What mods do you feel have been ignored?

RavynousHunter

New Member
Jul 29, 2019
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Almost any mod letting you configure Vanilla stuff. Too many people are too lazy to open a config.
That's one of the reasons I enjoy LegacyCraft. There are...numerous changes made to vanilla that I just plain hate. Zombie backup and the EFFING baby zombies are the ones that come to mind the quickest. Of all vanilla changes, I think I hate those the most.
 

Kyle98750

Active Member
Sep 16, 2013
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Although it was in Monster, I never saw too many people (on youtube, twitch and such) use RotaryCraft, ReactorCraft, and ElectriCraft to their full extent. I have yet to see any of them in a 1.7 modpack. (by default) Certainly one of my favorite set of mods.
 

pancakemaster24

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Jul 29, 2019
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Although it was in Monster, I never saw too many people (on youtube, twitch and such) use RotaryCraft, ReactorCraft, and ElectriCraft to their full extent. I have yet to see any of them in a 1.7 modpack. (by default) Certainly one of my favorite set of mods.
One of the reasons there not in modpacks is because you can't change the recipes but I would still like some youtubers play with them
 

Kyle98750

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Sep 16, 2013
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I don't just thought maybe:
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Golrith

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Nov 11, 2012
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Why don't people like magical crops
Default configs/recipes are too generous in a large mod pack environment that offers crop automation. Defaults are pretty good for manual farming. I've written a 200 line minetweaker file to change the mods balance, all things that can't be done via it's configs.
Building any large magical crop farm now is an achievement.
 
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pancakemaster24

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Jul 29, 2019
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Default configs/recipes are too generous in a large mod pack environment that offers crop automation. Defaults are pretty good for manual farming. I've written a 200 line minetweaker file to change the mods balance, all things that can't be done via it's configs.
Building any large magical crop farm now is an achievement.
Could you perhaps release the scripts pretty please.
 

jdog1408

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Jul 29, 2019
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Default configs/recipes are too generous in a large mod pack environment that offers crop automation. Defaults are pretty good for manual farming. I've written a 200 line minetweaker file to change the mods balance, all things that can't be done via it's configs.
Building any large magical crop farm now is an achievement.
Maybe not 200 lines but I was gonna mega tweak it for my pack and probably disable auto-farming methods or make them a lot more expensive.
 

Golrith

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Nov 11, 2012
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Could you perhaps release the scripts pretty please.
Maybe not 200 lines but I was gonna mega tweak it for my pack and probably disable auto-farming methods or make them a lot more expensive.
You can grab the scripts from my modpack, Code OmegaDawn (or check my sig).

What I've done is removed essence seeds from long grass. You craft with either essence from ore and wheat seeds, or dump wheat seeds into a botania mana pool.
Tier 1 seeds are crafted with Wheat Seeds, Tier 2 are crafted with essence seeds, T3 and T4 are crafted with custom seeds that have been dumped into a lot more mana.
I've also introduced some Tier 2.5 and 3.5 seeds by changing recipes.
Instead of ingots for crafting recipes, I've used Ores, since the output material crafts into Ores.
In the config seed chance is just 1%, ore gen has been reduced and output quantities heavily reduced (basically 1 ore/dust from essence).

Takes a long time for the magical crops to pay for themselves, so best to start them early. (oh, plus no watering can from XU)