new to pack creation, advice on mods to include/remove?

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scherzare

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I'm working on my first modpack, currently just for personal use, and could use some advice on what mods to include/not include. The plan for the pack is to include as many (good) tech mods as I can find, while still having everything work together nicely, as well as some general quality of life mods. No magic mods.

Any advice on things to watch out for or stuff I should probably be changing would also be appreciated (for example, different versions of the same ore being created in worldgen, which I'm currently working my way through configs to try and fix).

List of everything I have currently is below - anything bolded I'm definitely not sure whether to include, but the whole list is subject to change. Let me know if you see anything in particular that doesn't belong, or think of anything I'm missing that would fit well with what I'm going for.

(I've omitted some of the API's/libraries such as CoFH Core to try to shorten the list somewhat)

AdminCommandsToolbox
Advanced Genetics
AE2
AE2 Stuff
AOBD
AppleCore
Archimedes Ships Plus
ATG
ArmorStatusHUD
BetterFoliage
BiblioCraft
BiblioWoods (Forestry)
BiblioWoods (Highlands)
Big Reactors
Buildcraft
DamageIndicatersMod
Carpenter's Blocks
Catwalks
ChickenChunks (unsure which chunkloader(s) to include, several redundant options currently)
Chisel
Compact Machines
Dense Ores
Dimensional Anchor
Dynamic Dynamos
ElectriCraft
EnderIO
EnderStorage
EnderTech
EnderZoo
Extra Cells
ExtraTiC
Extra Utilities
Factorization
Fancy Fluid Storage
Fastcraft
Flaxbeard's Steam Power
FloodLights
FMP
FMP Integration
Forestry
Fossils and Archaeology Revival
Funky Locomotion
Galacticraft (Core and Planets)
GekosLasers
Gendustry
Green Thumb
Highlands
IguanaTinkerTweaks (most options disabled)
InGameWiki
Immersive Engineering
Immersive Integration
InfiniBows
INpure Core
Inventory Tweaks
Iron Chest
Iron Chest Minecarts
Jabba
Logistics Pipes
Magneticraft
Malisis Doors
Matter Overdrive
Mekanism
Mekanism Generators
Mekanism Tools
Minechem
MineFactory Reloaded
MineTweaker
Mob Amputation
Mob Dismemberment
Mod Tweaker
Modular Powersuits
More Chisels
More Planets
Mouse Tweaks
NEI Integration
Nether Ores
No Mob Spawning on Trees
NEI
Not Enough Resources
OpenBlocks
OpenComputers
OpenPeripheralAddons
OpenPeripheralCore
OpenPeripheralIntegration
OpenSecurity
Opis
PneumaticCraft
PortalGun
Power Converters (possibly not needed, not sure yet)
ProjectRed (all)
Railcraft
Random Things
ReactorCraft
RedstoneArmory
RedstoneArsenal
RF Drills
RF Tools
Roguelike Dungeons
RotaryCraft
Simply Jetpacks
Solar Expansion
Sound Filters
Special AI
Steve's Carts
Steve's Factory Manager
Steve's Workshop
Storage Drawers
Storage Drawers (Forestry)
Tinkers' Construct
Thermal Dynamics
Thermal Expansion
Thermal Foundation
TiCon Auto Tool Station
TiC Tooltips
Tinker IO
Tinkers' Mechworks
Torch Tools
Translocator
Vein Miner
VoxelMap
Waila
Waila Harvestability
WAILA Plugins
WAWLA
WR-CBE
Ztones
 

RealKC

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Dec 6, 2015
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You don't need power converters as you don't have IC2 yet and Mekanism can transfer it's Joules, RF and EU, Immersive Engineering can conevrt between EU and RF too, Forestry has one engine that burns EU and makes RF so you really don't need another mod to hace a special power converter.
 
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Arcanuo

Guest
While most of these are very nice Mods I enjoy using. Have you thought of putting to use any more underused mods? Can't remember many off the top of my head. Also will you have some sort of tiered progression or no?
 
S

scherzare

Guest
Thought as much, the only other mod in there I believe that doesn't use RF is RotaryCraft, but my impression (haven't used it yet) is that it doesn't use RF itself, but is capable of outputting it using a certain machine.
 
S

scherzare

Guest
@Arcanuo No plans currently for tiered progression but it may be something I consider in the future once I get more familiar with all the mods I end up including. At the moment the plan is to make more of a kitchen-sink tech-only pack.

I do want to streamline the early game as much as possible as far as things like resource gathering/mining to allow progression into some of the (imo) more interesting parts of the game as quickly as possible, which is why I have Vein Miner in there currently, although I'm not sure yet whether it'll end up being too OP, but I do like the idea of a progression system, ideally representing it in the form of scientific research/experimentation somehow, but I haven't decided exactly how that might work yet. For now I'd just like to get everything set up and working together nicely.

Any examples of underused mods that might fit in? I'm only really familiar with the more well known mods for the most part - the only big pack I've played is Infinity Evolved, the rest of the mods in my pack so far were drawn from other FTB packs (mostly Horizons: Daybreaker) and from browsing through the first 20 or so pages of mod listings on curse.
 
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Arcanuo

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Super Massive Tech, Project Red, RfTools are all examples. Some of these are known but rather underused.
 

RealKC

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I would consider adding Mettalurgy as it adds some cool tools and weapons, also you have ExtraTIC so you'll be able to make some sexy weapons

Edit: Solar Flux adds some nice RF producing solars too
Edit 2: Quantum Flux adds a cool set of armor and a RF gen that produces more RF as it is lower and Practicalities which adds an item that can pick a lot of blocks the Jabba dolly can't.
 
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S

scherzare

Guest
Project Red and RF Tools are already included (haven't done too much with project red, but I really like RF Tools a lot, and not just the dimension building stuff, everything else in the mod is awesome too).

Super Massive Tech looks interesting, but sounds like it's in a pretty early state - is it complete enough to be used in a pack?

Don't think I want to add Metallurgy since I'm trying to keep worldgen additions as minimal as possible - one of my pet peeves in modded minecraft is dealing with inventory management from the insane variety of items you end up picking up, which is why I've opted not to include Biomes o' Plenty. Nothing more frustrating than constantly having to either throw excess items on the ground, or make lots of trips back and forth to your base to drop stuff off.

edit:

re: solar flux - will I have to choose between that and solar expansion, or does adding both make sense?
 

RealKC

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I would consider that adding both makes sense, Solar Flux for Solar Panels, and Solar Expansion for it's solar helmets, :p , but you choose. Also have you tought of HEXCraft? Is a rewrite of XYCraft(not made by Soaryn) which adds a lot of stuff similar to it, but it generates some ores(hexorium crystals).
Edit: Also I can understand why you don't have Draconic Evolution in the list, it's power storage doesn't even compare to a 18x18 induction matrix from Mekanism which has only the ultimate things in it.
 
S

scherzare

Guest
DracEvo is just a little too OP (I'm still debating whether I even want to include Big Reactors...). On my Infinity Evolved (normal mode) playthrough, once I got the staff of power and full draconic armor, there was no reason for me to even consider using anything else, which sort of defeats the purpose of having variety in the pack. Of course, there'll probably still end up being equally OP stuff (like Mekanism apparently), but I'm OK with that as long as there's enough other options to consider. DracEvo also isn't really as technological as I would like.

HEXCraft looks interesting, may give that a shot. I'm OK with some ores being added as long as it's minimal - 1 or 2 ores added by a mod is fine.
 
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Arcanuo

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My bad, did not see RFTools and Project Red. Super Massive fine to use, very useful and easy. I would suggest Chisel 2.
 

Azzanine

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Jul 29, 2019
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What exactly is the intention of this pack? What level of resistance do you want the player to have put on them? Do you want builds to be compact or expansive and complicated? Do you want players to worry about power gen? Or do you want power gen to be an afterthought.
All I know from the OP is that it's a tech pack.

Because to me adding solar mods compromises the complexity a bit, but that might be what you are looking for.

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Arcanuo

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Just reviewed your mod list. MineChem will need to balanced so it's not infinite ores. It's rather overpowered in my expirence.
 

Celestialphoenix

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Tartarus.. I mean at work. Same thing really.
If you're throwing in every tech mod, might as well add Pchan's Airship.
In all honesty, I hope you've got an epic PC. My laptop starting running hot just looking at that list :p

Thought as much, the only other mod in there I believe that doesn't use RF is RotaryCraft, but my impression (haven't used it yet) is that it doesn't use RF itself, but is capable of outputting it using a certain machine.

It'll convert Rf fairly easily- you'll need to progress through the mod to upgrade the power output of the magnetostatic engine.
(maxed out, the mag engine is one of the most powerful in game)
 
S

scherzare

Guest
I don't really want to put too many limitations on the player, so if you want to do everything the easy way, you can, but you're also free to make much more complex setups. So if you wanted, you could do something very simple for power gen, and use it to power crazy chains of machines to do stuff, or you could work on an intricate power gen setup, and use it to power "magic blocks" like MFR stuff for example.
 
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Arcanuo

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Mm. You need to be careful the pack isn't too easy or people will opt to skip over it.
 
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Azzanine

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Find myself doing this more and more lately.
Yes, most pack devs select mods in a thoughtless manner. That or they simply don't care for balance and only want to provide a full toybox.

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