Here we go again. Here is the mod list by the way. Now, I know that some tech mods are not on here, and I don't know if I would consider Soul Shards a tech mod. BUT! That is what I am here for, your thoughts. What do you think of the mod list? Do you hate it, Love it, mehhh.... Let me know please. As for recipes.... For the majority of them I will not be messing around with them other then to fix conflicting recipes, and unification of items. That being said their will be a couple of exceptions. I am not wanting this to be a hardcore pack, but neither do I feel like making this a default kitchen sink pack. Some changes I've made; All ores (and ore generation), where possible, are unified to TechReborn. Ore generation is 90% handled by Tech Reborn The further from spawn you go, the larger the veins of ore will get. Some ores will only spawn after so many blocks from spawn. All materials when exist in duplicate default to TechReborn. for example; All copper plates are from Tech Reborn. Silicon from AE2 was removed and replaced with TR silicon Only one type of each ore will spawn. So only one lead, tin, copper, etc... Turned off some ores completely as you get the byproduct from TR ore processing. Examples include; Railcraft Sulfur/Saltpeter does not spawn as it is now a byproduct of grinding ores. Thorium is a byproduct of Uranium. A required product to advance is only able to be acquired from bees. A few required product types are only able to be acquired from the I.E. excavator. Oil can only be found with Immersive Petroleum. (Yes you will need to built that big tower thing) Food is more important than vanilla but not spice of life bad. Mobs get harder the further from spawn you go. Mobs WILL actively destroy all modded blocks if they can not get to you or can not damage you. (This includes being in god mode or in a blast-proof bunker). Mobs have more health the further from spawn. Mobs hit harder the further from spawn you are. So that is a little bit of what is going on with my pack so far. What do you think?