Preface:
I have been away from modded minecraft for a while, and before that I played the same modpack(1.7.10) for years. However some friends lured me back in, and now I am really aching to play some more. Specially after having tried some of the 1.12 mods for real. But I have been pretty obsessive with how I play in the past, so I decided to make my own pack from scratch this time. However I am rather unaware of many of the new mods and the many changes that have happened over the last several years, so I could really use some inputs.
What I have so far:
I have spent some days "reading" up on new mods, and have started a pack on Twitch. Based on that I decided to base it on 1.12, since it still seems the most matured version atm. Newer versions seem to have too many missing mods still.
My idea is for a magic/medieval/fantasy style pack, specifically I think I will be taking heavy inspiration for the Elder Scrolls series for builds. For that purpose I am so far considering the following mods as "base" for the pack:
Despite it being magic/medieval/fantasy style, I padded a few "tech" mods. Mostly I just intend to allow them to be used as background backbones to help usability and convenience. Like Railcraft is added, but I configured/tweaked it down to just being tracks and carts for automation/transport. Might do the same with Immersive stuff so it only really serves as background tech for a steampunk/fantasy tech theme.
The modlist gets rather long, so just gonna link to this spreadsheet with all the mods listed after role it fills: Google Docs Modlist
I would be very grateful if anyone could skim it over and see if it seems alright. As well as any inputs and ideas you might have to improve it. In particular I would love some inputs on:
TL;DR:
Trying to build my own magic/medieval/fantasy modpack and I would be terribly grateful if anyone has any ideas or recommendations for mods to add(or remove), general balance or crossmod compat tweaks I can make, or basically any constructive inputs you can think off. Modlist: Google Docs Modlist
I have been away from modded minecraft for a while, and before that I played the same modpack(1.7.10) for years. However some friends lured me back in, and now I am really aching to play some more. Specially after having tried some of the 1.12 mods for real. But I have been pretty obsessive with how I play in the past, so I decided to make my own pack from scratch this time. However I am rather unaware of many of the new mods and the many changes that have happened over the last several years, so I could really use some inputs.
What I have so far:
I have spent some days "reading" up on new mods, and have started a pack on Twitch. Based on that I decided to base it on 1.12, since it still seems the most matured version atm. Newer versions seem to have too many missing mods still.
My idea is for a magic/medieval/fantasy style pack, specifically I think I will be taking heavy inspiration for the Elder Scrolls series for builds. For that purpose I am so far considering the following mods as "base" for the pack:
- Astral Sorcery
- Blood Magic
- Botania
- Electroblob's Wizardry
- Embers Rekindled
- Ice and Fire: Dragons
- Immersive Engineering + Immersive Technology (mostly for background processing for steampunk/fantasy tech themes(Dwemer))
- Mystical World
- Roots
- Thaumcraft
Despite it being magic/medieval/fantasy style, I padded a few "tech" mods. Mostly I just intend to allow them to be used as background backbones to help usability and convenience. Like Railcraft is added, but I configured/tweaked it down to just being tracks and carts for automation/transport. Might do the same with Immersive stuff so it only really serves as background tech for a steampunk/fantasy tech theme.
The modlist gets rather long, so just gonna link to this spreadsheet with all the mods listed after role it fills: Google Docs Modlist
I would be very grateful if anyone could skim it over and see if it seems alright. As well as any inputs and ideas you might have to improve it. In particular I would love some inputs on:
- Additional thematically fitting "major content" mods.
- Mods with smaller features/utilities that could help with convenience, fun or just add to the theme.
- Any thematically fitting mods with auto-mining/quarrying.
- Any good "Elder Scrolls" like mob mods.
- Cosmetic or building mods/tools I have missed.
- Ideas for balance or crossmod compatibility tweaks and configs.
TL;DR:
Trying to build my own magic/medieval/fantasy modpack and I would be terribly grateful if anyone has any ideas or recommendations for mods to add(or remove), general balance or crossmod compat tweaks I can make, or basically any constructive inputs you can think off. Modlist: Google Docs Modlist