Only interested in a handful of mods, wonder which to leave out

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Illmad

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Jul 29, 2019
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So, I'm going to get back into FTB (or the DW20 pack, more specific) as soon as Thaumcraft 4 is added, but other than TC4, I'm only really interested in a fourth of the mods from the list:
Bibliocraft, BiomesOPlenty, ChickenChunks, Enderstorage, EE3, Gravity/Portal gun, Iron chest, Mystcraft, Natura, Soul Shards, Translocators, and Twilight Forest.
I've never been fond of tech-based mods like buildcraft as I can never seem to grasp how to do anything cool with them.

Last time I played, I deactivated some of the tech mods, which caused some ores needed in desired mods not to spawn at all because they were replaced with an alternative ore from a mod I had deactivated.

I'm just asking now, you people who're familiar with FTB in and out; are there any world gen features required in any of these mods that will be turned off because they are alternative variants of features in any of the other mods in the DW20 pack?
If that's the case, which config file do I need to alter to get them to spawn again?

Thanks for your time :)
 

b0bst3r

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Jul 29, 2019
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Well you're asking about 1.6 mod packs which aren't released so everyone would be guessing or just comparing their answer towards what it is now in 1.5.
 

Tristam Izumi

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Jul 29, 2019
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In the 1.5.2 FTB packs, it was configured so that Thermal Expansion handled much of the ore generation because it had very customizable options for it. This was likely your culprit for disappearing ores. If you want to disable TE but enable ores from other mods, you'll need to turn them on in the configs:

Forestry: Tin, Copper
Factorization: Silver
IC2: Tin, Copper, Uranium

However, as b0bst3r said, TC4 is just for 1.6, and since there aren't any 1.6 FTB packs yet, you'll have to wait for the new packs to come out, whenever that will be.
 

Illmad

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Jul 29, 2019
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Aye, thanks. I'll probably bump this topic then, unless I manage to figure it out on my own :)
 

twisto51

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Jul 29, 2019
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If you're only interested in a handful of mods I wouldn't wait, I'd just make your own modpack. It is easier than ever in 1.6x.
 

Larmonade

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Jul 29, 2019
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When I first started playing with FTB, I deactivated more than half the mods - if it looked not so useful, or fiddly, or way too complicated, I switched it off. As I got the hang of the mods I liked, and wanted to try new things or make my factories more efficient and such, I started needing to activate more and more mods. I'd ask about how to store crazy amounts of stuff, and people would tell me to re-activate AE. I'd ask about transferring liquids and energy over long distances, and I'd get told that I'd turned off the mod with tesseracts. I'd ask where some guy managed to find an entire ocean of oil, and then discover that I'd turned off mystcraft.

For the purposes of learning the game and the mods, turning off stuff and slowly turning it back on probably helped me to grasp more of the mechanics without going crazy (seeing like 6 pages of item tabs in creative!), but my approach now is to just keep it all turned on, even if I don't use it, just in case I find a niche use for a single thing, or realize that my new favorite mechanic requires me to re-generate the world. Not to say that you're "doing it wrong" or anything like that. I'm just saying keep an open mind and maybe you'll find, one day, that too many mods is just the right amount :)
 

RedBoss

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Jul 29, 2019
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If you're wanting 1.6 mods, there are quite a few on the ATLauncher. ShneekeyTheLost, a well known member here, has a minimalist modpack already compiled. I don't think he has twilight forest with it but I believe the configs he's using should allow your to drop TF in the mods folder and be on your way.

This should save you the trouble of the trial and error method of mod pack compilation. If you're wanting more magic than tech, then check out the other packs on there
 

Ausyarr

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Jul 29, 2019
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you might want to leave out modular powersuits addons, its the only one I don't use as I'm content with out the addon and theres and issue F7 spawn overlay and the visual part of the mod.
 

YX33A

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Jul 29, 2019
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you might want to leave out modular powersuits addons, its the only one I don't use as I'm content with out the addon and theres and issue F7 spawn overlay and the visual part of the mod.
The F7 stuff is from ChickenBones stuff (or at the very least, it's not from MPS).

Though I do agree, if you're removing the tech mods, you pretty much have to remove MPS. Note, you don't actually have to. It has some vanilla recipes in case you want to use them. But recharging the batteries would be hell.
 

Strill

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Jul 29, 2019
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The F7 stuff is from ChickenBones stuff (or at the very least, it's not from MPS).

Though I do agree, if you're removing the tech mods, you pretty much have to remove MPS. Note, you don't actually have to. It has some vanilla recipes in case you want to use them. But recharging the batteries would be hell.

It's actually not hard to keep charged. Once you've got the kinetic generator and movespeed upgrades you can generate much more power than you use, even while using the jetpack.