Suggestions for small additions/addons, if you're taking them (no worldgen on any of these):
- MouseTweaks (client only): It's a fairly small mod that just makes inventory shifting around substantially easier. Shift-drag-left-click moving several different types of objects into a chest? No problem! Right-click-drag continuously putting additional single items in a spot after the first one without letting go of the button? That works too.
- TreeCapitator: Yes, I know VeinMiner works on trees. The problem is that it doesn't work on trees bigger than run-of-the-mill 5- or 6-block-high trees. Large oaks, Twilight canopy trees, etc., don't work, and you end up having to fly up and pick through leaves for remaining logs. Also, for Greatwood trees, VeinMiner works on the trunk, but not the branches, for some very strange reason.
- Better Bedrock Gen: For future builds, perhaps, but it's nice to have flat bedrock. It's a little thing, though.
- ChickenChunks: This is a nice little block/mod to have, unless you specifically
don't have it just because it's too cheap/easy to make/run.
- EnchantingPlus: This is another one that you might have left out for balance reasons.
- LavaMonsters: For amusement, nothing more. Just...turn the spawn rate down a little.
- Redstone Armory/Arsenal: Addons for TE that give some options for high-end tools/weapons. Nothing big, but could add to the TE quest line some when it's being worked on.
- OptiFine (optional?, client only): I like to be able to turn some things like depth fog off, and having a zoom function set on Ctrl is really nice for things like hunting for nether ores, etc.
- CoroUtil/ZombieAwareness: This is a fun mod, but does add to some server processing reqs, and has been known to cause lag if not properly configured (and sometimes even
when properly configured).
- MFR Magical Crops Compatibility mod: Unless you feel like doing it yourself.
- Advanced Machines/Solars for IC2: Just for the faster processing and better energy gen, if you like the IC2 route. I mean, this pack already has...at least 3 different resource processing mods
other than IC2, so this isn't a huge deal. I did see that Compact Solars are in already.
- No Special Mobs: I've seen the suggestions, but it causes all kinds of issues, from extreme server lag (especially interacting with Roguelike Dungeons) to being unable to find wither skel skulls or necrotic bones because the wither skels aren't the same variety.
More little things:
- VeinMiner works on nether ores in a strange way: it doesn't upset zombie pigmen or cause explosions. Perhaps this was intended, perhaps not. Now, I can see why no explosions, because you're getting all the ores (though different ores connected to the vein you're collecting should have a chance to explode), but zombie pigmen should still get upset, unless it's a Silk Touch tool.
- Is it possible to allow Waila to show fluid levels in TE portable tanks (and others)? I can't get it working on my server/client combo.
- The mods folder still has the ruins.txt and log files there, but not the Ruins mod. Did the pack have it at one time?
- Is it possible to configure the crafting for large precious supply shipments to include allowing blocks of ProjectRed gems (among others)? It currently only allows BoP gem blocks, and the crafting defaults to PR gem blocks. I accidentally left BoP worldgen off on my server, so that
might affect the answer to this question.
- How easy is it to turn off the version update messages on joining the server? They're minorly annoying, but I can live with them if the config option isn't there.
i get your point about not lot pc's can run most mod packs i am part of kosson team. my pc cant handy single player world gen with out drop fps but on server i do fine.
it was just test ars magical 2 on ur mod pack and it work will just say at the end of the day it up to u and if u say no i stop after.
Please lay off already. I like the mod, too, but imo the pack's already too big to throw another giant worldgen/interaction-heavy mod in.