a feel for some of the new mods, and let us test the server.

Even unhinged had unpredictable problems with some saplings, and Unleashed had mfr planting errors with other saplings. (Anything that effects trees is of course bad)

Plus this way it's not just your job to try and break the server before releasing the pack Very Happy now we can have a try!
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Post by grillo126 Fri Oct 03, 2014 3:52 pm

i'm up for it

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Post by Mailleweaver Fri Oct 03, 2014 5:41 pm

If anyone can break the server, I'm sure you can, Althing. You've had pretty good luck doing that with our current one. Wink
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Post by Althing Fri Oct 03, 2014 9:03 pm

Very Happy Razz
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