So i made a modpack (Wizard_Brandon modpack)

Discussion in 'Offtopic' started by brandonlk, Jul 2, 2017.

?

What do you think?

  1. Wow, best modpack ever

    0 vote(s)
    0.0%
  2. good

    16.7%
  3. Ok

    0 vote(s)
    0.0%
  4. Bad

    16.7%
  5. Delete Yourself

    50.0%
  6. Potato

    83.3%
Multiple votes are allowed.
  1. brandonlk

    brandonlk Well-Known Member

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    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)
    (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 :p )
    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"
    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.
     
    Last edited: Jul 6, 2017
  2. Kazeodori

    Kazeodori Well-Known Member

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    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".
     
  3. brandonlk

    brandonlk Well-Known Member

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    Yeah i completely understand your opinion there and this is really helping me make my modpack not run like trash :p
    1. 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
    2. 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
    3. artefacts are fun and promote the exploration, hense Archimedes ship mod which was for exploration
    4. Stargates.. Hmm they look cool bout it i would probably replace it with tardis mod, or even get rid of it entirely.. Thanks :D
    5. 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
    6. Treecapatator was from yogbox, thats why it's in there. plus it makes trees decay super fast
    7. ships mod is essentially the same thing as Archimedes for exploration, and it was from yogbox
    8. reliquary has some nice stuff in it, like the infinite water bucket, and survive death
    9. modular turrets that was from when i had the invasion mod, Striking it
    10. railcraft, i love railcraft :p
    11. quiverbow was for more weapons and active threats, but yeah.
    12. xsprings no idea, getting rid of
    13. exnihlio no longer needed
    14. battletowers, from yogbox, and gives a reason for eploration
    15. no bspkrsCore, that is odd
    16. millenaire, from yogbox, i also like the idea of it so i'm keeping it
    17. 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 :p
    [doublepost=1499038492][/doublepost]My god, without all those other mods enabled the startup time has dramatically increased And the fps :D thank you :p
    [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
     
  4. Slind

    Slind Founder

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    The usual approach is to modify world generation, so that only one type of each ore spawns.
     
  5. brandonlk

    brandonlk Well-Known Member

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    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 ;/
     
  6. Aidoneus

    Aidoneus Director Booster

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    There are a couple mods that can do this. And a lot of mods have configs for their ore gens
     
  7. brandonlk

    brandonlk Well-Known Member

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    Woo, i got WAILA working :p
    [doublepost=1499041757,1499040401][/doublepost]In other news. this village
     
  8. brandonlk

    brandonlk Well-Known Member

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    Changelog: Railcraft has been removed and turned into traincraft :p
     

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