Which mods do you add manually?

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The Rainbow tag is great. Too bad we don't have it here but the MCF does.
It's the best tag because it lets you easily hide the FNORDS. Makes text invisible until selected.
 
Currently I'm using DW20 mod pack:

Turned off/removed:

Opis (single player world, don't really need all that server info stuff for that)
Billund (really? do I really need this? no)
Journey Map (off by default)
qCraft (while an interesting concept, it's not useful enough for me)

Added/turned on
Zan's Mini Map (best mini map mod IMHO)
Rogue like (very cool and potentially dangerous dungeons, how can you go wrong?)

I find this mix to be very entertaining :)
 
The Rainbow tag is great. Too bad we don't have it here but the MCF does.
It's the best tag because it lets you easily hide the FNORDS. Makes text invisible until selected.
Ok, a bit off topic, but what does the Foundation for Neo-cognitive and Ontological Research and Development have to do with anything?

On topic:
I play DW20 and generally add Mekanism, Dartcraft, Pam's harvestcraft, hunger overhaul, rotarycraft (which I swear I will get around to one day), blood magic, witchery, damage indicators and probably some others. Next world/update I am going to try to stick tropicraft in there too.
 
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I add EE3 since my goal is to live in the END & not return to the overworld after I got in the END (except for when I die),EE3 gives me more or less everything to live off nothing but the endermen & the stuff I bring with.

I removed bloodmagic last night and added Witchery in,but that seems to have cause troubles.
I got item & fluidducts from MFR going invisible and chrashing the game when shift clicking & a part of the deep dark around the area of the portal rest itself.
 
quarry+
enchanting+
factorization
iron chests
dartcraft
mfr

If a jumbo pack doesn't have those I add them. For more specialized packs I add them if I think they won't ruin the intended balance.
 
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If looking at my DW 1.18 pack i've been tweaking for performance and stuff:
Removed mods: AM2, TwilightForest, BiomesOPlenty.
Added: ExtraCells, Thaumic Exploration, + updated many of the mods manually.

For monster pack multiplayer we had to add Morph and enable Kami at least.
 
Disable: Everything magical. Except magical crops, which I don't really use, so I should disable that too.
Enable: Nothing absolutely critical. These days, ElectriCraft. Sometimes GregTech if I can make it fit and keep the difficulty high without too much effort (weird statement that)
 
I add on powerconverters, Rotorycraft (and dragon API),Advanced machines (yes, that got ported to 1.6 under a new developer) Extracells, chisel, Pams harvestcraft, hunger overhal,agriculture and magical crops
 
Enviromine, Iguana's Tweaks both Vanilla and TiCon, TiCon, Pam's Harvestcraft, Hunger Overhaul and Witchery. I love me my difficulty. If I'm feeling boss, I use mob properties to allow Zombies tom2 hit KO me and Skeletons to kill me in only 4 arrows.
 
It would be great if people would suggest mods that arent already well known or some addon to a bigger mod. Small mods that do one thing like the kind you see a dime a dozen on Planet minecraft, Im sure some of them arent terrible in every way. I used to add Pam's Clay spawn, rotten flesh to leather and one called double doors. Apparently theres a mod out nowadays called Tall Doors that I should look into.
 
That reminds me.

CraftGuide is the very disregarded mod that is tons better than NEI when it comes to browsing available recipes.