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New modpack's mod list

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New modpack's mod list - Page 3 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 Blazinfox555 Fri Oct 03, 2014 10:27 pm

I would love to try break it Razz Yeah right, I would probably never get that far, but who knows. Creative can make people do strange things.
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Post by Mailleweaver Sun Oct 05, 2014 6:49 pm

I think I have all the mods in. It'll launch and I can play around a bit without anything critical happening, so I'll make a list of them for you all and then start editing configs. Wink

What kind of name should we give this pack? I'd like something that would reflect its techy nature a little bit. Maybe TreeGrinder, TreeTech, Sawdust, or something along those lines.

Mod List:

That's 149 mods. Smile
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Post by Althing Sun Oct 05, 2014 9:32 pm

Wow… It looks like you have everything that's well, fun Very Happy

Even Ex Nihilo. I was trying out Agrarian Skies recently and was thinking that it was a cool mod.
If you think about it, practically everything that in Agrarian skies is a descendant of that one tree.

Curious though, NOT complaining (with a list that long who can complain?), just curious.
Were there problems with any of the following Mods?
Millenaire, Dynmap, Microblocks.


and… just throwing names out.
Mechanitree, Electricitree, eTree, eLog, Wired Sapling, Sawmill, Woodchipper, Oak & Cable, Birch & Battery, Leaf & Logistics.
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Post by Mailleweaver Sun Oct 05, 2014 11:07 pm

Millenaire wouldn't work for some reason, and I didn't feel like troubleshooting it too much. I may look into it again later.
Dynmap is a server-side mod and doesn't need to go in the pack.
Microblocks are made with Forge Multipart, which is in the pack.
I may not be able to put MusicCraft in the final pack. The author states on his thread that he doesn't give modpack permission except for "some bigger project." Whatever that means. We'll just have to wait for his response to my request.
There are nine other mods that I've had to request permission to include. We'll have to wait for their responses, too.
    Coolers
    Doggy Talents
    Glenn's Gasses
    Lantern Mod
    MumbleLink
    Nether Eye
    PortaPortal
    Quick Hotbar Mod
    Slabcraft/Staircraft
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Post by Althing Sun Oct 05, 2014 11:16 pm

heh permission. Waiting on others can be annoying Smile

Well we'll wait, and thank you for starting the process.

Too bad about Musicraft…. I was looking forward to that. Something easier to use than note blocks.

Oh and thank you for the info on the other mods. Millenaire could have been cool, but it can be added later. A creative player could spawn in villages in loaded chunks using a creative only tool.
So no one has to miss out later.
I'm glad Microblocks has made it Very Happy
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Post by Mailleweaver Sun Oct 05, 2014 11:24 pm

Speaking of microblocks...
Getting every mod's blocks registered in the Multipart config will be a huge task that I'll likely put off to a later time, so not everything will be able to be cut up right to start with.

Once we decide on a name, would someone like to make a couple of graphics for the pack? I guess it's a little one for the pack list in the launcher and a big one for the main description page on the launcher. If not, we can just settle for the default FTB graphics.
3rd Party Modpack Guidelines wrote:You should also include 42x42 pixel and a 420x200 pixel png images. Each should be under 150kb in size. If the images are not submitted, defaults will be used.
New modpack's mod list - Page 3 2MLhC4j
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Post by Althing Sun Oct 05, 2014 11:42 pm

I'll see if I can find something that can work tomorrow…
One of us should be able to find something better then those FTB Graphics Smile
If I really feel inspired, I might take a crack at the multiblock list. At least as far as adding the new logs/planks.
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Post by Blazinfox555 Sun Oct 05, 2014 11:49 pm

If you guys give me a description of what you want the small image to contain and the large to contain for the modpack I could do art for it.

The small one should just be one thing.
The large one could contain multiple.

I would suggest trying to blend the aspects of what we're using it for and what's in it together.
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Post by Mailleweaver Mon Oct 06, 2014 1:31 am

We have permission for MusicCraft already. afro
I think I remember that someone has already come up with a Multipart config list for the BoP trees. I'll look it up and add those at least.

I was hoping you'd volunteer your artistic skills, Blazin. Thanks! Very Happy
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Post by grillo126 Mon Oct 06, 2014 3:32 am

Hey here's my simplistic contribution
They're transparent so they'll blend in the launcher's background.
It's basically the tree spirit challenge banner artwork from the minecraft forum (i created nothing here, just re-sizing)
link


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Post by Mailleweaver Wed Oct 08, 2014 8:43 pm

ugh. Dealing with the configs for all of these mods is really boring.
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Post by Blazinfox555 Wed Oct 08, 2014 8:48 pm

Sorry it can't be as exciting as my birthday!!!! Razz lol
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Post by Althing Wed Oct 08, 2014 8:55 pm

:/ blah configs.... Sorry. If I can help let me know.
RL should let me do the micro blocks config tomorrow.

Blazin: birthday?
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Post by Blazinfox555 Wed Oct 08, 2014 9:09 pm

Today is my birthday!!!! I say so as well as the forum calender!
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Post by Althing Wed Oct 08, 2014 9:25 pm

lol Happy Birthday then Very Happy

I never looked at the form calendar Smile wish I had though.
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Post by grillo126 Thu Oct 09, 2014 3:10 am

Happy birthday !

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Post by Lady_Dust_Bunny Thu Oct 09, 2014 2:44 pm

(Sorry this is late, computer had died)

Happy birthday Blazin Very Happy
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Post by Aiko_Niigata Thu Oct 09, 2014 6:19 pm

I'm late too ;~; Happy birthday!
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Post by Mailleweaver Thu Oct 09, 2014 6:21 pm

Well, how about that? Happy birthday, Blazin! I hope it was fun. Very Happy
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Post by Althing Thu Oct 09, 2014 8:34 pm

looks at Forum Calendar:

Cool Mailleweavers is coming up as well. Seems he was born on Halloween.

You knew that? Yeah well I'm still relatively new here. Razz
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Post by grillo126 Sat Oct 11, 2014 7:42 am

Quick question : Is there a chance that adding HQM to the mod roster (when i'll get the quests done) could screw up ids ? Provided the server/newmap would be open and running at that time

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Post by Althing Sat Oct 11, 2014 2:16 pm

My guess is it probably be safe.

Q: What kind of quests are you thinking of?
What incentives are you planning for people to pay attention to the quests?
- Rewards that can't be obtained in survival?
- Rewards that shortcut you to particular resources/machines?
- Or the removal of penalties initiated at the installation of the mod?
- Proof that quest 'Large tree" has been completed and now you can relax 1 or more tree rules?
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Post by Blazinfox555 Sat Oct 11, 2014 7:41 pm

How are you going to incorporate rewards when people have different tree types? Will all of the rewards be not directly tree related?
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Post by Oceanous Sun Oct 12, 2014 12:18 am

Happy late birthday Blazin! Very Happy

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Post by Althing Sun Oct 12, 2014 2:21 pm

While we are in a congratulatory mood, Happy Thanksgiving from Canada Very Happy
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