I am currently polling for interest on a simple and lightweight steampunk-themed modpack for the Let's Play that I am in the process of making. While I am, in fact, linking permissions here, the intent of this post is primarily gathering interest and seeing if other people would like playing in this mod pack.
To be clear, if I decide to go ahead with this mod pack, it will be released as a Private Public Mod Pack, following ALL terms and conditions set forth here. Which means that, once it has been approved and uploaded, I will be able to distribute the download code freely. However, it does mean that FTB Permissions do NOT count, however the Central Mods Permissions page do count. Which somewhat changes which mods I will have in this mod pack.
So, with that legal-speak out of the way, let's talk about:
This is a very lightweight steampunk-themed mod pack. I had two primary criteria in selecting the mods for this mod pack. 1) If I didn't use a majority of the functionality of the mod itself, I didn't include it. 2) If it did not fit the steampunk theme of the mod pack, I did not include it.
* What features can I expect from this mod pack?
First and foremost, it all runs on a single power source (MJ), so there is no need to worry about which mods connect to which power sources, no need to bother with energy conversion, and no need to build and maintain multiple power network infrastructures. This gives it a simple and elegant utility which specifically caters to those new to mods.
Second, it has a relatively short list of mods to be included, but each of these mods either brings in a new dynamic, a new mechanic, or does something which is unique to that mod. There is little to no 'overlap' with the functionality of the mods, and that you can utilize each mod to the fullest.
Third, as it doesn't contain many mods, this is a relatively lightweight mod pack, meaning it doesn't take as much to load. Also, each of these mods have a reputation for rapidly updating after a version change, therefore the delay between Minecraft version update and mod pack version update *should* be fairly minimal. The primary foreseeable constraint here is the one-week mandatory waiting period from Covert Jaguar's Railcraft mod to include the latest version. Considering this is primarily so you, the player, don't get hit with unforseen bugs, I am completely behind this.
* What mods are to be expected in this mod pack?
To be clear, if I decide to go ahead with this mod pack, it will be released as a Private Public Mod Pack, following ALL terms and conditions set forth here. Which means that, once it has been approved and uploaded, I will be able to distribute the download code freely. However, it does mean that FTB Permissions do NOT count, however the Central Mods Permissions page do count. Which somewhat changes which mods I will have in this mod pack.
So, with that legal-speak out of the way, let's talk about:
ShneekeyCraft: Less Is More!
* So, what exactly is this mod pack?This is a very lightweight steampunk-themed mod pack. I had two primary criteria in selecting the mods for this mod pack. 1) If I didn't use a majority of the functionality of the mod itself, I didn't include it. 2) If it did not fit the steampunk theme of the mod pack, I did not include it.
* What features can I expect from this mod pack?
First and foremost, it all runs on a single power source (MJ), so there is no need to worry about which mods connect to which power sources, no need to bother with energy conversion, and no need to build and maintain multiple power network infrastructures. This gives it a simple and elegant utility which specifically caters to those new to mods.
Second, it has a relatively short list of mods to be included, but each of these mods either brings in a new dynamic, a new mechanic, or does something which is unique to that mod. There is little to no 'overlap' with the functionality of the mods, and that you can utilize each mod to the fullest.
Third, as it doesn't contain many mods, this is a relatively lightweight mod pack, meaning it doesn't take as much to load. Also, each of these mods have a reputation for rapidly updating after a version change, therefore the delay between Minecraft version update and mod pack version update *should* be fairly minimal. The primary foreseeable constraint here is the one-week mandatory waiting period from Covert Jaguar's Railcraft mod to include the latest version. Considering this is primarily so you, the player, don't get hit with unforseen bugs, I am completely behind this.
* What mods are to be expected in this mod pack?
- Buildcraft. Has a post in the Central Mods Permissions thread, so all I really have to do is link back and give credit where it is due (Which... come to think of it... I just did!).
- Thermal Expansion by King Lemming. It's just an amazing mod with so many awesome things about it that I don't have space here. Also has blanket permission given on the website linked.
- Minefactory Reloaded by PowerCrystals (again). I know, I've been on record by saying that I'm not too thrilled with this mod, however credit where credit is due, it does provide a lot of functionality. Because this is a third party mod pack, I would need to get permission from Sengir for Forestry, and while I could probably manage that, I've decided to use this mod instead. It is his right as mod author, and I have only the utmost respect for him and his decision to do whatever he wants to with the mod he wrote, however MFR has a blanket permission in the forum post linked, provided I am not using it for commercial use (which I am not).
- ChickenChunks and EnderStorage by ChickenBones. Both of these fall under the same licsense and the same reasons for being included, so I will lump them together. These mods let you keep automation going in a remote location, even across dimensions, and be interconnected easily. He also gives blanket permission as long as link and credit is given (which I just did, come to think of it).
- Modular Powersuits by MachineMuse. This is just an amazing mod which is really the last suit you will ever need. Blanket Permissions given to mod packs on her website.
- Obsidian Pressure Plates by Myrathis. It's simple, it's elegant, and it performs a vital function. It lets you automate doors without letting mobs do the same. Released under the Creative Commons BY-NC-ND license, so by giving credit where credit is due and linking back to the post, and by not doing this for a profit, I attain permission.
- Inventory Tweaks by Kobata. It's just dead useful. Blanket permission is given under the MIT license in the minecraft forum post here.
- CraftGuide by Uristqwerty. I have made a deliberate decision to use CraftGuide instead of NEI for my recipe assistance mod for a few reasons. Primarily, it is far more lightweight as it doesn't have nearly the functionality which NEI does. However, most of the functionality NEI has are options which I simply don't want. CraftGuide does what I want... recipes at my fingertips. That's it. Simple, clean, elegant.
- Applied Energistics. Because it really is the end-all-be-all of storage and crafting. Also covered by a blanket permission on the website.
- Railcraft by Covert Jaguar. This mod is awesome, and I really have no other way of getting around in the world, so I fully expect to be using rails as well as the boilers and the tanks. Now, the permissions here are the trickiest, all of the other mods so far gave blanket permissions, however as per his post in the Central Mods Permissions post here, I have met his terms and conditions by publicly posting all permissions from all mods who have not posted to that thread, and that I am going to be using the FTB Launcher to distribute the mod pack. Should I wish to distribute this mod pack via any other means, I would need to first seek his explicit permission.
- Tinker's Constructs and Natura by mDiyo. Released under Creative Commons with blanket permission for mod authors
- Immibiss Core and Microblocks by Immibiss. All work and no creativity makes Steve a dull mod pack. This mod gives your creative side something to play with. Blanket permission given in linked post.
- Computercraft. No.
- Redpower. Permissions.
- Bibliocraft. Permissions.
- Forestry.
- IndustrialCraft2 (and all dependent mods). I'd prefer to only have one power network to deal with.
- Twilight Forest. Too CPU Intensive.
- Mystcraft. Too CPU Intensive.
- Portal Gun. No.
- Factorization. Why bother?
- Better Storage. Exploit when combined with AE.