What makes a good Modpack?

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Sanctoson

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Hey guys! I've been tinkering alongside another modded Minecraft player, and we've made ourselves an expert mode Modpack for Minecraft 1.10.2.

We're pretty happy with the results of it, we're hosting a server for others to join, and we're always adding new recipe changes and mods when they come out for 1.10.2.

However, I find myself asking the same question. What makes a good Modpack? Is it the challenge? Simplicity? Is it the social aspect of being on a server? Is it the sense of achievement from making a huge, fully automated factory? Or is it simply playing a game you enjoy, but with more content?

That's why I'm posting on here. I'd really like to hear the general, honest opinions of all other modded Minecraft players out there!

So then, what makes a good Modpack?
 

Aetherpirate

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Jul 29, 2019
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IMHO, a modpack a intended for public servers needs to place the social aspect high on its priority list and have mods that support that (Forge Essentials, FTB Utilties, Thermos, mods that manage player interaction) After that, its either about the niche you are catering to (PvP, PvE, Adventuring, Building, HQM, Super-Hard, etc...) or you're making a wide-appeal kitchen sink pack. Good packs are also updated and maintained, and tested. Great packs have custom content like music, maps, a unique theme, or items.
 
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Sanctoson

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IMHO, a modpack a intended for public servers needs to place the social aspect high on its priority list and have mods that support that (Forge Essentials, FTB Utilties, Thermos, mods that manage player interaction) After that, its either about the niche you are catering to (PvP, PvE, Adventuring, Building, HQM, Super-Hard, etc...) or you're making a wide-appeal kitchen sink pack. Good packs are also updated and maintained, and tested. Great packs have custom content like music, maps, a unique theme, or items.

You certainly have some nice ideas there. I love the idea of custom content, it sounds like a lot of fun to make and release!

However, do you not worry that theming a pack too heavily, could lead to a lack of new members, simply due to the niche target audience?
 

Henry Link

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For me the server play is more about building and showing off those builds. So more of a social aspect. One of the main problems I had running kitchen sink packs on my server was too many players were into the next big shinny or bored after a week of play due to the fact they hit the "end game" of the pack. Where as I preferred to take my time and build. Then I would get discouraged about the building because no one was on to show it or bounce ideas off of on making it better. So I do think there needs to be balance between the absolute hard/expert mode like Infinity Evolved and the over powered kitchen sink pack.
 
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Sanctoson

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For me the server play is more about building and showing off those builds. So more of a social aspect. One of the main problems I had running kitchen sink packs on my server was too many players were into the next big shinny or bored after a week of play due to the fact they hit the "end game" of the pack. Where as I preferred to take my time and build. Then I would get discouraged about the building because no one was on to show it or bounce ideas off of on making it better. So I do think there needs to be balance between the absolute hard/expert mode like Infinity Evolved and the over powered kitchen sink pack.

Hey Henry, thanks for the reply! I have to agree fully, the idea of building something on Singleplayer tends to bore me because I think to myself "nobody will be able to see this". Taking your time through a modpack is definitely fun. Where's the fun in leaving your base and never seeing it again?
I've been working on a Modpack and server for this sole reason. It's a 1.10.2 expert mode, simply to make everything more difficult. So far it's a small community, but after a few days, end game still seems very very far away for us all! How does that sound to you?
 

Henry Link

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I've been working on a Modpack and server for this sole reason. It's a 1.10.2 expert mode, simply to make everything more difficult. So far it's a small community, but after a few days, end game still seems very very far away for us all! How does that sound to you?

It doesn't, like i said I prefer a balance not extreme expert mode. I want to take building but not be hampered trying to get resources or machines. For me the basic kitchen sink is great because I can concentrate on the building aspects. My problem was the people I was on the server with would all abandon it after a week or so of play because they were done and beat the pack already. To me it isn't about beating the pack. I want to take my time, build as I go and have server mates I can bounce build ideas off of as well as show off my builds. The pack shouldn't be the main focus. But for most modded players that is exactly what it is.

Don't get me wrong some of they guys I've played with have been great. But, they all leave eventually because they want to move on to the next challenge. Instead of letting the building be the challenge.
 
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Sanctoson

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It doesn't, like i said I prefer a balance not extreme expert mode. I want to take building but not be hampered trying to get resources or machines. For me the basic kitchen sink is great because I can concentrate on the building aspects. My problem was the people I was on the server with would all abandon it after a week or so of play because they were done and beat the pack already. To me it isn't about beating the pack. I want to take my time, build as I go and have server mates I can bounce build ideas off of as well as show off my builds. The pack shouldn't be the main focus. But for most modded players that is exactly what it is.

Don't get me wrong some of they guys I've played with have been great. But, they all leave eventually because they want to move on to the next challenge. Instead of letting the building be the challenge.

I understand what you mean. Sometimes it's nice not to have to struggle to get some nice tools for building. I mean, who wants an iridium tipped chisel anyway? Community is definitely extremely important in these servers and packs. Logging into an empty server is also a massive killjoy. Or even, logging into a populated server, without conversation. Regardless of how kitchen sink the modpack is for you, I'm sure that you'd agree, an empty server will easily put you off?
 

Aetherpirate

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I made a moderately hard tech pack that suffers from this. Has all the stuff I love, but there are few like-minded players who stick around on the server. They join and leave.

Made a second server and used an FTB pack on the launcher. Instant players, always someone on. Lots of folks making large intricate bases and chatting.

Guess which one I play more?
 
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DireChyymeras

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integration between mods is really important, custo loot tables and such. But for 1.10 custom models could be a cool thing to make it unique, custom texturepack etc. also check out recurrent complex, I haven't seen it implemented well yet and it's pretty fun
 
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Good_Grafics

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Depends on the direction, honestly, but integration, compatibility, etc, across a variety of mods is what makes a good modpack.

Infinity Evolved's Expert Mode is a perfect example of this. It literally utilizes the mods across it's modpack in almost every recipe. The mods are tiered for progression. Like. You need Thaumcraft to progress in Witchery and Draconic Evolution and you need TiCon for pretty much starting everything, you need every mod for every mod.
 

Henry Link

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Yeah... but I felt that what they did with IE expert mode was overboard. There were no options to avoid certain ways to do things or have a better way to automate things. Prime example was needing the railcraft rock crusher for obsidian. There is no other machine to handle that so there is no automation to speed that up. Same goes for the gears made in the smeltery. Again fine for the beginning of the game. But again no option to speed up with a different machine later. Again this is personal opinion but I felt that IE expert mode was punishing instead rewarding. To the point I just quite after I reached the early mid game stage.
 

Scottly318

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Regretting jumping down this rabbit hole again will commence after this is posted:

What makes a Good modpack is incredibly suggestive. Defining a "good modpack" is next to impossible. What we can agree on in terms of modpacks is the desire for enjoyment. Even enjoyment is subjective but that's another post in itself. All any of us want is to have FUN. So find a pack that you have fun. And THATS the pack that's good.
 

Henry Link

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Agreed. That is one of the reasons I'll try a mod pack and if I don't enjoy it I'll move on to one I do enjoy. Simply put I appreciate all of the effort someone puts into making one. But there are some I like and other just don't seem to fit me. However, they may perfect for others.