What mods would you suggest for a lowtech/magic game?

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schyman

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Jul 29, 2019
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So, I'm trying to put together a collection of good mods for a low-tech, "slow" game so to speak. Not as large as FTB or similar, just a collection of the most fitting mods. Gonna use it personally or potentially on a small server for friends and likeminded. So far these are the ones on my list:
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As you can see, I'm aiming for low-tech, as in, coal and steam is okay, electricity is not, not too flashy, not to fast. A more "chill" pack so to speak, where focus is on adventuring rather than teching.

I'm considering:
1. Factorization. I like the different steps, the quite large manual labor involved etc. I dislike the energy system, and while the solar mirrors feel far less techy than IC2's solar panels, it still feels of jotting down batteries and cables.
2. Removing voxelmap. Maps make dungeoneering less interesting and far too easy, but not having a map can be a pain.
3. Dimensional doors, but with no recipes. The dungeons seem cool and having a personal dimension can be an awesome reward as is, however, their recipes are faaaar too cheap and also are a bit too "flashy".
4. Removing Forestry. This one is right on the edge of "too high-tech", but I'm inclined to say it isn't. I've never liked beekeeping though, and don't know how it's relative power level to the other options are here... Anyone know? Note that magicbees and thaumicbees and extrabees and others are out, it's just the base forestry bees.
5. Removing Twilight Forest. While it's a great thematic fit, it's rewards are a little on the strong side. Or, can they be turned down in configs?

I'm not considering:
1. Ars Magicka. Far too flashy, makes combat trivial and has a whole new subsystem that's a bit too much for the simplistic aims of this.
2. IC2/MFR/BC/whatever. Obviously I want to get away from those.
3. DartCraft. Far too powerful.

Any input/suggestions/whatever?
EDIT: Also, is it possible to disable certain words in mystcraft? For example disabling the diamonds word.
 

GPuzzle

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Jul 29, 2019
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Xeno's Reliquary and EE3. I feel that alchemy is needed for stuff like that. It just doesn't cut it for me.
 
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mushroom taco

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Jul 29, 2019
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How about dungeon pack?
Doggy talents i think would compliment the pack.
Better storage would be nice.
Another cool one would be project bench.
Backpacks would be cool (possibly)
What about barrels mod?
Tinker's construct recovery addon expands on the smelter a bit.
Secret rooms might be a good addition.
Balkon's weapon mod provides medieval-type weapons.
Forgive me... these are all from my overly-bloated just right for me custom modpack.
 

Jakeb

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Isn't thaumic tinkerer the successor to elemental tinkerer? I remember reading something like that on the forum thread.
 

abculatter_2

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Magic Bees
Binnie's Mods (Extra Bees and Trees)

I don't see any way to fully automate bees with that pack, so I don't see why not.

Also, Better Ore Distribution, and/or Better World Gen could be very good additions.

Extra Utilities MIGHT be a nice addition, too, though there are some parts you probably won't like.

Also, I highly encourage removing the minimap, as this encourages the building of landmarks and markers rather then just looking at the top right of the screen. Makes for a very interesting challenge, and makes compasses and maps useful.
 

Jakeb

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If you wanted, you could replace mystcraft with aroma1997s dimensional world (mining world mod). It basically gives you a world entirely for mining that anyone can travel to within the first 5 minutes of a new server/world. It's a lot less magical and more limited than mystcraft is though.
You could use factorization, and I think it would fit well, but if you don't want to, you can use the barrels mod and greg's lighting to replace some of its functionality.
Also, a lot of those mods are outdated versions.
 

mushroom taco

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Jul 29, 2019
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If you wanted, you could replace mystcraft with aroma1997s dimensional world (mining world mod). It basically gives you a world entirely for mining that anyone can travel to within the first 5 minutes of a new server/world. It's a lot less magical and more limited than mystcraft is though.
You could use factorization, and I think it would fit well, but if you don't want to, you can use the barrels mod and greg's lighting to replace some of its functionality.
Also, a lot of those mods are outdated versions.
That reminds me, dimensional doors might be good too.
 

schyman

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Jul 29, 2019
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Better Dungeons is a great idea, that goes right in. I hope it's possible to lower the frequency of them though, IIRC they where way to common last time I used them (back in Yogbox lol, so minecraft 1.2.5 at most) Battle towers though, when it came it was a cool thing to have in minecraft but it's aged badly; compared to all the other worldgen mods, it's ugly, up in your face and just... Not right. Never heard about runic dust, looks cool from the pics, going to research it further.

Xeno's Reliquary and EE3. I feel that alchemy is needed for stuff like that. It just doesn't cut it for me.
Reliquary is too high-tech (handguns etc) and EE3 is far too powerful. Also, I feel Thaumcraft does a better job at catching an alchemy feel than EE3 does; while it's better than EE2, it still just feels like "make the game easier" is the single design goal of the mod.

How about dungeon pack?
Doggy talents i think would compliment the pack.
Better storage would be nice.
Another cool one would be project bench.
Backpacks would be cool (possibly)
What about barrels mod?
Tinker's construct recovery addon expands on the smelter a bit.
Secret rooms might be a good addition.
Balkon's weapon mod provides medieval-type weapons.
Forgive me... these are all from my overly-bloated just right for me custom modpack.
Oooh, a lot of good ideas here! Better Storage looks seriously AWESOME! Never seen this, why isn't that in the FTB back? :| It's like Iron Chests, just 10 times more awesome. That goes right in, together with the Barrel mod, and might remove Iron Chests. Gotten so used to them, it's good to get some variation. Project Tables look more or less the same as the lovely ones from RP2, that goes back in (and into my standard FTB SSP :3). The recovery addon
Had forgot about Balkon's. It fits flavorwise quite well, the guns are more muskety than pistols, but I guess I feel unsure about adding more weapons that are not Tinker's Tools; I guess I feel it'd be nice to have that be the main method of toolmaking. Gonna mull over it a bit. Dungeon Pack, like Better Dungeons, I feel it depends on frequency and if that can be altered. I might pick one or the other; Dungeon pack seems more varied, but better dungeons look better.
Doggy talents look interesting, but I wonder how much they're going to be used. Might include it, and if no-one uses it I'll just pick it out again. I want to keep it simple, and this seems fairly complex for such a (IMO) minor feature. Though maybe a friend of mine finds it interesting. Secret Rooms feel... Meh. Like, great for adventure maps, not so much for just playing.

Do you know how well the dungeon pack works with mystcraft ages?

Thaumic Tinkerer is already in, Divine RPG is a far too major gamechanger.

Magic Bees
Binnie's Mods (Extra Bees and Trees)

I don't see any way to fully automate bees with that pack, so I don't see why not.

Also, Better Ore Distribution, and/or Better World Gen could be very good additions.

Extra Utilities MIGHT be a nice addition, too, though there are some parts you probably won't like.

Also, I highly encourage removing the minimap, as this encourages the building of landmarks and markers rather then just looking at the top right of the screen. Makes for a very interesting challenge, and makes compasses and maps useful.
Would it be decently simple (compared to for example oreberries and thaumcraft) to get limitless/large amounts of iron with magic bees and binnies mods? I've got a bad grasp of bees, have rarely used them - I don't want there to be one way that is much more powerful than other for gaining power. Especially if that way is extremely odd. Like, "screw you miners, I'm gonna have loads of iron, through my BEES!".
And automation possibilities will be quite limited, yes. Basically, some automation can be done through thaumcraft golems, but since the only ore-yield increasing method here is the smelteries, you basically get to choose: Double iron, or automation?

Better World Gen I fear might interfere with other worldgen mods quite drastically, so I'm wary of that. Better ore distribution might work though, will have to test it a bit.
I've considered extra utilities - as you say, some things are nice while others do not fit at all. But I'd rather lack a useful feature than break the mood of the pack.

You're right about the minimap, it will go. The compasses are useful, but the vanilla maps are just... Very bad. I don't like them at all. Do you know if there are any map mods that, like, improve the maps in-game rather than add a GUI?[DOUBLEPOST=1374717604][/DOUBLEPOST]
If you wanted, you could replace mystcraft with aroma1997s dimensional world (mining world mod). It basically gives you a world entirely for mining that anyone can travel to within the first 5 minutes of a new server/world. It's a lot less magical and more limited than mystcraft is though.
You could use factorization, and I think it would fit well, but if you don't want to, you can use the barrels mod and greg's lighting to replace some of its functionality.
Also, a lot of those mods are outdated versions.
No, I prefer mystcraft. The focus should be on exploration, mysticism and fantasy; mining will of course be part of it, it is minecraft, but I'd much rather have mystcraft than a straight mining world. Barrels will be there from the barrels mod yeah, greg's lighting is far too high-tech. As said, forestry is right below the limit of too high-tech, and factorization is probably right above it (hadn't it been for the batteries and stuff it would have been okay I think).

What mods are outdated do you mean? The ones in the OP or those others have suggested? The ones in the OP is a stripped down 152wgt, so they're decently up to date.

EDIT:
What are people's experience of Millenaire? I played with it a bit in Yogbox and enjoyed it, but have never used it multiplayer and never with tech mods. Would it fit? Is it compatible? It's a fairly large mod and would affect gameplay quite heavily, what do you people think? :3
 

netmc

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Jul 29, 2019
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Don't forget the Recipe Remover mod. It will help eliminate the specific recipes you either don't want people crafting because of grief potential or changing the feel of what you want to accomplish.
 

abculatter_2

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Jul 29, 2019
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How balanced bees are depends entirely on how experienced the people who will be playing with it are. If there's a person on that knows exactly which bees yield what mutations, then it becomes a simple matter of time before they get everything they could ever want. However, it does take a significant amount of time and effort, since the bees cannot be automated and many mutations have a low chance of occurring. It's definitely a LOT easier and faster to just go mining and find oreberries, and then just use the nuggets to transmute whatever metals you require.
However, extra bees and magic bees also give the possibility to get a lot more then just metals, in fact you can acquire almost everything if you do enough bee breeding. Again, though, it does take time, and the fact that bees cannot be automated is significant.

Also, if you do add these two mods, then also install the Recipe Remover and remove the recipes for genetic machines, advanced genetic machines, and probably also Frame Housing. The genetic machines are obviously not in the spirit of the pack, and make bee breeding a lot easier, which is also not wanted. Frame Housing basically allows you to add frames to Alvearies, which greatly boosts bee yield. If you want bees to not be a crapton of free stuff, you don't want this.

Alsoalso, unfortunately I do not know of a good replacement of vanilla maps... I'll do some googling and see what comes up.
 

schyman

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Jul 29, 2019
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Don't forget the Recipe Remover mod. It will help eliminate the specific recipes you either don't want people crafting because of grief potential or changing the feel of what you want to accomplish.
Good thing you pointed that out, that'll help quite a lot I think. Then there could even be parts of factorization (like slag furnaces etc).[DOUBLEPOST=1374718785][/DOUBLEPOST]
How balanced bees are depends entirely on how experienced the people who will be playing with it are. If there's a person on that knows exactly which bees yield what mutations, then it becomes a simple matter of time before they get everything they could ever want. However, it does take a significant amount of time and effort, since the bees cannot be automated and many mutations have a low chance of occurring. It's definitely a LOT easier and faster to just go mining and find oreberries, and then just use the nuggets to transmute whatever metals you require.
However, extra bees and magic bees also give the possibility to get a lot more then just metals, in fact you can acquire almost everything if you do enough bee breeding. Again, though, it does take time, and the fact that bees cannot be automated is significant.

Also, if you do add these two mods, then also install the Recipe Remover and remove the recipes for genetic machines, advanced genetic machines, and probably also Frame Housing. The genetic machines are obviously not in the spirit of the pack, and make bee breeding a lot easier, which is also not wanted. Frame Housing basically allows you to add frames to Alvearies, which greatly boosts bee yield. If you want bees to not be a crapton of free stuff, you don't want this.

Alsoalso, unfortunately I do not know of a good replacement of vanilla maps... I'll do some googling and see what comes up.
Yeah, the whole thing with "getting a sh*tload of strange stuff from bees" feel really weird too. I mean, beekeeping make sense, but using bees to get iron don't. I don't know, I'm pretty anti-bee generally so. When I play SSP I don't need the mod, and if it actually becomes a server we can just have a vote on whether or not to include it. Thanks for your input, made me see things a fair bit clearer.
 

GPuzzle

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Jul 29, 2019
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Also, Asgard's Shield. Preety cool mod, adds a bunch of shields to the game. I think EE3 is a good mod, since there's no real way to farm stuff to the limit (not even Soul Shards) and thus it adds quite a lot of possibilities. You could also disable the Handgun, though. And then you could have Xeno's Reliquary.
 

DrRedstoneCreep

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Jul 29, 2019
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Oh, lol, I had no idea what thaumic tinkerer was. I've always know it as elemental tinkerer.[DOUBLEPOST=1374719675][/DOUBLEPOST]BTW, you NEED to get rid of forestry, it requires buildcraft
 

schyman

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Jul 29, 2019
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Also, Asgard's Shield. Preety cool mod, adds a bunch of shields to the game. I think EE3 is a good mod, since there's no real way to farm stuff to the limit (not even Soul Shards) and thus it adds quite a lot of possibilities. You could also disable the Handgun, though. And then you could have Xeno's Reliquary.
Honestly, I think all of those mods are not quite fitting. EE3 is insane, makes access to ender pearls trivial, removes the need to get different materials etc etc. Asgard's could maybe, maybe fit but not really. Maybe if the shields types are limited. All these mods are to a large degree "get a shitload more power with basically no investment". I still want the game to be challenging survival play, especially compared to something like FTB.


No problem, and fair enough. I agree that a lot of the bee products are rather... Odd. If this does become a server, I might pop in and play with you guys, sounds like an interesting challenge. :p

Also, I found this: http://www.minecraftforum.net/topic/1437288-151-bettermaps-v22/

EDIT: Maybe Harken Scythe? http://www.minecraftforum.net/topic...iomass-blocks-and-adjustmentsv216-upd-may-14/
You're welcome to!

Better Maps is definately in. Harken Scythe seems nice, though maybe a bit too flashy. I'll test it out :)[DOUBLEPOST=1374720002][/DOUBLEPOST]
Oh, lol, I had no idea what thaumic tinkerer was. I've always know it as elemental tinkerer.[DOUBLEPOST=1374719675][/DOUBLEPOST]BTW, you NEED to get rid of forestry, it requires buildcraft
Are you sure? I thought forestry has been stand alone since like 1.25 or something? I can start the game with no issues at least. EDIT: Nope, seems to work fine. Most of the engines aren't even part of buildcraft so power isn't an issue either.
 

Jakeb

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Jul 29, 2019
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The reason I suggested the mining world is that most of the time I end up using mystcraft for resources instead of exploring/adventuring. I guess that's just how I use it though and it would be harder to exploit ages for resources without high tech machines/quarries.
Just taking a quick look, it looks like enhanced portals, forestry, mystcraft, railcraft, tinkers construct, and maybe some of the thaumcraft stuff is slightly outdated. Not to bad, just maybe one or two versions outdated for most of the stuff.
Dimensional doors would add a lot to exploration and dungeon crawling, but it has some of the same problems as twilight forest in that the rewards are kind of high.
Not really sure if it would fit well into the pack, but primitive mobs makes monster hunting a lot more fun. Infernal mobs makes it more... interesting, but the rewards might be a bit high.