Which mods do you add manually?

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Alcheya

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Jul 29, 2019
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I was going to just add a bunch of mods to Monster using universal configs, but going through, found some of them to be less than useful for me. I was also concerned about bugginess of the less-used mods and don't want to pigeonhole myself by installing a mod only to find out it's buggy and there is a lack of support and being stuck with the world-gen or blank items if it's really game-breaking.

Which mods do you add to your FTB Monster (unleashed, unhinged, ultimate, DW20, etc) install that doesn't come standard/disabled?

Any mod you can't live without?

Looking for feedback so I can go through some of the mod spotlights and get a feel for what I want instead of combing through the entire Universal configs list and missing something awesome.

Edit: Should add that I was preferrably looking for mods that are compatible with the packs, something either drag-n-drop or close to it without too much messing with the configs to get it working properly.
 

VikeStep

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Jul 29, 2019
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if the pack doesnt have computercraft and openperiperals core/addons, I add it in.

But apart from that, I know packs were put together for a reason so I mostly leave it unchanged (most packs come with cc anyways)
 
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rhn

Too Much Free Time
Nov 11, 2013
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So far I like the Monster list. I am going to disable a few mods, but in general it got most of what I want.
One thing is missing though, which I will be adding: GraviSuite.
 
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GreenZombie

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Jul 29, 2019
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To Monster: I add AM2, Witchery, Archimedes Ships, VillageInfo.

I disable everything to do with AE. And BigReactors because of the opengl capabilities bug.
 
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YX33A

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Jul 29, 2019
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All of them. I build my own packs pretty much always, and if I use a pack that has already been made, I tend to add AM2, Witchery, Open Blocks, GregTech, and a bunch of others, if it doesn't have them.
 
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Pokefenn

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Jul 29, 2019
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When i was using monster (was just for a few hours :p) i added in
Totemic (Obviously i have to xD) Metallurgy, Extra-TiC, Witchery and a few other random things.
I then heavily removed things from the rest of the modlist xD
 
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Alcheya

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Jul 29, 2019
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Honestly I don't understand why Monster doesn't just have AM2 and Witchery in the first place.

I haven't done either mod yet, but I was wondering about AM2 myself. Played with Mekanism in Galacticraft and I was sad to see that it wasn't there either.
 

Quesenek

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Jul 29, 2019
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If the pack doesn't have it: Extra bees/trees, morph, soul shards(reborn). Apart from that Basically anything and everything I see people on streams and youtube use that is interesting enough to stop my server and add it.
 
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MigukNamja

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Jul 29, 2019
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Honestly I don't understand why Monster doesn't just have AM2 and Witchery in the first place.

Can't answer for Witchery, but AM2 significantly changes the overall game experience and is a resource-intensive mod, both on the client on the server. It's an awesome mod for sure, but it's not lightweight by any means.

As for mods I often add:

Gendustry for the Sampler and Imprinter to streamline the ExtraBees' Synthesizer-->Purifier-->Inoculator shuffle that gets old after the Nth time

ComputerCraft so I can run my Lua programs, like a Peat farm and a platform builder.
 
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Alcheya

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Jul 29, 2019
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Can't answer for Witchery, but AM2 significantly changes the overall game experience and is a resource-intensive mod, both on the client on the server. It's an awesome mod for sure, but it's not lightweight by any means. -snip-

I added a suggestion for the launcher:
http://forum.feed-the-beast.com/threads/suggestion-disabled-mod-notes.41281/

I seem to see the same thing being said for X mods. If it would help get more mods added to/supported by packs, (disabled by default) I'm pushing for this hard. I understand that people just enable things without checking why they were disabled, I admit I do the same usually.. but I also want extended mod support by most/all packs. Some people want to disable things they don't use so they don't have to worry about resource intensity. I just want to be able to explore new mods and have a lot to do when I'm playing.
 

Revemohl

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Jul 29, 2019
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InGameInfo, ArmorStatusHUD and StatusEffectHUD (or whatever it was called).
I'd probably add Dartcraft to Monster if I were playing it as well.
 
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Padfoote

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Dec 11, 2013
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I've added Mekanism, Ender IO, Backpacks, Big Reactors, Blood Magic (Which I have to have in every pack I play), Carpenter's Blocks, Chisel, and Enhanced Portals 3 to the DW20 pack.
 
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trajano080

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Jul 29, 2019
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I add Soul Shards 2, Equivalent Exchange 3, Mob Amputation, Adv Machines, Adv Solar Panels, Gravitation Suite, and a couple of other ones.
 
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Taiine

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Jul 29, 2019
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OhqdY7q.png


then theres a few added that I forgot to stick in this back up folder, along with updating some of the mods that come outdated.

The only thing you have to do really is mess with ID's. If theres a conflict it tells you such and that it wrote the conflicts into a text file as well as what ID's are free. Then you just go into the configs to the mods you added and start changing them.
 
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Alcheya

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Jul 29, 2019
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Thanks for all the feedback folks. So far Mekanism, AM2, and ArchimedesShips are definitely going in. Witchery is on the maybe list, along with any other ones that add mobs or farmable/collectible things. I like having collections. Dragonmounts looks awesome if I can get it in without too much work as well. I like the idea of having big stables of mobs on the outskirts of a functional Port town.

Would love a mod that adds those big windmills like the ones in BTW. :p
 

Shevron

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Aug 12, 2013
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Archimedes Ships, Ars Magica 2 (which I too, cannot understand why it's not included in Monster) and TrainCraft.

I REALLY wish I could add Galacticraft, but it never plays nice with a lot of mods, and after days trying to get it working properly ... I gave up. *sad panda*
 
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Alcheya

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Jul 29, 2019
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Archimedes Ships, Ars Magica 2 (which I too, cannot understand why it's not included in Monster) and TrainCraft.

I REALLY wish I could add Galacticraft, but it never plays nice with a lot of mods, and after days trying to get it working properly ... I gave up. *sad panda*

I saw a post that basically said the main thing that messed with it was BoP and simply setting BoP to leave the moon/mars dimensions alone would fix most of the issues. I'll have to try adding it and seeing what I can figure out.
 

Shevron

Well-Known Member
Aug 12, 2013
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Last I tried having a stab at it .. it seemed to work. I spawned a couple of things in cheat mode so that I could test around. Overworld seemed (let's say seemed) fine, but when I went into a rocket and tried going to the moon, whole server crashed spectacularly the second I selected Moon from the menu.