Yello,
I'm currently in the process of putting together a modpack that focuses around 5 major magic based mods, Ars Magica 2, Thaumcraft, Blood Magic, Botania and Witchery. Any other mods in the pack should ether expand these 5 mods without breaking balance, add useful things that are not tech related but can not otherwise be done with the 5 main mods or add things or monsters to the world without making the pack an adventure pack.
To expand the above with examples, I'm currently including Better Storage, Biblio Craft, Chisel Carpenter's Blocks, and part of Extra Utilities (tech, pipes and generators are disabled) to add features that complement the main 5 mods. I have Thaumic Tinker, Mob Aspects, Forbiden Magic, and will probably add Thaumic Exploration to expand the 5 mods. And Natura, Infernal Mobs, Special Mobs and Hardcore Ender Expansion to add things to the world.
The current list of mods I'm using (have confirmed they will generate a world with my current configs but not how stable said world is in the long term):
https://docs.google.com/spreadsheets/d/1t_liBwg3HsX02TGHtb6HAS3Ware-iilULE4-I4-RmUE/edit?usp=sharing
Note I'm currently planning on adding Nether Ores and Mystcraft once 1.7.10 releases are available.
I'm basically looking for opinions on my current mod set and any suggestions of mods to add or remove and why you think that. Here below are a few of the things I'm currently undecided on and why.
Open Blocks: I'm probably going to add this when an official 1.7.10 release is available and working (the build I found of it crashes the client on startup), however I will be disabling half of the stuff in it, hang gliders, elevators, cranes, cartographers to name some of them.
Thaumic Reliquary: This is another one I'm waiting for a 1.7.10 release for and I'm unsure about including as I'm not sure about it's balance, plus it overlaps with parts of the main mods.
Dart Craft: Again no 1.7.10 release and I'm not sure if this should be counted as a magic mod or again how well balanced it is verses the 5 main mods.
Magic Crops: Will not be included, in my opinion is breaks balance and renders parts of the 5 main mods redundant.
So any opinions are welcome, let me know what you think
I'm currently in the process of putting together a modpack that focuses around 5 major magic based mods, Ars Magica 2, Thaumcraft, Blood Magic, Botania and Witchery. Any other mods in the pack should ether expand these 5 mods without breaking balance, add useful things that are not tech related but can not otherwise be done with the 5 main mods or add things or monsters to the world without making the pack an adventure pack.
To expand the above with examples, I'm currently including Better Storage, Biblio Craft, Chisel Carpenter's Blocks, and part of Extra Utilities (tech, pipes and generators are disabled) to add features that complement the main 5 mods. I have Thaumic Tinker, Mob Aspects, Forbiden Magic, and will probably add Thaumic Exploration to expand the 5 mods. And Natura, Infernal Mobs, Special Mobs and Hardcore Ender Expansion to add things to the world.
The current list of mods I'm using (have confirmed they will generate a world with my current configs but not how stable said world is in the long term):
https://docs.google.com/spreadsheets/d/1t_liBwg3HsX02TGHtb6HAS3Ware-iilULE4-I4-RmUE/edit?usp=sharing
Note I'm currently planning on adding Nether Ores and Mystcraft once 1.7.10 releases are available.
I'm basically looking for opinions on my current mod set and any suggestions of mods to add or remove and why you think that. Here below are a few of the things I'm currently undecided on and why.
Open Blocks: I'm probably going to add this when an official 1.7.10 release is available and working (the build I found of it crashes the client on startup), however I will be disabling half of the stuff in it, hang gliders, elevators, cranes, cartographers to name some of them.
Thaumic Reliquary: This is another one I'm waiting for a 1.7.10 release for and I'm unsure about including as I'm not sure about it's balance, plus it overlaps with parts of the main mods.
Dart Craft: Again no 1.7.10 release and I'm not sure if this should be counted as a magic mod or again how well balanced it is verses the 5 main mods.
Magic Crops: Will not be included, in my opinion is breaks balance and renders parts of the 5 main mods redundant.
So any opinions are welcome, let me know what you think