What mods to enable out of the disabled list

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PhishTV

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Jul 29, 2019
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Hi there,

I am a regular Unleashed player who isn't too far into the game so I have yet to experience much of all the mods. However I am going to make the switch to the Monster Pack. With Unleashed there were about 7 mods disabled and I simply just googled them to see what each one did and I enabled about 3. However in Monster there are plenty that are disabled and I have no problem googling them to see what they do I just have an issue with the mods that seem like duplicates.

Disabled Mods:
- BiomesOPlenty
- Blood Magic
- EnderNet
- Highlands
- JourneyMap
- LycanitesMobs
- MeteorCraft
- Opis
- SpecialMobs
- ThaumicTinkerer
- ZansMiniMap
- ReiMiniMap

The main issue I have is that there seems to be duplicates of terrain generation (BiomesOPlenty + Highlands), of extra mobs (LycanitesMobs + SpecialMobs) and of maps (Zans + Rei Minimap).
I was wondering if anyone could give me an overview if these are compatible together. From there I will look them up and see what they do, unless someone would be so kind as to explain how they effect the game.
I am also hoping to hear people personal experience and what they use so don't be afraid to help me out with that with an explanation.

Thanks alot everyone,
Phish
 

Padfoote

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The minimaps are in there so you can choose your personal favorite out of the three provided (the two disabled ones as well as the one attached to Opis). The world generation mods are similar, and you can have all of them running at once, as they have been configured for this. As for the mobs, I'm not sure about them.

As for the other mods, I highly recommend Thaumic Tinkerer if you're into Thaumcraft, and Blood Magic as another magic mod. Thaumic Tinkerer adds more content to TC4, such as the Osmotic Enchanter which lets you hand pick your enchantment at the cost of Vis from your wand. Blood Magic adds several useful tools, a very nice set of armor, and several rituals that can be used for different things, such as infinite lava and increased growth speed of plants.
 

PhishTV

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Jul 29, 2019
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The minimaps are in there so you can choose your personal favorite out of the three provided (the two disabled ones as well as the one attached to Opis). The world generation mods are similar, and you can have all of them running at once, as they have been configured for this. As for the mobs, I'm not sure about them.

As for the other mods, I highly recommend Thaumic Tinkerer if you're into Thaumcraft, and Blood Magic as another magic mod. Thaumic Tinkerer adds more content to TC4, such as the Osmotic Enchanter which lets you hand pick your enchantment at the cost of Vis from your wand. Blood Magic adds several useful tools, a very nice set of armor, and several rituals that can be used for different things, such as infinite lava and increased growth speed of plants.
Thanks very much for the reply. I will enable all those you spoke of however do you know anything about EnderNet? I can't seem to find out anything about it.
 

Padfoote

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I don't know anything about it, sorry. A quick search found this though.
 

PhishTV

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Jul 29, 2019
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Leave Meteorcraft disabled if you value your world, or make backups. Lots of backups.

My personal tastes involves turning off all the maps, and not using the F3 screen/whacky out of game GPS stuff- and navigate with a compass/landmarks/sun/moon ect... theres a lot of fun in doing it this way ;)
Thanks alot for your opinion! I am going to turn Meteorcraft on up until I find a nice place to build, then I will turn it off :p I just want to see a few! Also I am wanting to play how you play without maps so I will probably do that!
 
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MoosyDoosy

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Lycanites Mobs and Special Mobs add some really dangerous mobs. I personally disabled Special Mobs because zombies can now break torches and I dislike that setting. Also, invisible creepers are really annoying to handle. I could use Zan's, but to me that takes the fun out of PvE. So I would disable Special Mobs. Lycanites Mobs adds some really, really dangerous mobs, but I believe they're specific to only a few biomes, so you should research his mod page and it should list all the mobs. Pretty fun to play with although make sure to not bring a lot of valuable stuff with you when venturing to the nether.
 
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rhn

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Remember that enabling the terrain generation mods in the launcher will not make them show up ingame. You will have to choose the corresponding world generation when creating your world to get them. Enabling both BoP and Highlands and then choosing the ATG world generation option will for example then use ATG to generate lands with both BoP and Highlands biomes.
If you don't use one or more of the Terrain/biome mods you should make sure to keep them disabled to maximize performance.
 
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rhn

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Oh also, the minimaps choice boils down to:
-Zan's(Earlier known as Voxel)
-Rei's
-Opis(which incooperates.. EDIT: Mapwriter!, thank you Kahless 61)

Journeymap is not actually a minimap, but a "normal" map that you bring up in addition to the minimap. Afaik it can be installed with both Zan's and Rei's.
 
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Kahless61

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I think the ThaumicTinkerer you listed as disabled is actually KAMI, an extension to ThaumicTinkerer - not TT itself. KAMI adds a whole bunch of OP tools to TT, so if you like OP stuff, feel free to enable it.

rhn: Opis incorporates MapWriter. Generally it's intended for debugging ticking entity lag, and is not really full-featured enough to compete with Zan's or Rei's - although it does have the basic functionality.

BiomesOPlenty and Highlands both add biomes, although they work fine together. Note that if you select the Default world type, you won't get their biomes - you actually need to change your world type to BoP or Highlands. However, getting BOTH of them to add both of their biomes to the same world type seems to requite a config change - go into Highlands cfg and enable terrain gen in default world types.
That is, if you want both of them to play together. Personally I just opted out of Highlands because it adds a lot of duplicate biomes and I have enough trouble crossing vanilla mountains, I don't really need another mod to add a dozen more mountains and make it harder to find target biomes like Jungles.
 
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PhishTV

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Jul 29, 2019
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Lycanites Mobs and Special Mobs add some really dangerous mobs. I personally disabled Special Mobs because zombies can now break torches and I dislike that setting. Also, invisible creepers are really annoying to handle. I could use Zan's, but to me that takes the fun out of PvE. So I would disable Special Mobs. Lycanites Mobs adds some really, really dangerous mobs, but I believe they're specific to only a few biomes, so you should research his mod page and it should list all the mobs. Pretty fun to play with although make sure to not bring a lot of valuable stuff with you when venturing to the nether.
Thank you very much for the info! I will do a little bit more research into the mob mods![DOUBLEPOST=1391037439][/DOUBLEPOST]
Remember that enabling the terrain generation mods in the launcher will not make them show up ingame. You will have to choose the corresponding world generation when creating your world to get them. Enabling both BoP and Highlands and then choosing the ATG world generation option will for example then use ATG to generate lands with both BoP and Highlands biomes.
If you don't use one or more of the Terrain/biome mods you should make sure to keep them disabled to maximize performance.
I am having an issue right now where I have enabled BoP and ATG, I will then load my world with the ATG option but it won't include BoP and the ATG biomes extend for a very long time. (Travelling 1500 blocks I only saw a steppe and a dead forest).[DOUBLEPOST=1391037500][/DOUBLEPOST]
I think the ThaumicTinkerer you listed as disabled is actually KAMI, an extension to ThaumicTinkerer - not TT itself. KAMI adds a whole bunch of OP tools to TT, so if you like OP stuff, feel free to enable it.

rhn: Opis incorporates MapWriter. Generally it's intended for debugging ticking entity lag, and is not really full-featured enough to compete with Zan's or Rei's - although it does have the basic functionality.

BiomesOPlenty and Highlands both add biomes, although they work fine together. Note that if you select the Default world type, you won't get their biomes - you actually need to change your world type to BoP or Highlands. However, getting BOTH of them to add both of their biomes to the same world type seems to requite a config change - go into Highlands cfg and enable terrain gen in default world types.
That is, if you want both of them to play together. Personally I just opted out of Highlands because it adds a lot of duplicate biomes and I have enough trouble crossing vanilla mountains, I don't really need another mod to add a dozen more mountains and make it harder to find target biomes like Jungles.
Thank you, as you are helping me with the biomes I will ask you what I asked rhn - I am having an issue right now where I have enabled BoP and ATG, I will then load my world with the ATG option but it won't include BoP and the ATG biomes extend for a very long time. (Travelling 1500 blocks I only saw a steppe and a dead forest).
 

rhn

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I am having an issue right now where I have enabled BoP and ATG, I will then load my world with the ATG option but it won't include BoP and the ATG biomes extend for a very long time. (Travelling 1500 blocks I only saw a steppe and a dead forest).[DOUBLEPOST=1391037500][/DOUBLEPOST]
Thank you, as you are helping me with the biomes I will ask you what I asked rhn - I am having an issue right now where I have enabled BoP and ATG, I will then load my world with the ATG option but it won't include BoP and the ATG biomes extend for a very long time. (Travelling 1500 blocks I only saw a steppe and a dead forest).

Do you mean that you had a world already made with ATG and then you enabled BoP afterwards? I dont think it works that way. I think it generates a table of biomes at world generation from which it spawn new chunks. So if you didnt create the world with BoP enabled, you wont ever see BoP biomes(unless they can be spawned in mystcraft ages).

If you have ever played with mystcraft I think world generation might work somewhat the same was as you write mystcraft ages(probably the other way around ay? :p). You decide on a a terrain generation method, biome distribution method and then a table of biomes. One the world is created you cant alter those.


Also a thing worth noting: Highlands and BoP are not just suppliers of Biomes. They each on their own modify the way biomes and terrain generates. If you use ATG it will be able to use both BoP and Highlands biomes, but the terrain generation and biome distribution will be decided by ATG.
 
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PhishTV

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Jul 29, 2019
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If all you're seeing in ATG with both BoP and Highlands enabled are miles and miles of Rocky Steppes and Snowy Beach then Eyamaz hasn't hotfixed the configs yet. It should be done shortly if it hasn't already been done at this time.

http://forum.feed-the-beast.com/thr...nd-magic-world-2-updates-1-28-14.39893/page-2

I'm following that thread before I update the pack.
Thank you. I will stay tuned to that thread![DOUBLEPOST=1391039377][/DOUBLEPOST]
Do you mean that you had a world already made with ATG and then you enabled BoP afterwards? I dont think it works that way. I think it generates a table of biomes at world generation from which it spawn new chunks. So if you didnt create the world with BoP enabled, you wont ever see BoP biomes(unless they can be spawned in mystcraft ages).

If you have ever played with mystcraft I think world generation might work somewhat the same was as you write mystcraft ages(probably the other way around ay? :p). You decide on a a terrain generation method, biome distribution method and then a table of biomes. One the world is created you cant alter those.


Also a thing worth noting: Highlands and BoP are not just suppliers of Biomes. They each on their own modify the way biomes and terrain generates. If you use ATG it will be able to use both BoP and Highlands biomes, but the terrain generation and biome distribution will be decided by ATG.
No I enable both BoP and ATG before the world is even created.
 

rhn

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If all you're seeing in ATG with both BoP and Highlands enabled are miles and miles of Rocky Steppes and Snowy Beach then Eyamaz hasn't hotfixed the configs yet. It should be done shortly if it hasn't already been done at this time.

http://forum.feed-the-beast.com/thr...nd-magic-world-2-updates-1-28-14.39893/page-2

I'm following that thread before I update the pack.
I believe that bug only happened with new worlds in the 1.0.8 version when using ATG without using BoP or Highlands.
 
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PhishTV

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Jul 29, 2019
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I believe that bug only happened with new worlds in the 1.0.8 version when using ATG without using BoP or Highlands.
Alright here is the steps I take:

- Install Monster
- Enable the mods I want (BoP, mobs etc) ((ATG is already enabled))
- Load up the game select single player
- set generation type to ATG
- load in
- just lots of rocky steppes
 

hiroshi42

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ATG is great in theory, but without a lot of tinkering you are unlikely to see many of the BoP biomes or get anything but gently rolling hills turning into conical mountains. At least in my experience.
 
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Eyamaz

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Yes, I will be pushing an update to both Monster and Horizons to fix a typo in the ATG.cfg and push an update to Rotarycraft, a few minor config changes.
I also fixed the zombie griefing from Special Mobs. No more torch breaking. The Big Reactors buff is getting nerfed from 1.6 to 1.22 to set it to 75% of the RF/t of a single Turbine from Reactorcraft.
 

PhishTV

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Jul 29, 2019
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Yes, I will be pushing an update to both Monster and Horizons to fix a typo in the ATG.cfg and push an update to Rotarycraft, a few minor config changes.
I also fixed the zombie griefing from Special Mobs. No more torch breaking. The Big Reactors buff is getting nerfed from 1.6 to 1.22 to set it to 75% of the RF/t of a single Turbine from Reactorcraft.
Sounds good, thanks very much. Not to push you or anything but is there an ETA for the update? I read the other thread saying 24 hours from 8:00am today is that correct?