Open Mitchell5200 opened 2 years ago
Requested mods list taken from https://github.com/AllTheMods/ATM-7/issues/596 and the discord
Added in 0.4.8++ Hex Casting Lazier AE2 Industrial Foregoing Baubley Heart Canisters Twilight Forest Yungs Better Desert Temples
Coming soon
Under consideration Everything is copper Hyperbox Beyond Earth Morph-o-tool Create stuff additions The undergarden L_Ender 's Cataclysm Meet your Fight RFtools Dimensions (Will need config changes) Compressed Creativity Create: Steam powered Trade Cycling More Villagers Aquatic Torches Retro Candles Create Deco Mana and Artifice Quark (Will need config changes) Ars Nouveau Addons: Instrumentum, Elemental, Omega Champions and Extra Champions Exline's Furnature mod Dimensional Dungeons Solar Flux Reborn Malum Easy Villagers Tis-3d Rebind Narrator Ultimate Car Mod Vampirism Enigmatic Legacy Apple Crates Tetra AE Additions - ExtraCells2 Fork Simply Houses Tiny Redstone Mystical Adapations ReAuth Ambient Additions Fins and Tails
Soft No /Not at this time Factorium Vanilla AIOTs Botania AIOTs Factorium Future pack Grappling hook mod Guns Without Roses Paintings++
No (team unanimous no) Global xp Stack refill Not Enough Wands Duckling Pocket Storage Starter Kit Easier Chests re-Forged Public Gui Announcement Fix My SpawnR Left Hanging Ender storage Chisel and Bits Forge ProjectE (would need massive endgame gating changes) Name Pain Ae2 Wireless Terminals
Hard No (Bugs or server issues, or just NO) Tesseract Cyclic
don't forget Solar Flux - under consideration? / team no
Hey, I'm honestly just plugging my own mod here: https://www.curseforge.com/minecraft/mc-mods/malum It was in the spellbound pack and, the 1.16.5 version used there sucked. I figured it'd be neat to have the mod added to ATM7, which would allow people, from the so-far biggest source of publicity for the mod, to see how much it improved :) Cheers
don't forget Solar Flux - under consideration? / team no
must've missed that, oops
I would like to suggest Botanical Machinery https://www.curseforge.com/minecraft/mc-mods/botanical-machinery and Refined Storage: Requestify https://www.curseforge.com/minecraft/mc-mods/rs-requestify
Both are on the correct version and would be a great addition for automation on servers.
I would like to suggest Botanical Machinery https://www.curseforge.com/minecraft/mc-mods/botanical-machinery and Refined Storage: Requestify https://www.curseforge.com/minecraft/mc-mods/rs-requestify
Both are on the correct version and would be a great addition for automation on servers.
Rs: Requestify has already been added in the latest modpack versions.
Must of missed that. I see it now in the change log of 0.4.6.
I'm gonna drop a suggestion for Easy Villagers because I don't see it on the list and it's much better for server performance than giant iron golem farms or trade halls.
We hosted a server for my group of friends and due to multiple golem farms and villager trade halls, the server began to lag a lot. We added this mod to the pack and it worked perfectly fine as far as vanilla mechanics go and got rid of all the lag once everyone had converted over.
Are Beyond Earth Add-ons under consideration? (mostly just asking for the Giselle add-on, as it adds a good deal of cross-mod compatibility) (https://www.curseforge.com/minecraft/mc-mods/space-bosstools-giselle-addon)
Small mod that emulates what RandomPatches did in 1.16.5. It allows for the narrator key to be rebinded, which is really helpful in these big modpacks. I recently wrote it. https://www.curseforge.com/minecraft/mc-mods/rebindnarrator
If you don't mind me asking, what is wrong (broken) with tesseract and cyclic?
Can custom machines be added using the Custom Machinery mod? (https://www.curseforge.com/minecraft/mc-mods/custom-machinery)
Can Iron Generators (and dependent mod) be added? (since it has built in support for Allthemodium, and other ATM stuff. (https://www.curseforge.com/minecraft/mc-mods/more-generators)
Maybe Ultimate Car mod? Just for fun https://www.curseforge.com/minecraft/mc-mods/ultimate-car-mod
Suggestion: add a way to vote for mod suggestions already on the list, so you can gauge community support for different suggestions. This isn't a mod, but rather a way to decide mod suggestions.
Suggestion: add a way to vote for mod suggestions already on the list, so you can gauge community support for different suggestions. This isn't a mod, but rather a way to decide mod suggestions.
Every one has access to the emojis (like thumbs up and thumbs down) and the All the Mods team is probably more concerned with weather the mod fits the pack and plays nicely, rather than if the mod gets a bunch of upvotes. (otherwise Optifine would be upvoted by the thousand, even though it causes soo many problems) Additionally, sorry to the All the Mods team if this comment was badly placed or worded.
Suggestion: add a way to vote for mod suggestions already on the list, so you can gauge community support for different suggestions. This isn't a mod, but rather a way to decide mod suggestions.
Every one has access to the emojis (like thumbs up and thumbs down) and the All the Mods team is probably more concerned with weather the mod fits the pack and plays nicely, rather than if the mod gets a bunch of upvotes. (otherwise Optifine would be upvoted by the thousand, even though it causes soo many problems) Additionally, sorry to the All the Mods team if this comment was badly placed or worded.
Nope, that's exactly correct, we are looking at the mods ourselves and seeing if fits the current theme and if we already have mods covering those features. Community popularity is sometimes taken into account.
Suggestion: add a way to vote for mod suggestions already on the list, so you can gauge community support for different suggestions. This isn't a mod, but rather a way to decide mod suggestions.
Every one has access to the emojis (like thumbs up and thumbs down) and the All the Mods team is probably more concerned with weather the mod fits the pack and plays nicely, rather than if the mod gets a bunch of upvotes. (otherwise Optifine would be upvoted by the thousand, even though it causes soo many problems) Additionally, sorry to the All the Mods team if this comment was badly placed or worded.
Nope, that's exactly correct, we are looking at the mods ourselves and seeing if fits the current theme and if we already have mods covering those features. Community popularity is sometimes taken into account.
my concern is just that right now, we don't have access to the emojis because it's all on one comment... I do agree that whether it fits is more important than a popularity contest though, I just think you'd benefit from a quick way to judge if people like it
Offer: Enigmatic Legacy - mod that allows you to complicate the game a little at will, I would like to see.
Vampirism - is a pretty interesting mod about vampires and I think it's worth paying attention to.
Yung’s Better Desert Temples: https://www.curseforge.com/minecraft/mc-mods/yungs-better-desert-temples
Apple Crates https://www.curseforge.com/minecraft/mc-mods/apple-crates
fun way to either store items or set up a little shop.
Offer: Enigmatic Legacy - mod that allows you to complicate the game a little at will, I would like to see.
Vampirism - is a pretty interesting mod about vampires and I think it's worth paying attention to.
just an FYI, vampirism in its current state is broken AF. vampires spawn all over the place ignoring the mobcap as well as natural spawn rules. their block and item registry is a mess and their blocks have a bunch of sync issues. but don't worry ,the Modding Inquisition is currently making a bunch of PR's to fix all of that. tl;dr : vampirism isnt very optimized for servers at the moment
AE Additions - ExtraCells2 Fork https://www.curseforge.com/minecraft/mc-mods/ae-additions-extra-cells-2-fork
Can Simply Houses be added? (https://www.curseforge.com/minecraft/mc-mods/simply-houses) It is by the same dev as Dungeons Arise, and is a a structure mod that adds a few houses that look nice.
might i suggest if add vampirism that also include the werewolf addition?
https://www.curseforge.com/minecraft/mc-mods/werewolves-become-a-beast
AE Additions - ExtraCells2 Fork https://www.curseforge.com/minecraft/mc-mods/ae-additions-extra-cells-2-fork
We already have MEGA cells mod
AE Additions - ExtraCells2 Fork https://www.curseforge.com/minecraft/mc-mods/ae-additions-extra-cells-2-fork
We already have MEGA cells mod
For what it's worth, AEA integrates with MEGA such that it uses those to make the extra cells included by AEA. It more or less boils down to whether or not the pack wishes to add what would effectively be MEGA DISKs.
Yung’s Better Desert Temples: https://www.curseforge.com/minecraft/mc-mods/yungs-better-desert-temples
About to start a playthrough with friends, but I feel like I should wait until this gets added because it seems like a no brainer
Alex's Mobs https://www.curseforge.com/minecraft/mc-mods/alexs-mobs
A high quality mod, perfect for this modpack that lacks animal variety.
Alex's Mobs https://www.curseforge.com/minecraft/mc-mods/alexs-mobs
A high quality mod, perfect for this modpack that lacks animal variety.
That mod was removed due to it's mobs causing significant lag issues on servers, and had issues when we tried to change it's configs, and so at this time there is No plan to re-add it.
Can the Fins and Tails mod as well as the Ambient Additions mod be added to increase the amount of interesting animals in the world? (Ambient Additions even adds tamable Corgis) (https://www.curseforge.com/minecraft/mc-mods/fins-and-tails) (https://www.curseforge.com/minecraft/mc-mods/ambient-additions)
Предложение: Enigmatic Legacy - мод, позволяющий немного усложнять игру по желанию, хотелось бы посмотреть. Vampirism - довольно интересный мод про вампиров и думаю на него стоит обратить внимание.
просто к вашему сведению, вампиризм в его текущем состоянии нарушен AF. вампиры появляются повсюду, игнорируя mobcap, а также естественные правила появления.их реестр блоков и элементов - это беспорядок, и их блоки имеют кучу проблем с синхронизацией.но не волнуйтесь, Инквизиция моддинга в настоящее время делает кучу PR, чтобы исправить все это. tl; dr : вампиризм на данный момент не очень оптимизирован для серверов
Greetings, I don't understand much about this, at one time I tried to do modding, but due to lack of time I abandoned my project and then lost it with the death of my hard drive. Well, there is no desire to start sorting it out again yet. Thanks for the explanations, I haven't put it easy on this version of the Vampirism game yet.
Suggestion: Add Xnet gasses https://www.curseforge.com/minecraft/mc-mods/xnet-gases It allows Xnet to transfer mekanism chemicals and pigments
Suggestion: Add an alltehmodim ingot to the sink recipe. It is too op to provide water, so this need to be balanced.
Maybe it makes sense to add a mod Botanical Machinery? Such a small automation of botany in miniature
Mystical Adaptations
https://www.curseforge.com/minecraft/mc-mods/mystical-adaptations
-> New Armor! Insanium Armor. Tier 6.
-> New Tools! Insanium Sword, Insanium Pickaxe, Insanium Shovel, Insanium Axe, Insanium Hoe, Insanium Watering Can, Insanium Paxel.
-> New Augments! Hungerless, Woodcutter, Mining AOE V, Strength IV, Absorption VI, Health Boost VI, Attack AOE IV, Tilling AOE V.
-> New Tile Entities! Insanium Furnace, Insanium Seed Reprocessor.
Request for the reauthentication mod, preventing us to completely relaunch ATM7 ReAuth Also Rubidium, a Forge Sodium port would be amazing as suddenly I can now play the game with around 60fps Rubidium
Rubidium is causing rendering issues like: black sides on 3d blocks or JEI not displaying items before you enter smth (idk it is only for me or not)
Improved Mobs: curseforge.com/minecraft /mc-mods/improved-mobs
Thermal Integration
https://www.curseforge.com/minecraft/mc-mods/thermal-integration
Request for the reauthentication mod, preventing us to completely relaunch ATM7 ReAuth Also Rubidium, a Forge Sodium port would be amazing as suddenly I can now play the game with around 60fps Rubidium
Rubidium is causing rendering issues like: black sides on 3d blocks or JEI not displaying items before you enter smth (idk it is only for me or not)
Thus far, I did not notice anything out of the ordinary. Half of my friends on the server play without Rubidium, half with, but either both groups experienced the same glitches or they didn't.
On that note: Cherrywood logs are very glitchy and in multiplayer and its log branching only correctly renders after reconnecting with the server for us (except for the one placing the logs)
Advent of Ascension
https://www.curseforge.com/minecraft/mc-mods/portality
Adds some nice Portals
Travel Anchors brings back the Travel Anchors and the Travel Staff from EnderIO
More upgrades to silent gear + deco blocks
Builder's Delight - all the factory blocks we loved from chisel, but in 1.18.2!
https://www.curseforge.com/minecraft/mc-mods/builders-delight-forge
Advanced Netherite: https://www.curseforge.com/minecraft/mc-mods/advanced-netherite (forge 1.18.2 version available here)
Adds more tiers of Netherite (up to Netherite-Diamond), with corresponding armor and tools. Each tier is better than the last.
IF YOU SUGGEST A MOD IT MUST BE UPDATED TO 1.18.2 AND BE THE FORGE VERSION OTHERWISE YOUR COMMENT WILL BE DELETED
Also be sure to check the list below to ensure no duplicates, and if you post something already on this list it will be deleted Deleted comments: 8 Fabric Count: 3 Mods that are already included Count: 1