Your Ideal Ultimate Pack Additions/Modifications

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zaekeon

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Jul 29, 2019
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What mods will you be adding to or like to see added to the ultimate pack? I'm trying to get a good list of mods that are well supported and play well in SMP to add to our private server when ultimate pack comes out...I was thinking mods that add nifty machines, or things to fight. So far i've tested Mo'creatures and that seems to add fine besides changing a config, and just dropping Universal Electricity mods in seemed to work (though fluid mechanics seemed to be missing)...maybe DivineRPG? I heard Ars Magicka has conflicts with factorization?

Anyway, what is your ideal list and what have you added or tested already?
 
I havent added removed anything yet. I've been fixing all the stupid stuff slowpoke changes on his various whims. Like how he disabled most of the cool biomes from EBXL
 
I like Mo' Creatures. Previously I disliked the lack of blast resistant blocks, and the limited building options available, but with Xycraft in the mix, there are a few more options for ogre-proof above ground bases.
 
I like Mo' Creatures. Previously I disliked the lack of blast resistant blocks, and the limited building options available, but with Xycraft in the mix, there are a few more options for ogre-proof above ground bases.

I love mo creatures and would add it myself, the main problem is when I install it mob spawning seems to be really messed up. Mainly hostiles
 
Is that spawning issue present when you set the despawnvanilla in the config to false still?
 
Is that spawning issue present when you set the despawnvanilla in the config to false still?

Yeah, in fact it might make it a bit worse. Basically it seems that the hostile mobs spawn the same way horses, bears, etc spawn. So you have to wait for an area to load. I haven't seen any angry zombies either
 
In browsing over some platform packs I saw a bunch of cool mods that I wish we had. Ropes+ looks really interesting and unique for one.
 
I like Mo' Creatures. Previously I disliked the lack of blast resistant blocks, and the limited building options available, but with Xycraft in the mix, there are a few more options for ogre-proof above ground bases.

May I asked what configs you have it set to so that mobs spawn properly?
 
Oh that sounds nice! Any conflicts with the fossil thing? Ill have to check it out, I'm Leary now if mo'creatures messes stuff up
 
Has anyone found any issues with putting all of the universal electricity mods in? Seems to work ok, figured out my problem with fluid...but game wise I've never played it so I don't even know what to look for.
 
Has anyone found any issues with putting all of the universal electricity mods in? Seems to work ok, figured out my problem with fluid...but game wise I've never played it so I don't even know what to look for.

No issues I've found so far. And it also took me a little while to figure out Fluid Mechanics, so you're not alone. Even managed to find a dupe bug with BC tanks, but it was unfortunately already fixed.
 
That archeology mod looks pretty neat and says compatible with a lot of mods. I like it so far, not gonna lie

Is it gregtech that has an issue with fluid mechanics
 
Well I added in Optifine, that was a no brainer. May remove liteloader and add in zan's map, since liteloader has a nasty habit of wanting to force Optifine's lag meter on even if you turn it off.
 
Well I added in Optifine, that was a no brainer. May remove liteloader and add in zan's map, since liteloader has a nasty habit of wanting to force Optifine's lag meter on even if you turn it off.
If you need Optifine, disable LiteLoader right now. RIGHT NOW. All the Voxel mods do is cause lag and make a "prettier" GUI.
 
I really want to add all of the voltz pack (universal electricity) to the ultimate pack. What is this problem with fluid mechanics and how is it fixed?