Cutting down on some mods?

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Deadnoz

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Jul 29, 2019
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My computer takes a while to load up FTB, im wondering if there is some quality of life mods that i can remove from FTB and not have it disrupt the game play?

Ive only spent a couple days with FTB, and i dont exactly know how each mod works, but with how many that are in the list, there has to be some mods in there that overlap in some way as in game play. so im just curious.
 

RedBoss

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Jul 29, 2019
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Do you have a playable framerate when it loads? If so, just be patient, there's a lot going on and I have a fairly long load timeon any mod pack compared to vanilla. You have usually over 100 mods that need to load.

But then I'm patient. I've seen console games that take longer to load than modded minecraft
 

Deadnoz

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Jul 29, 2019
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ah okay, ill be more patient. and no i generally dont get a frame rate loss when they are done loading. just usually takes some time on the recipe page though.
 

Deadnoz

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Jul 29, 2019
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Thank you, i removed them and nothing changed :) (and i mean that in a good way). Any other ones i can remove and doesnt change game play?
 

FtbBossWhoIsAw3s0m3

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Jul 29, 2019
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if you need a minimap, use rei's. InvTweaks if you dont use it, if you dont use it, computer craft, and just look through the mods and if you dont use one, dump it
 

ShneekeyTheLost

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Dec 8, 2012
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Or, you could try starting off with a minimalistic mod pack and add on rather than start with something like Ultimate and pare down. Here's where I plug my own Mod Pack, because it really is a good example of a minimalistic mod pack, but it is by no means the only one.

The draw to my mod pack is it all runs on a single power network (MJ). No EU, No Bluetricity, no Factorization lead wiring. Also, because it doesn't have a bazillionty mods, it's fairly easy to get started with. It can introduce you to some of the more common mods (Thermal Expansion, Tinker's Constructs, Modular Powersuits, Applied Energistics), but doesn't bury you in fifty zillion new biomes each with it's own pointless shiny things.

The downside is, of course, no IC2, no Redpower2 (because it's for 1.5.2), and many of the things you'll find in Ultimate aren't there. While you have more options than Vanilla, you may find there are not as many ways of accomplishing the same task as Ultimate.

There should be an update going 'live' sometime today with a couple of fixes. Most importantly, I was using an outdated Iron Chests version which didn't connect well to Pipes and didn't like Forestry bags, but also the update to Applied Energistics 11.a (11.b will have to go in next week, because it didn't get updated until yesterday and Thursday is the cutoff for mod pack update submissions). If the Version is 1.3.1, then you're good. Otherwise, wait a couple of hours.
 

Virgoddess

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Jul 29, 2019
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It's hard to tell you what mods to take out, not knowing how you play.

ShneekyCraft is an *excellent* mod pack for lower end computers. And any computers really. He updates it regularly, has great communication and is open for feedback.
 

Airship

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Jul 29, 2019
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Or, you could try starting off with a minimalistic mod pack and add on rather than start with something like Ultimate and pare down. Here's where I plug my own Mod Pack, because it really is a good example of a minimalistic mod pack, but it is by no means the only one.
Ooh, I like that... A question, if you'd like, if i were to add IC2 and Gregtech to this (strictly because some of my machinations requires ol' Greggy, I would probably set the configs so that i would require a bare minimum of IC2 in the recipes), would this break anything? If it does, any tips on how to fix it? I'm also planning on removing EE3, but i assume this won't cause any issues.

Otherwise this seems like exactly the kind of pack I'm looking for, all the other packs are bloated with stuff I don't need nor want ...
 

egor66

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Jul 29, 2019
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I beleave its the magic that forge team did, the load time seems a little longer now but the fr are far far better, tnx to the guys at forge for what every runic symbols they cast during loadup.
 

ShneekeyTheLost

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Dec 8, 2012
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Ooh, I like that... A question, if you'd like, if i were to add IC2 and Gregtech to this (strictly because some of my machinations requires ol' Greggy, I would probably set the configs so that i would require a bare minimum of IC2 in the recipes), would this break anything? If it does, any tips on how to fix it? I'm also planning on removing EE3, but i assume this won't cause any issues.

Otherwise this seems like exactly the kind of pack I'm looking for, all the other packs are bloated with stuff I don't need nor want ...
Ummm... I can't promise that it won't have ID Conflicts, but that should be the only conflict you'll run into. For that, either run IDResolver or manually changing the ID's.
shneeky, do you have equivalency?
Are you talking about EE3? Yes, it is included, mostly for convenience sake in swapping out dye colors. If you are talking about the Forge Compatibility Dictionary, then yes, that should also be included.
 

gattsuru

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May 25, 2013
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Ooh, I like that... A question, if you'd like, if i were to add IC2 and Gregtech to this (strictly because some of my machinations requires ol' Greggy, I would probably set the configs so that i would require a bare minimum of IC2 in the recipes), would this break anything? If it does, any tips on how to fix it?
One concern is that you'll need to decide what type of copper generation you want. I think ShneekeyCraft sets up around tweaked ThermalExpansion's metal ore generation, which works pretty well for its choices. IC2 and especially GregTech-centric IC2 have their own material generation /and/ use very different levels of materials. To avoid having multiple copper and tin types, you'll probably want to disable IC2's copper and tin worldgen, and also up ThermalExpansion's copper rate a little.
 

ShneekeyTheLost

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Dec 8, 2012
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Lost as always
One concern is that you'll need to decide what type of copper generation you want. I think ShneekeyCraft sets up around tweaked ThermalExpansion's metal ore generation, which works pretty well for its choices. IC2 and especially GregTech-centric IC2 have their own material generation /and/ use very different levels of materials. To avoid having multiple copper and tin types, you'll probably want to disable IC2's copper and tin worldgen, and also up ThermalExpansion's copper rate a little.
True, although pulverizing will solve the problem. Still, it's a second Copper and Tin Ore you will have to make space for when going back to base. At least until you get an EnderStorage solution (EnderPouch set to the same frequency as the input chest of your ME network).