Mods missing in Ftb Modpacks 1.6 (In my opinion)

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Are you missing EE3?


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    20

hellix08

New Member
Jul 29, 2019
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Hello, i was thinking that many mods are missing in the latest modpacks for ftb, I don't really like killing monsters, go mining, etc.. but I love building houses, creating machines, building fully automated farms, ecc...(In ftb monsters i use custom ore gen mod to increase the ore density and start to build machines faster) so i think a quite number of mods from the oldest packs are missing in these modpacks.
In my opinion these mods are:
  • Extra Bees/Extra Trees
  • GregTech (I don't now if this would be a good idea but ftb monster replaces unslashed wich replaces ultimate wich has gt, so why not?)
  • Equivalent Exchange 3 (This a mod that i'm really feeling missing, it helps soooooo much building machines, ecc...)
  • Custom Ore Gen (It could be a good idea, i use it)
So what do you think? Do you think is cheating use these mods?
 

RealSketch

New Member
Jul 29, 2019
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I wouldn't really plead for it but it was or is great! Though Mimicry has replaced it in 1.6 modpacks.
It really is a matter of opinion.

  • Extra Bees/Extra Trees
  • GregTech (I don't now if this would be a good idea but ftb monster replaces unslashed wich replaces ultimate wich has gt, so why not?)
  • Equivalent Exchange 3 (This a mod that i'm really feeling missing, it helps soooooo much building machines, ecc...)
  • Custom Ore Gen (It could be a good idea, i use it)
GregTech was removed due to its OP-ness. It really does not need to come back.
 

hellix08

New Member
Jul 29, 2019
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Right, I don't really understand why EE3 was removed, ok it was quite OP, but in a technical modpack like Monsters it cannot miss :(
 
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Azzanine

New Member
Jul 29, 2019
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I never liked EE2 or 3, it was too rich in power for me. Then again as I do not play FTB pack much anymore I guess you could say EE3 is "missing" it should probably be added becasue lets be honest, if you care about balance why exactly are you playing Monster?


That is not why, it was due to drama between mDiyo and Greg
I thought greg requested GT not to be added to the main packs? Probably due to the Mydio drama but probably more due to that argument making him realize his mod was no longer meshing well with the main FTB packs.

Which was a good move GregTech's a good mod/addon, but the difficulty level it's default settings imposed only facilitates a very niche play style. GT should have only been an optional extra, if it was optional from the get go we would not have had this drama, nor would people view GT in such a negative light as we do today. GT wasn't contentious becasue the vanilla nerfs made it hard/ tedious or even becasue Greg was a shit stirrer but because the mod was is in the main FTB pack as default and therefore foisted on to all the carebears (I mean that endearingly) with very little ability to avoid the mod. This problem was compounded in SMP circles where a majority of the players couldn't just config away all the hard and had to plead or poke their admins to mess with configs.
 
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Linda Hartlen

New Member
Jul 29, 2019
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I agree that extra bees and GT was missing, why I added them myself. EE i never used, it just seemed to cheaty for me. But then again I am one of those that add Gregtech hardmode and go.. ah yes. this is the life. so I am kinda masochistic. but i totally get why people don't like GT, and from my understanding it seems to be a no no to discuss around here.. which is fine :) but.. bees! how can anyone not want more bees! they are so cute!!!!
 
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hellix08

New Member
Jul 29, 2019
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I'd like to play a modpack with a large number of mods, where i can build huge machines, ec....
What modpack shuold I play?(It could be not on the Ftb launcher)
 

Azzanine

New Member
Jul 29, 2019
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I'd like to play a modpack with a large number of mods, where i can build huge machines, ec....
What modpack shuold I play?(It could be not on the Ftb launcher)
I remember someone saying that TPPI pack had around 200 ish mods, don't quote me on that though could be less. Personally that sounds way too rich for me, but if you like having all the things it might be the one.
 

Mevansuto

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Jul 29, 2019
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I remember someone saying that TPPI pack had around 200 ish mods, don't quote me on that though could be less. Personally that sounds way too rich for me, but if you like having all the things it might be the one.
It has about 170.

I thought Binnie's Mods were in most 1.6 packs.

Others have all been answered.
 

Lawbroken

New Member
Jul 29, 2019
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Right, I don't really understand why EE3 was removed, ok it was quite OP, but in a technical modpack like Monsters it cannot miss :(
EE3 was removed due to it wasn't updating fast enough and Pah at the time didn't have the time to update it.
It's also not in packs due it's not really a COMPLETE mod yet. Once it's done, It's most likely will be added.
 

SatanicSanta

New Member
Jul 29, 2019
4,849
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Hello, i was thinking that many mods are missing in the latest modpacks for ftb, I don't really like killing monsters, go mining, etc.. but I love building houses, creating machines, building fully automated farms, ecc...(In ftb monsters i use custom ore gen mod to increase the ore density and start to build machines faster) so i think a quite number of mods from the oldest packs are missing in these modpacks.
In my opinion these mods are:
  • Extra Bees/Extra Trees
  • GregTech (I don't now if this would be a good idea but ftb monster replaces unslashed wich replaces ultimate wich has gt, so why not?)
  • Equivalent Exchange 3 (This a mod that i'm really feeling missing, it helps soooooo much building machines, ecc...)
  • Custom Ore Gen (It could be a good idea, i use it)
So what do you think? Do you think is cheating use these mods?
  • I agree,
  • I agree, but it should be in its own pack. The recent changes of it are awesome, with its tiering system and all.
  • It's still very buggy.
  • CoFH Core has got'cha handled ;)
 
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