I've played a lot of modded Mineraft in the past, up until 1.7.x. Then Kerbal Space Program happened, and I've not touched it since. Now I discover that we're at 1.10.x, and that there was a huge watershed somewhere in between those two versions, and a lot of my favorite old mods did not port forward.
Can you guys maybe recommend me some promising newcomers instead? "New" defined as "started in 1.8.x or later".
What I'm specifially looking for in my Mineraft experience is mechanical engineering with a touch of realism. I want to solve problems in hardware, and ideally learn something about real physics along the way. Sprawling pipe networks with hand-crafted item routing, power systems that talk in watts and torque, stuff that moves in the world, that sort of thing. Building semi-automated systems where I still need to pull levers and interact with my builds in order for them to work. In the past, mods like RotaryCraft, Cogs of the Machine, Redpower and the like scratched that itch.
Conversely, things like teleportation, programming, handwavy future tech, spellcasting (not all forms of magic, just spellcasting), super-multifunction-combo-blocks/cables and mods that automate the player out of the game tend to bore me relatively quickly, unless it's done in an exceptionally unusual, game-mechanically brilliant manner.
I notice that both Forestry and IC2 seem available, which is a great start; together they cover a huge amount of different "must haves" already in only two content mods, while having very little redundant overlap. But I need some sort of item/liquid transport solution, ideally a mechanically interesting one that doesn't do everything by itself, so I can dig my teeth into it. Also, I'm already very familiar with IC2 and Forestry, so are there any new entries in the field of tech content mods that go well together with them?
And is there perhaps something else that you consider an absolute must-see in today's modding community?
Can you guys maybe recommend me some promising newcomers instead? "New" defined as "started in 1.8.x or later".
What I'm specifially looking for in my Mineraft experience is mechanical engineering with a touch of realism. I want to solve problems in hardware, and ideally learn something about real physics along the way. Sprawling pipe networks with hand-crafted item routing, power systems that talk in watts and torque, stuff that moves in the world, that sort of thing. Building semi-automated systems where I still need to pull levers and interact with my builds in order for them to work. In the past, mods like RotaryCraft, Cogs of the Machine, Redpower and the like scratched that itch.
Conversely, things like teleportation, programming, handwavy future tech, spellcasting (not all forms of magic, just spellcasting), super-multifunction-combo-blocks/cables and mods that automate the player out of the game tend to bore me relatively quickly, unless it's done in an exceptionally unusual, game-mechanically brilliant manner.
I notice that both Forestry and IC2 seem available, which is a great start; together they cover a huge amount of different "must haves" already in only two content mods, while having very little redundant overlap. But I need some sort of item/liquid transport solution, ideally a mechanically interesting one that doesn't do everything by itself, so I can dig my teeth into it. Also, I'm already very familiar with IC2 and Forestry, so are there any new entries in the field of tech content mods that go well together with them?
And is there perhaps something else that you consider an absolute must-see in today's modding community?