So over the past couple of days i have been making a modpack, which is fun and all esp when having to deal with loading crashes. INSPIRATION I was playing yogbox (yeah yeah i know it's old AF but idc) and i tried holding left mouse button to craft stuff and i couldn't, so this made me think "what if yogbox was 1.6.4" so i set about finding and downloading all the mods from yogbox to 1.6.4 , turns out some of the mods don't exist for 1.6.4 so i went with 1.7.10 instead and i went about downloading all of the mods again for 1.7.10 -_-. After the pack was finished (and actually working) i thought "there must be loads of modpacks that have already done this, lets add ALL the mods i like" 250 mods later, It turns out that minecraft and my PC did not like it. so I went about trimming it down to be more focused towards Semi-exploration, magic and building a village/base with a few tech mods that I like (sadly no mine-chem because errors) of course trying to stick with the original formula from yogbox. I also tried to create something for everyone EG magic, Tech, Exploration, Town management, building, Map creating and quests (If someone is kind enough to make some for me) Spoiler: MODLIST (A quick note, i don't know which of these is cores and which are actual mods, Also if there is any redundant cores that don't do anything please tell me) Ars Magica 2 Advanced Thaumaturgy Agricraft Ancient Warfare Animation API Automagy Autopackager Backpack Battle Towers Baubles Bdlib Better Builders Wands Bibliocraft Binnie Patcher Binnie Mods Blood Magic Botania Carpenters Blocks Chisel Chococraft Chocolate Quest Code Chicken Core Cofh Core Cofh Lib Cookingbook (I think this is cooking for blockheads) Crystal Wing Custom NPC's Damage Indicators Dense Ores (This was a hard mod to find for 1.7.10) Dimensional doors Enchiridion 2 Ender Core Extra Utilities Forbidden Magic Forestry (For the bees!) Forge Endertech Fox Lib FSP (Flaxbeards Steam Power) Gendustry (For the bees!) Growcraft (for the drinks) Hqm (No quests ) IChunUtil Immersive Engineering Immersive Integration Infernal Mobs In Game Info XML Inventory Tweaks Iron Chests Itlt Jabba Keeping Inventory (Kinda useless but i kept it here for some reason) Liteloader Lunatrius Core Magic Bees Mantle Mcjtylib Millenaire Minecolonies Universal Minions (Not the yellow things from despicable me) Voxel Map More Health Enchanted More Chisels Mouse Tweaks Mystcraft Myst NEI Plugin Not Enough ID's (I don't need it but it's nice to have if i ever get a ID conflict) NEI Not Enough Keys Notes Openblocks Openmods Pam's Harvestcraft PChan3Mods (I think this is a core, but no idea what for) Qmunity Lib Random Things Refined Relocation (The main sorting and storage mod, No AE2 here ) Reliquary RPG Adv Mod (Allows some cool looking sign posts) Secrete room Mod Ships mod SpACore Starting Inventory Status Effects HUD Super Crafting Frame (Those cool crafting tables that go on the side of chests) Tails Tainted magic Tconstruct Thaumcraft 4 Thaumic Exploration Tcon Auto Tool Station T Mechworks Traincraft Treecapitator Twilight Forest Artefacts Villager Nose Mod (Who says i can't have silly mods) WAILA Weapon Mod (Balkon's Weapon mod) Witchery MODS I WANT TO ADD BUT I CANT BECAUSE ERRORS Minechem (Crashes on startup) Schematica (Crashes on startup) Mariculture (Some Enchantment Id conflict with Flaxbeards) Weapon Case Loot (I wanted to tone down how often it was found in chests but i couldn't figure out how, like there would be 10 of these in every single dungeon chest) Tardis mod (It's core (darkcore, or something like that) Caused startup errors) (I also want HQM but I cant create quests that well ) DOWNLOAD Wizard_Brandon modpack V1.5.1.zip - Google Drive (BTW you need to know how to import profiles on curse/twitch) ADDITIONAL NOTES Now i didn't want to add OP mods like Project E and Draconic Evolution because i feel it would ruin the "Low tech feel" Spoiler: HQM Stuff I also require someone to create some HQM quests for me. With the quests being very "tutorialy" (Like AG skies) Teaching you the mod that the quest line is about whilst slowly ramping up the difficulty. Ideally i would want a quest line for every mod, but that sounds silly (unless you had a "Misc" questline that contained mods that only had 1 or 2 quests like the "villager nose mod" (example quests; "harvest a nose (or many) off a villager" "make the emerald detector)) it would also be nice for the quests to be progression based. There is ALOT of key bindings for this modpack, it took me like an hour to bind them to something i liked If anyone can think of any mods to add (or remove) feel free to say them in the comments.
Well, I'd suggest removing these mods: Treecapitator (or else there's no reason to make better tools with Tcon, thaumcraft, whatever) Sync (because it really isn't needed) Pick 2-3, trash the others. You're already going crazy with lots and lots of mods, calm down now. Flaxbeard's / Ender IO / Thermal / Immersive Engineering / Mekanism / MFR Reconsider these mods, and think of where you're going with the modpack: Twilight Forest (Not server friendly at all...) Mystcraft (Not server friendly) Archimedes Ships (Not server friendly) Artefacts SG Craft (Star gates - Yeah, low tech? don't think so) Ships mod Reliquary Resonant Engine Open Modular Turrets Railcraft Quiver Bow Quiver Mobs Xsprings (what is this even?) Not Enough Wands (No idea what this does, but it sounded cool - Find out what things do before adding them) Ex Astris / Ex Nihilo (Is this a skyblock pack?) Craft Guide (No Idea what this does - then why are you adding it?) Planter Helper (other mods do this, and better) Battle Towers Oh dear... All these? Trim it down. Millenaire / Minecolonies Universal / Ancient Warfare Crystal Wing requires bspkrsCore to be installed, don't see it on the list. ---------- All of the above is just my opinion. Please remember to use moderation in what you're doing, and not just throw every little thing in a pack because "it looks cool".
Yeah i completely understand your opinion there and this is really helping me make my modpack not run like trash i did not intend for it to be a server modpack, i just made it for my own enjoyment and a small part of me thought others would want to use it All those tech mods at the beginning, yeah they all have their weird reasons though Flaxbeards, i have always wanted to use it in one of my packs but all my other packs have been 1.6 and i think it would be nice to try it out. enderIO is for item pipes and fluid pipes, though as i'm typing this i cant think of any better things to use enderIO for so i might get rid of it. Thermal some basic configurable machines, however same as enderIO might get rid of it. Meknism really only there for the PowerGen for forestry but now i dont have enderIO and thermal this will become the main "tech" mod. Immersive, looks nice... bout it. MFR i wanted the harvester i think agricraft has something like it, not sure though TL;DR "tech" mods, meknism,flaxbeards,immersive artefacts are fun and promote the exploration, hense Archimedes ship mod which was for exploration Stargates.. Hmm they look cool bout it i would probably replace it with tardis mod, or even get rid of it entirely.. Thanks Sync was there because i get annoyed with inventory management and would just rather have multiple people for different things, However since i'm TRYING to go for lowish tech i'll strike it Treecapatator was from yogbox, thats why it's in there. plus it makes trees decay super fast ships mod is essentially the same thing as Archimedes for exploration, and it was from yogbox reliquary has some nice stuff in it, like the infinite water bucket, and survive death modular turrets that was from when i had the invasion mod, Striking it railcraft, i love railcraft quiverbow was for more weapons and active threats, but yeah. xsprings no idea, getting rid of exnihlio no longer needed battletowers, from yogbox, and gives a reason for eploration no bspkrsCore, that is odd millenaire, from yogbox, i also like the idea of it so i'm keeping it minecolonies From yogbox, the only reason i had it was because i liked the idea of creating my own vilage (much like ancient warefare) but it actually builds the buildings for me, might strike it, not sure though Mods i'm getting rid of enderIO Thermal MFR? Stargates Archimedes ship mod replaced by, the ships mod resonant engine was probably there from ICBM or something modular turrets Quiverbow xsprings Ex mods (nihlo,astris) Craftguide planterhelper meknism Mods i'm keeping (from the list you mentioned) railcraft flaxbeards immersive treecapitator ships mod artefacts? reliquary battle towers Is there any mods that you think i should Add? like anything to give a reason to explore, loot Etc? also anything that can add some danger? Also what direction did you think my modpack was going in, just asking, low tech 'n all that Thank you for your feedback [doublepost=1499038492][/doublepost]My god, without all those other mods enabled the startup time has dramatically increased And the fps thank you [doublepost=1499038710,1499038192][/doublepost]In slightly worse news, there is about 5 different types of copper, but it appears to craft with everything, im going to need an oreDictionary mod
Uh, im sorta new to this, how would one do that? [doublepost=1499039560,1499038984][/doublepost]i was thinking about adding the invasion mod, but i'm not to sure ;/