Just remembered so was AE.[DOUBLEPOST=1396970105][/DOUBLEPOST]
But what do you do for a mod like RI, Mekanism or Buildcraft? One that's got modules.
Hmm. If modules are optional, they don't count
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Just remembered so was AE.[DOUBLEPOST=1396970105][/DOUBLEPOST]
But what do you do for a mod like RI, Mekanism or Buildcraft? One that's got modules.
Hmm. If modules are optional, they don't count
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That completely depends on the person.You can keep every vanilla recipe in your head without trouble.
Could not be more wrong. TiC is the Redheaded Stepchild since it throws all other tool mods for a loop with it's new style of balance(which isn't all that balanced in the end). AE is indeed the one with dependency issues(unless you turn off energy needs but then it's so damn OP it's also a Redheaded Stepchild). TE3 is the Genius Showoff, actually, as it is a game changer and a great one at that, but aside from the Reactant Dynamo, it has nothing unique to it's name. MFR is actually the humble one who gets shit done, as it's actually kinda low-key with what it does, but it does it well.MFR is the stepchild for sure. TE is very humble indeed. AE is useless without other mods, which leaves TiCo as the brilliant show off.
Plus:You make your own spells
Fight bosses
Level up
Troll people
Decent pvp
Pff, that's boring. I prefer Avada Estus Peto Kadavera myself. Much harder to pull off, but it's way more deadly because It Can't Miss.Plus:
AVADA KEDAVRA!
I very almost agree with this, but I'm putting this mod on the backburner till it offers more optimization (if ever). Its reactorCraft offspring needs the option to not emit steam blocks (they're unnecessary and you can replicate 100% of the realism with a two or three-tall steam multiblock and save a ton of resources). Optimization in Rotary/Reactor is a must before servers start allowing it more.Mine is definitely rotarycraft, its all encompassing, from item storage to auto mining and farming. Can be used early game up until end game. Also adds insane bedrock tools.
Could not be more wrong. TiC is the Redheaded Stepchild since it throws all other tool mods for a loop with it's new style of balance(which isn't all that balanced in the end). AE is indeed the one with dependency issues(unless you turn off energy needs but then it's so damn OP it's also a Redheaded Stepchild). TE3 is the Genius Showoff, actually, as it is a game changer and a great one at that, but aside from the Reactant Dynamo, it has nothing unique to it's name. MFR is actually the humble one who gets shit done, as it's actually kinda low-key with what it does, but it does it well.
So for RI I could have UE Core, Calclavia Core, FML and one RI module. That excludes so many features. Also with Mekanism you can't generate power without one module, making most of the mod redundant.
Hmm OK I'll let you have modules. You make a valid point about Mek.
Thanks! I feel much better. Now, can you permit about 10 more mods?
Iron Chests or InventoryTweaks. I don't particularly enjoy the other mods as much if I don't have a reasonable place to store things, or am always fumbling through inventories to sort them, or always having to swap in tools when they break (especially in the middle of a fight).
Rotarycraft isnt bad on servers, the lag is only from client side renderingI very almost agree with this, but I'm putting this mod on the backburner till it offers more optimization (if ever). Its reactorCraft offspring needs the option to not emit steam blocks (they're unnecessary and you can replicate 100% of the realism with a two or three-tall steam multiblock and save a ton of resources). Optimization in Rotary/Reactor is a must before servers start allowing it more.
Rotarycraft isnt bad on servers, the lag is only from client side rendering
Mob Properties would have to be the one mod I can't do without. Good times being able to adjust any mob you see fit to your own twisted machinations.