A Question about Custom modpacks

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Slackerony

New Member
Jul 29, 2019
67
0
0
So i've been hearing, that alot of people have been making their own modpacks for 1.5x. and i was just wondering a few things..

a: What kind of problems have you run into? Besides IDconflicts,
b: Any chance i could bother you for a modlist, I'de like to see what kind of modpacks people have put together, Because, I imagine if i were to put together a modpack myself, it'd become pretty big, pretty quickly, Or atleast bigger then the current ultimate pack.

Any other tips is also appreciated :)

Edit: Private modpack, Using MultiMC or something like that
 
a: Permissions. If you want to distribute your mod pack, you need to check and double-check your permissions. Many mod authors have blanket permissions. Some don't. For example, Soaryn has pretty much stated that no one but the FTB team gets Xycraft, because it really isn't stable yet. With Elorram out of touch, it's impossible to get permission to add in RP2 into a prospective mod pack. Things like that.

b) Check out ShneekeyCraft in the 3rd party mod packs sections for a list. In general, it's a small targeted selection of mods. Rather than trying to add everything like Ultimate did, I went for a few mods which are known for their update cycles and low CPU impact. I can run ShneekeyCraft on 256 MB RAM, although it runs better with 512. That's not something you can say for the Ultimate pack. It's also updated to 1.5.2 as of 1.1.0.
 
Oh, Perhaps i should of clarified, My apologies :) Private modpack, for me and my friend only, Probably using multimc or something