Direwolf20 pack - what mods to turn off?

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behedwin

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Jul 29, 2019
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What mods can i turn off from Direwolf20 pack Minecraft 1.12 if i want to make the pack a bit lighter?
I am usually never that interested in magic mods...

Any tips on how to prioritize?
 

rhn

Too Much Free Time
Nov 11, 2013
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I dont think DW20 pack is customized at all, or if anything very little balance changes. So you could probably disable whatever you want, as long as you make sure to disable mods that depend on each other together.
 

KingTriaxx

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Jul 27, 2013
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About the only things not to turn off are Thermal Foundations and CofH world. Because that's his default oregens.

Astral Sorcery, and Botania should be dropped before starting the world because of world gen. Blood Magic doesn't have any that I know of. Can probably ditch Magic Bees along with it. Psi can also go, though whether you call it a magic mod or not is up to you.

Twilight Forest is boring with Tech mods, but adds no world gen.

I'd basically ditch all of the RFTools mods and Deep Resonance as well, but only because I know I'd never use them.
 
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Golrith

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Nov 11, 2012
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You could also try and do the opposite. Manually add VanillaFix. That helps performance and load times drastically.
 
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Reddis

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Jul 29, 2019
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Having seen your other post, the first thing to turn off is anything that uses magic like blood magic, botania, and psi. The next thing to shut off is any mods you (probably) do not know and will likely not learn. These mods tend to be things like xnet, tesla, and pneumaticraft. They key here is to do some research and find out what mods do exactly what. If you are a huge fan of enderio, you MIGHT not need extra utils. Be very careful to not delete any core such as brandon's core, without knowing what mod they belong to. In this case, if you delete brandon's core, draconic evolution will not work.

The other way to come about this is to start with a mod like Vanilla+ and add in the things you love, (for example) tinker's construct and enderio.