Adding mods to the Monster pack?

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Defiancey

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Jul 29, 2019
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I havent played minecraft in a while. I was using the direwolf20 pack. Im thinking about switching to the monster pack this time around. But there is a difference in the modpacks. First one i see that is not in the monster pack is Ars Magica 2. Is there an issue if I were to add this mod to the monster pack? I need to look through the list and really check out what else is different. But that particular mod stuck out as i started getting into when i was playing last.
 
You'll be fine to add it. Universal Configs and all that.
 
I guess i should have specified the rest. What about for running a server? I was looking through the server pack and seen that there is a config file for Ars in there, is that what you mean by universal configs? The packs contain all the mod config files so you can just add mods that are compatible with the current version of the mod pack?
 
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Ok upon looking over the mods, these are the ones which direwolf20 has and Monster does not. Now im not sure if i want to use all these, i need to look and see what they all do.

Ars Magica 2
Billund
Gravity Gun
Hats
Hat Stands
Infini Bow
Morph
Plugins for Forestry
Translocator

There is also a number of mods that are disabled by default when loading Monster,

Blood Magic
EnderNet-latest
JourneyMap
LyncanitesMobsComplet
MeteorCraft
Opis
SpecialMobs
ThaumicTinkererKAMI
ReiMinimap

Now is there any conflicts when turning these on or reasons why they arent turned on to begin with? I kinda remember something with OPIS causing issues when the direwolf20 1.6.4 pack first came out, not sure if that was it. It was one of the map mods. I also thought that morph was causing some issues with something, but its been awhile.
 
Ok upon looking over the mods, these are the ones which direwolf20 has and Monster does not. Now im not sure if i want to use all these, i need to look and see what they all do.

Ars Magica 2
Billund
Gravity Gun
Hats
Hat Stands
Infini Bow
Morph
Plugins for Forestry
Translocator

There is also a number of mods that are disabled by default when loading Monster,

Blood Magic
EnderNet-latest
JourneyMap
LyncanitesMobsComplet
MeteorCraft
Opis
SpecialMobs
ThaumicTinkererKAMI
ReiMinimap

Now is there any conflicts when turning these on or reasons why they arent turned on to begin with? I kinda remember something with OPIS causing issues when the direwolf20 1.6.4 pack first came out, not sure if that was it. It was one of the map mods. I also thought that morph was causing some issues with something, but its been awhile.
The disabled is for:
Mobs (lyncantines)
OPness (KAMI)
Minimaps (user choice)
And innapropriate for children (Blood Magic)
 
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Ars Magica 2 - magic mod, adds a lot of cool mechanics and devices
Billund - lego blocks (literally)
Gravity Gun
Hats - see all those silly hats on mobs? this does that
Hat Stands - adds stands to show off hats youve unlocked
Infini Bow
Morph - adds ability to morph your character (turn into a bat to fly and move in 1 block high spaces)
Plugins for Forestry - compatibility mod for forestry
Translocator - cool item that helps transfer items between inventories with filtering and stock levels
 
I added ars magica 2, hats, infinibow, morph, plugins for forestry, translocator, and i enabled all the other ones except journeymap, opis, and zans. Server seems stable so far. With BoP i havent found a very good starting biome that i like. I need to find pics of all the biomes from there and disable the ones i dont like. Also the sound seems to be really loud at times along with hearing alot of what im assuming is mobs when there isnt any around. Unless they are underground.
 
I added ars magica 2, hats, infinibow, morph, plugins for forestry, translocator, and i enabled all the other ones except journeymap, opis, and zans. Server seems stable so far. With BoP i havent found a very good starting biome that i like. I need to find pics of all the biomes from there and disable the ones i dont like. Also the sound seems to be really loud at times along with hearing alot of what im assuming is mobs when there isnt any around. Unless they are underground.
Could be machines
 
Should be the same.
Hey, i'm semi-new to this mod pack stuff, and i was wondering how do i even add mods to the pack Monster. For example, i do want to add the Morph mod, but i don't completely understand what to do in the "configs". By the way i am on a macintosh desktop if that makes a difference, which i'm sure it does.:confused:
 
Hey, i'm semi-new to this mod pack stuff, and i was wondering how do i even add mods to the pack Monster. For example, i do want to add the Morph mod, but i don't completely understand what to do in the "configs". By the way i am on a macintosh desktop if that makes a difference, which i'm sure it does.:confused:

If you have an FTB pack download that includes Morph, all you need to do is open up the mods folder for that pack, copy Morph, and paste that into the mods folder for Monster. If you don't have it, you'll need to download it first, then place it into the mods folder. Thanks to our modpack team, the universal configs make it so you won't need to modify any files.
 
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Hey, i'm semi-new to this mod pack stuff, and i was wondering how do i even add mods to the pack Monster. For example, i do want to add the Morph mod, but i don't completely understand what to do in the "configs". By the way i am on a macintosh desktop if that makes a difference, which i'm sure it does.:confused:

You don't normally need to mess about with the configs for mods that are used by FTB (even if it's not in Monster it's probably in another FTB pack, and as such the universal configs will have it set up for you already).

All you do is download the mod and add it to the pack in the launcher (edit modpack button, "add mod" to bring up the browse option for you to navigate to the folder you downloaded the mod into).

The only problem you might have is ID conflicts between specific items in your new mod and another mod in the pack. At which point you can take out the mod your new one conflicts with (the lazy way), or faff about in the configs to change individual IDs over and resolve the conflict. If you try and launch the game with conflicting mods it'll make a nice little logfile that tells you which mods, which items and which IDs are the problem and suggest free ID ranges for you to change things to.

Hope that makes a bit of sense?
 
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If you have an FTB pack download that includes Morph, all you need to do is open up the mods folder for that pack, copy Morph, and paste that into the mods folder for Monster. If you don't have it, you'll need to download it first, then place it into the mods folder. Thanks to our modpack team, the universal configs make it so you won't need to modify any files.
Ok thats great! Easier than i thought, i do have Direwolf20 installed so ill be sure to do that. I appreciate your response, thank you.[DOUBLEPOST=1407875605][/DOUBLEPOST]
You don't normally need to mess about with the configs for mods that are used by FTB (even if it's not in Monster it's probably in another FTB pack, and as such the universal configs will have it set up for you already).

All you do is download the mod and add it to the pack in the launcher (edit modpack button, "add mod" to bring up the browse option for you to navigate to the folder you downloaded the mod into).

The only problem you might have is ID conflicts between specific items in your new mod and another mod in the pack. At which point you can take out the mod your new one conflicts with (the lazy way), or faff about in the configs to change individual IDs over and resolve the conflict. If you try and launch the game with conflicting mods it'll make a nice little logfile that tells you which mods, which items and which IDs are the problem and suggest free ID ranges for you to change things to.

Hope that makes a bit of sense?
Yes is does, thank you! A while back i believed i had some problems with the ID's, now i know what to do, it might take a while but it must be worth it.
 
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