Mods that fit a Steampunk or Gaslight theme

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rizzy

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Jul 29, 2019
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A few more ideas, mostly utility mods that I like a lot that might not take away from the steampunk feel too much. I think these would need parts of them disabled, or just a 'don't use X from them' rule in your head :) More to round out a modpack than help define it.

Steve's Carts 2, Just cause yay trains!
Extra Utilities
Openblocks
Random Things
JABBA

A couple bigger mods
Pneumaticcraft (Very steampunkish...but drones, that aren't spouting out steam and hissing? For shame!) Really on the fence about this one, some of it is pretty high techish.
Buildcraft - A lot of this is kinda steampunkish looking to me. Definitely a pick and choose
Forestry - Bees, Trees, and Butterflies. Oh my!
Progressive Automation
Railcraft, Yay trains!
Glenn's Gases. Gas lamps!

I would throw in the CoFH mods so you can consolidate and control ore gen, sometimes without those it can get a little crazy.
 
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RJS

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Jul 29, 2019
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I'd argue that the aesthetics of Thaumcraft are the closest of any magic mod to steampunk. Botania's a great mod, and I've really enjoyed playing around with it, but it doesn't fit a steampunk theme.

Out of your utility mods, I don't think many would actually fit the theme. JABBA would, and Steve's carts might (haven't played with it really). Random things I don't think would fit at all. Extra Utilities would probably need a lot disabled, and Open Blocks I'm on the fence about.

Pneumaticraft and Buildcraft are definitely too high-tech. If Forestry had a low-tech way to process the bee products (rather than the pretty tech-looking machines it currently has) then I'd say yes. The other 'bigger' mods would fit well though I think.
 

WorldlyIdeas

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Jul 29, 2019
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Looking good Worldly!

I'm not a big fan of Thaumcraft or Witchery myself. I might suggest Botania as a magical alternative http://www.minecraftforum.net/forum...tania-an-innovative-natural-magic-themed-tech I'm not too familiar with it yet, but it looks promising. I too would love an airship mod that's overcomplicated, like any steampunk one would be xD

I'm going to be adding bluepower, mostly because the entire reason I came here searching for a steampunk modpack idea was because of the tubes ^_^

I wish Rotarycraft fit better, it is a favorite of mine but just feels too high tech for this. :(
haha. yeah. i feel like archimedes ships will do for now after looing at it all. not as many parts as i want but its what thre is
ive also taken a loo at glenns gases definetly but i need their permission to use it in a modpack and have yet to get a reply from the owner. but that is on my list. also taen a look at railcraft and have thought about adding it. i just want to take a little more of a closer look at it before i do bcause i think i had a problem before. i have been on the fence about open blocks. taking a look at the jaba mod and may add it soon. i felt that buildcraft was too hightech after expirementing some with it. the hopper ducts mod ive included to tae care of pipes but i may replace or add something else.
 
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rizzy

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Jul 29, 2019
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I'd argue that the aesthetics of Thaumcraft are the closest of any magic mod to steampunk. Botania's a great mod, and I've really enjoyed playing around with it, but it doesn't fit a steampunk theme.
Oh I agree, Thaumcraft is steampunk as far as magic mods go. Guess I'm just a little tired of it maybe? I dunno, feels like it's in every pack ever lately. The only part I enjoy is the golems, personally. A lot of it is starting to feel like a tech mod now adays; and I'm not a fan of having to redo all the research every time I start a world. I'm not a big fan of mini games.
 
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jordsta95

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Jul 29, 2019
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Oh I agree, Thaumcraft is steampunk as far as magic mods go. Guess I'm just a little tired of it maybe? I dunno, feels like it's in every pack ever lately. The only part I enjoy is the golems, personally. A lot of it is starting to feel like a tech mod now adays; and I'm not a fan of having to redo all the research every time I start a world. I'm not a big fan of mini games.
You can turn off the mini-game part in the config, and if you really wanted to skip the research part of it, you could just spawn in the Thaumonomicon cheat sheet, and give yourself all the research
 
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rizzy

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Jul 29, 2019
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Think I'm going to change my mind about bluepower. It's not really usable right now(no power is working) and the only part of ProjectRed I dislike is the pipes they are using. Too much like Logistic Pipes, but not as good (yet, I'm sure). Logistic Pipes are my favorite sorting/item transport but they are not very steampunkish in my opinion.

I'm going to use Tubes! instead. I'll just pretend they are made from metal and not plastic in my head :) http://www.minecraftforum.net/forum...-mods/1292474-1-7-10-tubes-2-0-4-21-july-2014
 

Ritt

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Jul 29, 2019
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I do enjoy having OpenBlocks in my FSP-based steampunk pack. The Block Placer, Item Dropper, and Item Cannon work very well with FSP's Rock Crushers and Crucibles. If one accepts that a certain amount of magitech and mad science belongs with steampunk (I do), then the liquid XP system from OpenBlocks fits right in too.

Thaumcraft... is such a beast, and such a resource hog in 1.7.10. I do cheat the research in these days when starting a world (I've done it more than enough times the long way round already). It's still an amazing mod though. Azanor tends to really shake it up with every release, which keeps it fresh. Thaumic Tinkerer depends on it, and has some very nice things for steampunk play too, not the least of which is the Dynamism Tablet.

I support the suggestion of Steve's Carts 2 also, even though I don't like playing it as much post-tools-nerf. The solar engines probably don't fit a steampunk theme, but one can safely ignore them, and SC2 remains my favorite wool farm method.

It probably depends on how into automation you are, but I like automating stuff, and miss the ability to do so if it's not there. These mods are nice ways of getting a certain measure of automation without introducing fuel combustion engines, computers, or other high tech concepts into your steampunk game.

A side note: I also put Mekanism in my steam-pack. I know, I know... too high tech, right? I mostly ignore it though. The reason I include it (not the generators, not the tools, just Mekanism) is because of the universal cables. As far as I know, they are at the present time the only way in a 1.7.10 pack to get Buildcraft engines and Railcraft boiler and steam engine setups to output anything besides MJ without having IC2 or Thermal Expansion in the pack. I do have Forestry, which is now RF-based, and I do have Extra Utilities (I can't have fun building without Magnum Torches ;) ), so it's very nice to have an easy way to convert between energy formats. I include the Fluxed Feeder Unit mod for similar reasons, i.e. in case I ever decide I want to run an electric rail system off of Ender Generators or whatever.

It's okay if you think I'm a steampunk sellout. :) I'm having a good time!
 
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WorldlyIdeas

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Jul 29, 2019
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There are some awesome new mods out there I've been finding as well as updates for some pretty old ones. Cogs Of The Machine was updated to 1.7.10 a while ago I realized earlier. Not long after this thread became inactive again.
Pistronics 2 seems to be a good fitting mod for steampunk.