[1.5.2] [Public Mod Pack] ShneekeyCraft: Less Is More!

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GPuzzle

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Jul 29, 2019
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Hmmm...

Well, Thaumcraft and addons are definitely a no-go, due to permissions, however I can set up configs for them so they won't conflict. Basically, ShneekeyCraft would ship with a bunch of configs for mods it doesn't have which are compatible with the mod pack, then you add those mods yourself and it bolts in seamlessly.

I do like Bibliocraft adding in some nice things to look at. Xeno's is kinda... meh. More magic than tech, really. Mystcraft would be a no-go for this mod pack. I'm surprised your friend with a potato for a computer can run with it, always seems to be a massive resource hog and FPS drain to me. But hey, I can always add configs.
We use MystCraft for a digger's age (quarries!) and fast transportation between Nether, Overworld and The End. Also Nether Ores, but that is kinda obvious. We were also going for Magi-Tech since he's more of a magic guy (I'm more of a tech one). Yeah, it's fun to do stuff. SCHTUFF.
 

ShneekeyTheLost

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We use MystCraft for a digger's age (quarries!) and fast transportation between Nether, Overworld and The End. Also Nether Ores, but that is kinda obvious. We were also going for Magi-Tech since he's more of a magic guy (I'm more of a tech one). Yeah, it's fun to do stuff. SCHTUFF.
That does sound like a lot of fun! Well, I'll compromise and make config files which are compatible with the mod pack for those mods and include them so you won't have to worry about incompatibility. That way you can bolt them on, without worrying about ID conflicts, and I get to tweak the settings to provide maximum synergy with the rest of the mod pack.
 

Aetherr_

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Jul 29, 2019
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Hmmm...

Well, Thaumcraft and addons are definitely a no-go, due to permissions, however I can set up configs for them so they won't conflict. Basically, ShneekeyCraft would ship with a bunch of configs for mods it doesn't have which are compatible with the mod pack, then you add those mods yourself and it bolts in seamlessly.

I do like Bibliocraft adding in some nice things to look at. Xeno's is kinda... meh. More magic than tech, really. Mystcraft would be a no-go for this mod pack. I'm surprised your friend with a potato for a computer can run with it, always seems to be a massive resource hog and FPS drain to me. But hey, I can always add configs.
How about adding Ars Magica? If you say no permissions, then go look at the thread.
 

ShneekeyTheLost

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Okay, time for another question for users of ShneekeyCraft!

If I was able to have configs for a list of mods to guarantee support, what mods would you like to have supported?

I already know about Thaumcraft 3, Mystcraft, DimensionDoors, and Ars Magika. Are there any others?
 

GPuzzle

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Jul 29, 2019
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For me, just Thaumic Tinkerer, Xeno's Reliquary, Binnie's mods and Magic/Thaumic Bees besides the ones you posted. And I think you would like UE mods, isn't it? I like them too. MEKANISM'S GENERATORS!
The modpack is perfect for a magi-tech feel, but also allows for complicated and cool stuff. IMO at least.
 

ShneekeyTheLost

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For me, just Thaumic Tinkerer, Xeno's Reliquary, Binnie's mods and Magic/Thaumic Bees besides the ones you posted. And I think you would like UE mods, isn't it? I like them too. MEKANISM'S GENERATORS!
The modpack is perfect for a magi-tech feel, but also allows for complicated and cool stuff. IMO at least.
I don't know how feasible it would be for me to include Binnie's Mods, but the rest I could probably manage.
 

ShneekeyTheLost

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I will be releasing a version of ShneekeyCraft on ATLauncher. However, the ID's will not be compatible. The version on the ATLauncher, in addition to having a slightly different mod setup, will have ID's set up from Resonance Unleashed. The upside to this is that you can use ANY mod supported by that config pack (including any mod in Unleashed or in Resonant Rise) and it is guaranteed to be able to work with those configs. You will need to manually include the config from the Resonance Unleashed pack to guarantee compatibility. Expect to see it in the coming week.

I will not pull ShneekyCraft from the FTB Launcher, however. The LTR release 1.3.3.7 is just that: A Long-Term Release. It will be up as long as the mod pack team permits it.

Please note that ATLauncher does not distribute mods, it merely points the user to the websites to download them if it hasn't already been downloaded. This means it takes more effort on the user's part to download those mods once. From then on, the mod will already be there and you won't need to download it. Due to the delta update system, you will only need to re-download mods that have been updated to newer versions. Also, since ATLauncher does not distribute mods itself, it is not in violation of distribution without permissions, because it isn't distributing anything at all. It's rather like a glorified config list that automatically pulls websites up for you.

I'm doing this to test how ATLauncher works, to see if just makes more sense for ShneekeyCraft to be run through ATLauncher or the FTB Launcher.
 

ShneekeyTheLost

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WANTED: A couple of beta testers for the ATLauncher version of ShneekeyCraft. I'm running into a bug, but I think it is on my end, rather than the code. Can someone please download ATLauncher and try it yourself? It'll pop up the manual download for Railcraft, because I don't have permission to independently distribute, but it will only do this once.

EDIT: ShneekeyCraft is LIVE on ATLauncher! Try it out, version 0.1.d is the first stable release
 

samSTR

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Jul 29, 2019
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How do you add Optifine in to the ATLauncher version of the mod pack? I've put it in the minecraft.jar, and the 'jarmods' folder, and all to no avail. Could you not put it as a optional mod in the ATLauncher?
 

ShneekeyTheLost

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ShneekeyCraft is updated to 1.6.2 on the ATLauncher. Once the FTB Launcher updates to 1.6.2, I will get a version up posthaste.

It includes Mekanism because TE is not yet updated, and MFR is unfortunately currently absent as well. However, the rest of the lineup is still there.
 

ShneekeyTheLost

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Uhm, Shneekey, may I reccomend NEI Plugins?
It's more necessary than it seems.
I was waiting for a more stable 1.6.2 update before including it, but yes. Also, I'm ironing out a bug with ExtraUtils and then that will be included as well.

Furthermore, I finally got ExtaUtils to behave with NEI

I'm still wrestling with Optifine. It doesn't like AE interfaces and will insta-crash you when you try to access one.
 

ShneekeyTheLost

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ShneekeyCraft will likely be updating on the FTB Launcher as well as being found on the ATLauncher, for whichever my users find more convenient. Mod list will remain largely unchanged, although mods will be in their updated versions obviously (Thermal Expansion 3, for example).

If anyone has any requests they would like to have included, now is the time to make them.
 

Brenwwe

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Jul 29, 2019
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This looks like a very nice simply pack for people looking to get started with modded minecraft.