I think maybe you should make two more packs. One could be sort of everything thats sorta everything in the tech and magic world packs. And then maybe a "huge" one which could have a lot of other mods like MFR, cogs of the machine, minechem, etc
Do you really consider all of those as "tech mods"?
Equivalent Exchange
Extra Bees
Mystcraft
Soul Shards
Thaumcraft
Twilight Forest
I don't think so, so if there are already non tech mods in the pack (and the FTB team also said they don't want to be an exclusive tech pack) I don't see a reason not to add another non tech-mod.
I am sorry, but "tech" is short for "technology" or "technological", so saying that tech mods don't have to do with technology...I wouldn't say that a tech mod has to have technology. Tech mods are anything that helps with automation in some way, right?
Equivilant Exchange: Helps a lot in automation, and will have some machines, which would be considered technology.
Extra Bees: Not only does it help with automation, but it adds a handful of machines.
Mystcraft: The portals are really useful for long distance and inter dimensional item transfer.
Soul Shards: Helps with automating mob grinding.
Thaumcraft: Tons of magical machines, and helps with automation.
Twilight Forest: Not really a tech mod, but cool anyways.
I am sorry, but "tech" is short for "technology" or "technological", so saying that tech mods don't have to do with technology...
I personally don't think of FTB as a "tech mod pack", but as a collection of mods that combine together to offer way more possibilities than what would be possible by just adding what they can individually do.
For example, everyone loves RP (or nearly), but on its own, RP is really limited. You can automate mining, sorting, and smelting, and that's about it. IC2 has a lot of cool machines, but no way to automate the processes. BC is a great framework, but just by itself, you can mine, sort, and build.
Even ComputerCraft benefits greatly from having other mods to communicate with.
Rejecting a mod just because it deals with magic and spells is silly, it just mean you should play the tech pack, and not bother with the others.
If a mod adds interesting things, and can be used with other mods to get an even better experience, why not consider it? It only needs the author to grant the right to add it in the pack.
In the other hand, if a mod doesn't offer anything to enhance the other mods and/or gameplay, just adding things and doing things in its corner, then it's more of a case that results in "you want it, add it".
That's one of the reasons why they said that greg tech won't be hard mode by default in the ultimate, because there are significant proportion of players hating the recipe changing.
i like the logistics pipes, is it possible to add that mob in mindcrack
i know that is a mod lol, and i was just asking if is possible to add that MOD in the mindcrack as soon the new mod update is release
I think what Jyzarc is trying to say is that the contents of the mindcrack pack is largely decided upon by the youtubers on the Mindcrack server. Getting it into FTB itself and one of the other packs is another story...
Magical Crops lets you grow diamonds without being there. Chances are it can be automated without difficulty.astralcraft: http://www.minecraftforum.net/topic/1602001-forgesspsmp-astralcraft-pre2/
it's a really cool tech mod. It's still WIP but it is already awesome.
It also adds things that aren't already in one of the other FTB mods.
magical crops: http://www.minecraftforum.net/topic...p-15-betae-download-herbs-and-potions-090213/
Basically adds crops to make all kinds of items. I haven't tested it myself so I don't know how balanced it is. But I haven't done any farming for a long time. And this might be the mod that changes it.
Primitive mobs: http://www.minecraftforum.net/topic...imics-and-haunted-tools-ebxl-and-bop-support/
This mod adds mobs to the game. But not just normal mods that just look cool. But some mobs are actually usefull. Like flying tools. If you manage to kill them, they drop themselves.
Vanilla recipes: http://www.minecraftforum.net/topic...afting-recipes-craftingrecycling-config-file/
It adds crafting recipes to get blocks that are otherwise a pain to get. Like mossy cobble or cobwebs. It also adds recycling recipes, but they seem a bit unrealistic. They can be disabled in the config though.
Harken scyte: http://www.minecraftforum.net/topic...bloodletting-and-adjustments-v114-upd-jan-10/
Don't know how to explain this. It just adds scytes, souls, items and blocks that do awesome stuff.
Magical Crops lets you grow diamonds without being there. Chances are it can be automated without difficulty.
Biomes o' plenty's Author doesn't want it used in any public modpacks.Plenty o' Biomes to supplement EXBL biomes? Would offer a lot more beautiful landscapes to demolish for our technolicial monsters...
True, but the author has mentioned that they may not continue with BoP (despite recently making a new biome), and may pass it over to EXBL. Author may change their mind about being in a modpack, especially if it's FTB.Biomes o' plenty's Author doesn't want it used in any public modpacks.
Since it has all of ExtraBiome's biomes already in it, i'd rather we have that than extrabiomes. More so, since it doesn't repeat the same goddamn useless biomes over and over. Seriously? How many "forests" do we need? Rainforest, Temperate Rainforest, Woodlands, Forested Island; All with the exact same trees.