I suspect that in packs that go for that "almost vanilla" feel, PA will thrive, but in heavily modded packs such as this, it just gets outshined by the more useful MFR, TE, and many others.
This is true, and in retrospect this is probably what the aim was for with the mod : lower tech, lighter packs vs 'kitchen sinks' like this.
i blame the "overpoweredness" feel of it in this pack on the mobs and the world becoming far more nice compared to older pack versions , there is no more powerful mobs roaming the world there is just sequestered bosses in their lairs ,
I personally miss lycanite's mobs in this pack. The world went from thrillingly dangerous to a walk in the park in an unsavory part of town.
Hmmm, this plus some of the comments given and suggestions for mods, now has me rethinking removing Lycanite's. I'll have to give it some serious consideration, as the world does feel somewhat 'calm' comparatively.
Immersive Engineering is generating its own versions of copper, silver and other ores that don't combine with the rest of the ore-gen.
Oh dangit I thought I had disabled those. Always the ore gen that slips past me.
Morph is most definitely overpowered... I use it because I can but seriously... Blaze mode is just crazy overpowered... Flight, superspeed and no fall damage for the win.
Definitely need to see if there is a way I can config some of these abilities, hmm...
No Railcraft makes me sad... Is there a reason for this? It's a great mod. I really, really miss things like the multiblock tanks.
Railcraft was a big part of the private pack that was the progenitor to this pack. I wanted to get away from some of the mods and try some other ones.
Silver ore is way too common and gold ore is way too rare... Silver should be rarer and gold more common... At the moment gold is rarer than diamonds it seems. I don't think I've seen one emerald?
I futzed with the ore gen rate before, but it looks like it wasn't enough. I'll have to do some tests again and adjust appropriately.
Also I don't think I've seen any squids floating around... Is there a reason for this?
All squids and water creatures(that inherit the Squid code) are disabled due to a 1.7.10 bug in which they will spawn in uncontrollable numbers.
For the progressive automation thing, I agree. It's also kinda dumb that the only real difference between tiers is what tools you can use and a slight increase in speed. It just doesn't seem worth the investment honestly.
This seems to be the general consensus over it, so it's probably going to be removed as well.
Morph: I like morph, but flight with it is incredibly OP. Even with the current nether unlock. I can get to the nether withing five minutes of starting a new world. That's hardly a good tech gate for something as powerful as flight. I personally like the wither unlock condition. By that point, you have a lot of other flight options available and morph flight seems like a good reward for such an accomplishment.
This might be a good compromise instead of outright removing Morph. The big reason I have Morph is because its invaluable for crawlspace style cable running (1 block high tunnels), and there really isn't another mod that gives you that ability easily (I know witchery has a potion that you can use, but Morph is something thats fairly simple to use).
Aren't there things that specifically require inksacs?
Yep, there are custom recipes for inksacks.
As for a Squid spawn egg...I'll have to check if they still work even with the mods disabling squid spawning.