Not sure where to post, as it's general, mod packs, and FTB influenced. This seemed a safe bet
I've decided to take the plunge and setup my own mod pack (1.5.2), based on my preferences after playing DW20, and seeing various lets plays and various forum topics. Can't wait to sort out all those ID conflicts!
Primary aim of the pack is to maximise world gen variation, then after that offer tech and magi-tech mods that don't overlap in functionality too much, and don't have "grind" or hundreds of steps of crafting for one item.
Secondary aim is an alternative config where world generation is "wasteland" based, making for a difficult start finding food and wood, fully expect players to starve a few times at the start!
Also open to suggestions, and yes, will make config files available if anyone wishes to download all the mods and try it out. I may even look into a small server too.
and so, on with the mods!
World Gen:
Biomes O Plenty
Natura
Ruins (by atomic stryker)
Nether Ores
Tech mods:
Thermal Expansion
Buildcraft
Railcraft
MFR
Applied Energistics
Thaumcraft 3
Forestry
Exploration/Adventure:
Dimensional Doors
Other mods:
ChickenBones Chicken Chunks, Enderstorage, and Translocators
Modular Power Suits
Iron Chests
OmniTools
Bibliocraft
RedLogic
SGCraft (Stargates - aka portal system)
Aroma1997s Dimensional World (Mining World Mod)
Mods purposely excluded:
IC2, GregTech and associated common IC2 addon mods. Not a fan of GregTech, and IC2 is pretty stale nowadays, so willing to try alternatives.
Mystcraft - while I love the linking books, the direction that mystcraft development is heading in is not to my tastes, there's so much potential being missed by trying to stick to "Myst lore". Too much Black Ink and RNG luck involved.
ComputerCraft - turtles are getting too powerful, and too often it's a case of "a turtle is the best solution" but not the most creative solution
Factorization - for me, doesn't offer much and not very consistent with recipes and what the mod offers, with "magical" and tech items.
EE3 - aka, the mod to turn iron into enderpearls - enough said...
Steves Carts - involved multi-stage crafting, most common use is just tree farms
Mods unsure of:
Atomic Science & Mekanism (from Universal Electricity) - looks interesting from various Let's Plays, included as a tech alternative as IC2 removed
Fossils and Archaelogy (http://www.minecraftforum.net/topic...uild-0005-pre-release-2-updated-june-19-2013/) - Could be interesting for a "just for fun" mod.
Thanks for your time, and for any feedback.
I've decided to take the plunge and setup my own mod pack (1.5.2), based on my preferences after playing DW20, and seeing various lets plays and various forum topics. Can't wait to sort out all those ID conflicts!
Primary aim of the pack is to maximise world gen variation, then after that offer tech and magi-tech mods that don't overlap in functionality too much, and don't have "grind" or hundreds of steps of crafting for one item.
Secondary aim is an alternative config where world generation is "wasteland" based, making for a difficult start finding food and wood, fully expect players to starve a few times at the start!
Also open to suggestions, and yes, will make config files available if anyone wishes to download all the mods and try it out. I may even look into a small server too.
and so, on with the mods!
World Gen:
Biomes O Plenty
Natura
Ruins (by atomic stryker)
Nether Ores
Tech mods:
Thermal Expansion
Buildcraft
Railcraft
MFR
Applied Energistics
Thaumcraft 3
Forestry
Exploration/Adventure:
Dimensional Doors
Other mods:
ChickenBones Chicken Chunks, Enderstorage, and Translocators
Modular Power Suits
Iron Chests
OmniTools
Bibliocraft
RedLogic
SGCraft (Stargates - aka portal system)
Aroma1997s Dimensional World (Mining World Mod)
Mods purposely excluded:
IC2, GregTech and associated common IC2 addon mods. Not a fan of GregTech, and IC2 is pretty stale nowadays, so willing to try alternatives.
Mystcraft - while I love the linking books, the direction that mystcraft development is heading in is not to my tastes, there's so much potential being missed by trying to stick to "Myst lore". Too much Black Ink and RNG luck involved.
ComputerCraft - turtles are getting too powerful, and too often it's a case of "a turtle is the best solution" but not the most creative solution
Factorization - for me, doesn't offer much and not very consistent with recipes and what the mod offers, with "magical" and tech items.
EE3 - aka, the mod to turn iron into enderpearls - enough said...
Steves Carts - involved multi-stage crafting, most common use is just tree farms
Mods unsure of:
Atomic Science & Mekanism (from Universal Electricity) - looks interesting from various Let's Plays, included as a tech alternative as IC2 removed
Fossils and Archaelogy (http://www.minecraftforum.net/topic...uild-0005-pre-release-2-updated-june-19-2013/) - Could be interesting for a "just for fun" mod.
Thanks for your time, and for any feedback.