TLDR; What mods do you think should be in a mod pack focusing around RotaryCraft and Thaumcraft?
I've used RotaryCraft, not nearly enough for as critical of it as I am sometimes, and one thing that has kind of stood out for me is that on that it's usually thrown in as an afterthought or otherwise not a focus of the pack. From my experiences I really think that is doing a disservice to the mod itself as it has a drastically different style and learning curve compared to most mods. So for a little side project I want to put together a private modpack focusing on most of Reika's mods. Not including stuff like Not Enough Items, Inventory Tweaks, or required coremods, here's a rough idea of the mod's I've been thinking about,
Must Have Mods
Tech Mods
Magic Mods
Adventure Mods
I've got a soft spot for Roguelike Dungeons, they're always fun to explore. Balkon's is just for some different weapon type, Expanded Armory will allow access to materials for Balkon's (Quartz, Thaumium, Steel etc). The Twilight Forest, The Erebus, and Atum are all included for the purposes of 'Adventure' as they're not needed but it's always great to get a change of scenery and a few mobs to kill.
Utility Mods
I've opted to skip Project Red as I'd like to keep the number of multipart using mods to a minimum. Tool Utilities allows you to upgrade vanilla or tools that extend the vanilla class to be upgraded to mine additional areas or allow rightclick block placement. I would have liked a mod to hand item movement. Lacking one I can use Transfer Nodes from Extra Utilties or Golems I suppose.
So... what else?
What remains is this... What mods have I skipped that you think would be a great addition? (Note from mallrat: Maybe a backpack mod?) What mod have I included that you think would be absolutely terrible? I'd appreciate any feedback given.
I've used RotaryCraft, not nearly enough for as critical of it as I am sometimes, and one thing that has kind of stood out for me is that on that it's usually thrown in as an afterthought or otherwise not a focus of the pack. From my experiences I really think that is doing a disservice to the mod itself as it has a drastically different style and learning curve compared to most mods. So for a little side project I want to put together a private modpack focusing on most of Reika's mods. Not including stuff like Not Enough Items, Inventory Tweaks, or required coremods, here's a rough idea of the mod's I've been thinking about,
Must Have Mods
- RotaryCraft
- ReactorCraft
- ElectriCraft
- ChromatiCraft
- ExpandedRedstone
Tech Mods
- Applied Energistics 2
- Extra Cells
- Open Computers
- Computronics
- Open Peripherals
- Railcraft
- PneumaticCraft
Magic Mods
- Thaumcraft
- Automagy
- Thaumic Tinkerer
- Thaumic Horizons
- Thaumic Energistics
- Witching Gadgets
- Witchery
- Botania
- Bloodmagic
Adventure Mods
- Roguelike Dungeons
- Balkon's Weaponmod
- Expanded Armory
- ChocoCraft
- The Twilight Forest
- The Erebus
- Atum
- Mystcraft
Utility Mods
- Iron Chests
- Iron Chest Minecarts
- Iron Backpacks
- BiblioCraft
- Chisel 2
- Carpenter's Blocks
- Storage Drawers
- JABBA
- Pistronics 2
- Tool Utilities
- Redstone Paste
- Open Blocks
- Extra Utilities (Generators/RF Items Disabled)
So... what else?
What remains is this... What mods have I skipped that you think would be a great addition? (Note from mallrat: Maybe a backpack mod?) What mod have I included that you think would be absolutely terrible? I'd appreciate any feedback given.
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