Personally though, the mod list looks too big for me.
Just threw some thoughts out. Bear with me
Some of the more "eclectic" mods should remain, and the popular ones could go, you know? Like, say,
If you have enhanced portals, then portal gun can go, or vice versa.
If you added quarryplus, you'll sort your buildcraft mining needs.
Forestry machines and engines compensate for other BC engines.
BC pipes and gates... Logistic pipes can handle that. So can itemducts/fluiducts.
Buildcraft can go, and you'll have a slightly eclectic pack.
From personal experience, MFR won't be missed if you do not include it.
Our server thanks us since we pulled mystcraft out of it.
Extra Utilities has redeemed itself as a must-have mod with its ender quarry and ender thermic pumps.
Without those two, extra utils = random things + charolette's utils. Plus your mod pack gets more eclectic
farlanders seemed an interesting endermen enhancement mod... Offered an interesting shift in gameplay dynamics.
TiC steelworks would be a better gameplay addon than iguana tweaks. but that's me.
No ATG ? I am beginning to like the worldgen it offers me. On a server, it can be good as well.
awww.. no dungeons? (TF doesn't count)
Tropiccraft? If you add tropiccraft, then a windmill power gen option mod could come in too?
For "kicks", you could try removing mods like AE and that places emphasis on mod combos like better storage, iron chests and logistic pipes...
I would also suggest that adding FZ and removing some of the "usual" utilities could also make for eclectic gameplay. I know that I sometimes I could use FZ for a task to make it interesting, but invariably take a lazy alternative from another mod instead. Those mirrors make for impressive structures on server worlds, for sure.
Just threw some thoughts out. Bear with me
Some of the more "eclectic" mods should remain, and the popular ones could go, you know? Like, say,
If you have enhanced portals, then portal gun can go, or vice versa.
If you added quarryplus, you'll sort your buildcraft mining needs.
Forestry machines and engines compensate for other BC engines.
BC pipes and gates... Logistic pipes can handle that. So can itemducts/fluiducts.
Buildcraft can go, and you'll have a slightly eclectic pack.
From personal experience, MFR won't be missed if you do not include it.
Our server thanks us since we pulled mystcraft out of it.
Extra Utilities has redeemed itself as a must-have mod with its ender quarry and ender thermic pumps.
Without those two, extra utils = random things + charolette's utils. Plus your mod pack gets more eclectic
farlanders seemed an interesting endermen enhancement mod... Offered an interesting shift in gameplay dynamics.
TiC steelworks would be a better gameplay addon than iguana tweaks. but that's me.
No ATG ? I am beginning to like the worldgen it offers me. On a server, it can be good as well.
awww.. no dungeons? (TF doesn't count)
Tropiccraft? If you add tropiccraft, then a windmill power gen option mod could come in too?
For "kicks", you could try removing mods like AE and that places emphasis on mod combos like better storage, iron chests and logistic pipes...
I would also suggest that adding FZ and removing some of the "usual" utilities could also make for eclectic gameplay. I know that I sometimes I could use FZ for a task to make it interesting, but invariably take a lazy alternative from another mod instead. Those mirrors make for impressive structures on server worlds, for sure.