Open Zarepheth opened 2 years ago
thanks for spending time to make this ^^ so here's my answer for each mod :
[Polymorph] will not be added, i'll fix the recipes manually when people will report them, polymorph causes lag, breaks unifications, and conflicts should just not exist [Precise Block Placing] i'll test this one [LambDynamicLights] will never be added, causes critical performance issues [Crawl] i'll see [Surrogate] i'll see but i'm a little bit afraid of this tbh [Compressed Blocks] was in the pack but removed because way too much useless blocks, i'll find a better mod for this however [Boat Hud] nah [Boat Item View] i'll see for this one [Durability 101] i'll see for this one [Enchanted ToolTips] ths feature is already a thing in the pack, unneeded [Grind Enchantments] there's the infusion table already, will not be added [Hwyla Addon Horse Info] there's already a mod for horse stats, will not be added [Map Tooltip] i'll see for this one [Tax Free Levels] already a feature like this in the pack [Third Person Crosshair] meh [Third Person Maps] meh too
also plz consider that i don't want to add too much qol/client-side/non-content mods, i don't make a pack with 400 mods but 50 content mods, this is not a vanilla+ modpack ! also even if these are small mods, they can still cause conflicts/issues ! so most of the "i'll see for this one" mean that they'll probably not going to be added
Thanks for taking the time to read it and respond!
[Surrogate] is more of a tool for you, not for the typical person using the mod. It might be helpful, in conjunction with scripts, to migrate blocks and items during a modpack upgrade when one mod is removed or replaced by another. The migration script might be able to read the content of the blocks and items preserved by Surrogate to replace them with other blocks or items.
As someone who messes with the modpacks I play, when an error causes me to drop a mod (for instance, a while ago I had to disable Dank due to an error) Surrogate keeps the blocks around until the mod is replaced (a few weeks later, Dank was fixed - and Surrogate allowed me to recover my stuff).
By the way, I appreciate that you are working the issues with conflicts! That's a major reason why I'm using your modpack instead of creating my own from scratch. You are also doing a lot of work for the quests, I currently lack the motivation to create and maintain my own list of quests.
So far, I've not seen specific conflict/performance issues directly related to the above mods - but it's possible they contribute to overall performance problems or introduce instabilities that show up as other mods conflicting with each other.
Crafting recipe conflicts are a pain, but Polymorph may help with that, even if you don't add it to the pack.
If you spin up a test instance of the modpack, you can add the Polymorph mod and run the "/polymorph conflicts" command to get a list of conflicting recipes.
And since this ticket already exists for enhancement suggestions, I suggest the following for often requested modded functionality:
QuickHomes -- /sethome and /home commands QuickSpawns -- /spawn command QuickTeleports -- /tpa, /tpahere, and /tpaccept commands
this is good for large public servers, but if you're using singleplayer or just playing with a friend, you don't need that at all. will not be added
Mods I find important enough to add to modpacks that don't have them:
*.jar
file to update the Minecraft version.Additional mods I find useful:
*.jar
file to update the Minecraft version.I generally play solo, and if I were playing with others, it would be my own family. Chunk claiming isn't so important to us, like it would be on a public server with people who do not know each other. So I disable FTB Chunks and use Xaero's World and Mini map mods instead.
Again, as I generally play solo, the balance aspect of these mods was not one of my concerns.