After playing with the FTB ultimate pack for quite a while, players on my server are pretty developed and with the emerging update to Minecraft 1.5 or 1.6, I decided to make a private custom pack derived from the FTB pack. After consulting with players (who do not have much knowledge about making a mod pack or installing mod), I have some rough idea about what they want
So far I have made a rough list of mods based on their functionality. Compatibility, configs, balancing are some concerns but I really want to ask if the mod list is ok
Adventure-like mods
- Divine RPG (The depth probably be able to keep my adventurer players enough time)
Creature and Biome mods
- Mo' Creature (mob spawn rate with Divine RPG is my main concern, also unsure about compatibility)
- Biome O' Plenty (or ExtraBiomeXL, I am not sure about which is better and compatibility)
Technical/Machines mods
- IC2 + Gregtech (probably the most extensive machine mod IMO, I really love GT roles in making mid-late game machines more challenging and in depth)
Decoration mods
- Immibis Microblock
- BiblioCraft
Some mods I want to add in but I am unsure about some important aspects:
Resources mods
- Extra Bee
I really dislike having quarry as it is set-and-forget and destroying the whole landscape. Lag can also be a big issue. However, Extra Bee is sitting at an odd spot because having Extra Bee requires: Forestry, Thermal Expansion, Buildcraft. Personally there will be way too much machine and confusing method of power generations with BC-related. I prefer more on IC2+GT power generation. Also I want to keep the mod pack as light as possible. Without extra bee though, we lost a deep mod to play and a reliable way to gather resources for the machines in GT
- MFR
MFR plays nicely with IC2 power which avoids problem of having multiple power need to be generated. I really love many machines in MFR. My only concern is it lacks a way to provide reliable metal resources for GT machine usage
Magic mods
- Thaumcraft
Biggest concern is weapons in Thaumcraft affecting balance of Divine RPG
- Ars Magica
Compatibility issue as well as balancing problem. I am unsure if I should choose Thaumcraft or Ars Magica
So far I have made a rough list of mods based on their functionality. Compatibility, configs, balancing are some concerns but I really want to ask if the mod list is ok
Adventure-like mods
- Divine RPG (The depth probably be able to keep my adventurer players enough time)
Creature and Biome mods
- Mo' Creature (mob spawn rate with Divine RPG is my main concern, also unsure about compatibility)
- Biome O' Plenty (or ExtraBiomeXL, I am not sure about which is better and compatibility)
Technical/Machines mods
- IC2 + Gregtech (probably the most extensive machine mod IMO, I really love GT roles in making mid-late game machines more challenging and in depth)
Decoration mods
- Immibis Microblock
- BiblioCraft
Some mods I want to add in but I am unsure about some important aspects:
Resources mods
- Extra Bee
I really dislike having quarry as it is set-and-forget and destroying the whole landscape. Lag can also be a big issue. However, Extra Bee is sitting at an odd spot because having Extra Bee requires: Forestry, Thermal Expansion, Buildcraft. Personally there will be way too much machine and confusing method of power generations with BC-related. I prefer more on IC2+GT power generation. Also I want to keep the mod pack as light as possible. Without extra bee though, we lost a deep mod to play and a reliable way to gather resources for the machines in GT
- MFR
MFR plays nicely with IC2 power which avoids problem of having multiple power need to be generated. I really love many machines in MFR. My only concern is it lacks a way to provide reliable metal resources for GT machine usage
Magic mods
- Thaumcraft
Biggest concern is weapons in Thaumcraft affecting balance of Divine RPG
- Ars Magica
Compatibility issue as well as balancing problem. I am unsure if I should choose Thaumcraft or Ars Magica