Closed Castone22 closed 5 years ago
Remove: PlantMegaPack
Add: Backlytra Actually Additions (maybe? I doubt the 1.7.10 feature set is that strong) Antique Atlas (Suggested by burper)
And I vote for keeping Loot Bags, those are great for early-game mob farms.
Loot bags can stay, if they cause problems. then go
Remove:
PlantMegaPack
BigReactors - We have Mekanism, and Rotarycraft, and Thermal Expansion, and EnderIO, and IE, do we really need this?
Fancy Fluid Storage - Known to cause bugs, we have Extra Cells.
GregsLighting - We have Repower and IE which covers this function.
HungerOverhaul - Duh.
movingworld - Spoopy moving blocks.
MrCrayfishFurnitureMod - buggy and corruptiony.
OpenModularTurrets - who uses these, also, lumen turrets.
FlamingoMod - Needless fluff.
PlaceableGunpowder - Why tho?
roguelike - Makes world gen ugly, lag, tps, etc.
moarcarts - We have Railcraft and Steves carts.
RemainInMotion - Spoopy moving blocks.
**tropicraft - We have 3 dimension mods, pick one?
twilightforest
TheAether**
Armourers-Workshop - Needless fluff that has to be spawned in anyways.
In response to @Roonas, I vote to not remove Rougelike Dungeons, since that will provide a serious exploration outlet for Burper and I, each dungeon large enough that we won't have to be travelling dozens of kilometers per play session to continuously explore.
Out of the three dimension mods, The Aether II appears to be the most sensible to hold on to, as TF is very common in packs, and Tropicraft sounds boring.
@Roonas I second this remove list.
BigReactors is more tick-friendly than some of the other options, I think.
ActuallyAdditions is 1.10+ iirc(??)
TardisMod - promotes off-overworld machinery, profoundly useful MineChem - hilariously OP but fun and educational NetherOres - make mining the nether fun, profitable, and hilariously explosive. Natura - helps make the nether a lot less dull, more trees. Gany's Nether - useful nether plants RealisticTerrainGenerator - because vanilla gen is ugly. AdminCommandsToolbox + Opis - so we can diagnose inevitable problems BetterChests - low tick farm automation Aroma's Dimensional World - for stripmining without damaging our pretty overworld Metallurgy - more complicated ores & alloys; greatly expands TiCo options EnderZoo - wither witches, concussion creepers, enderminis and fallen knights BetterRain - light-weight mod that dramatically improves the wet atmospherics
DynMap on the server? MystCraft - because we ALWAYS need more dimension mods! MagicalCrops - straightforward, albeit grindy solutions BetterStorage - those backpacks are so cute! Smart Moving - much better pre-flight exploration experience ArsMagica2 - yet another magic system Artifacts - More interesting ruins to explore and useful tools like Cyclic has in 1.12
Pam's Harvestcraft + Harvest the Nether Draconic Evolution - though I'd be happy to see it go... StreamsMod RuinsMod
Better Foliage
Morpheus - may be problematic with vampires o,,o but probably still a good idea
I'd like to echo support for leaving roguelike in. Same with loot bags. Also, voting to only have one dimension mod, specifically Aether. Finally, I'd like to vote against adding TARDIS mod.
I vote to add tardis mod
I would add:
ArsMagica 2 EnderZoo Aroma1997s Dimensional World Natura Pam's Harvestcraft
Remove:
PlantMegaPack Rougelike Dungeons HungerOverhaul TheAether
Definitely Staying (Vetoed by Me)
Adding
Not Adding
Removing
Up for Debate so far
I specifically like better storage when configured so the backpack doesn't require a slot and is openable via a (configured) hotkey. The little cupboards are nice too, and otherwise tough to replace in 1.7. I don't know iron backpacks but I'm okay using it-- no big deal either way.
We should investigated RTG+CrC -- anyone have both handy and ready to test with those in isolation? If it works, great! If it doesn't, we'll either need to provide some other means of doing that part of the progression OR (more likely) not using RTG. It really is better than vanilla worldgen though...
Ars Magica 2 is a very nice customizable magic system where you sorta make your own spells. I expect @Theburper especially would like it because of the many boss fights involved in its progression. It is more-content though, and if we're trying to thin...
Gany's Nether provides various nether farming options and resulting cheaper access to certain resources. See their wiki for examples. If those seem to OP, then we should probably avoid it. Gany has other mods (AOBD, which we have) and the Surface/End extensions, similar to this one. I like those a lot less though. The surface one in particular makes the animals leave 💩 everywhere.
we have jars on github publicly available. https://github.com/Erisia/builder/tree/e22/base/unabridged/mods Is this ok?
Could we add Grappling Hook mod as well?
I see no reason why not and yeah, it should be fine, we've done it that way before
I wonder if it's possible to restrict the Roguelike dungeons to just one particular world.
If not, then maybe Battle Towers? They're eyesores, but that means it's easy to avoid living next to one. At a sufficiently low spawn rate, they shouldn't get involved unless you seek them out, and I recall having a lot of fun fighting through one using AM2 spells.
Update after today: [No work there, did not touch] The Aether Tropicraft (Between these two and chromaticraft there will be PLENTY of exploration in the pack) BigReactors (Friendly on the server and easy, so people tend to default to it, if you don't like it don't use it) Adding
Gapling hook mod [Done] Pam's Harvestcraft [Done] Minechem (We don't get to play with this much in SMP) [Done] Opis, Eira, Dynmap and some other clientside stuff is included in our default erisia package, so don't worry much about these. [Partially done, did not check in detail what we usually add vs what is actually in] Aroma's dimension [Done] Atlasmod [Done] Tardismod [Done]
[No work there, did not touch] Not Adding
Natura (Redwoods are evil for the server... i'm sorry) Enderzoo (More mobs when we already have the aether is a bad idea) Draconic Evolution (Doesn't play nicely with hardcore ender expansion until 1.10+) Mystcraft (Mystcraft's world loading is hard on the server compared to rftools, so i'd rather use it. However even rftools is pretty bad in 1.7) Smartmovement (Buggy when using modded ladders and such)
Removing
Twilight Forest (Retrogen is bad in 1.7 mmkay?) [Done] Animania [Done, was not even there] Plant Megapack (Pam's is a better choice here) [Done, was not even there] Fancy Fluid Storage (I've caused world corruptions with this) [Done] Crayfish's Furniture Mod (World Corruptions) [Done] Hunger Overhaul (Leaving Applecore) [Done] MovingWorld [Done] RemainInMotion (Both of these have a lot of known dupes and crashes) [Done] Roguelike (Low key mod that kills the server DURING run time due to high density of mob spawners) [Done]
[Did not touch these] Up for Debate so far
Realistic Terraingen (Breaks CrC progression since it won't spawn ocean temples, unless there's a way to get it to spawn oceans or something) Better Sorage vs Iron Backpacks Artifacts ArsMagica2 Gany's Nether
Overall what's remaining/issues:
I'd enjoy seeing AM2 again, to add some more magic to our otherwise all to familiar collection, plus, it has bosses.
Better Storage has some weird conflicts with being moved (see:crashes) and has to be played with to work with enderstorage. As far I'm aware, it doesn't have backpacks either.
Gany's Nether only adds more fluff to the Nether thats not really needed, and contributes to generation lag. Most of the stuff in it can be otherwise easily obtained.
After testing point 2 I've determined that conflict is with Thaumic Infusion. I've commented it out and the rest of the mods has loaded ok.
In terms of reika mods, I'll add Rotary, CrC and Reactor Craft. Now onward to ID conflicts - Chromatic conflicts with BoP in terms of biomes and with something else in enchantments.
I don't have any of these changes pushed to PR yet.
Update:
On pending topics:
The dirty hack is fine. I'm going to rewrite cursetool before E23, in part for better integration (it should be automatic, and faster), so whatever you do to it now doesn't matter.
I'm working on minetweaker scripts.
Add
Remove
Update
These were not in the pack, so not present:
Remaining:
This work seems done.
modpack.txt
Current modlist above, please comment on mods that you would like added or removed in this thread.
Definitely Staying (Vetoed by Me)
Adding
Not Adding
Removing
Up for Debate so far