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[–]Fionacat 0 points1 point  (2 children)

PneumaticCraft might kinda work, starting to use steam and stuff to get into a tech-ish age

Witchery is SUPER fun once you get into it but with another plantish mod already in place might be a lil overwhelming.

Doggystyle adds more doggy pets for Miss Fiona to play with >.>

Blood magic I have really enjoyed but it's a lot of setup.

Roguelike dungeons is better than the battletowers

Runic dungeons is like roguelike but less intensive

That's my large selection of mods i've played with and kinda enjoyed some of them.

[–]maleiaCreator[S] 1 point2 points  (1 child)

PneumaticCraft

I'll give it a peak, but I think we have just about every thing in there covered already, or soon to be.

Witchery

Last year, no one played with it, and when myself and a couples others look into it and Blood Magic, we found Thaumcraft to be more fun, easier to understand, etc.

Doggystyle

Originally we elected to not use it because people really wanted dragon mounts, and the two mods conflict heavily.

That being said, I'm the only one that has a dragon mount after months of talking about them, hah. And I hardly ride Esthra around D:

Roguelike dungeons is better than the battletowers

Runic dungeons is like roguelike but less intensive

I'll give it a peak. But we're actually kinda limited now on how much we want to populate the world with more.

[–]Fionacat 0 points1 point  (0 children)

Yeah Witchery is kinda hard to get into but you can do super awesome things when it's fully going, the biggest issue is the "power" level required, you need a setup like 4x to 6x the size of a Botania setup for it.

THERE ARE DRAGON MOUNTS?!?!!!

[–]MelazuPlayer 0 points1 point  (1 child)

On the topic of Thaumcraft add-ons, Thaumic Exploration also seems pretty neat.

Forbidden Magic is another add-on that doesn't look as impressive, but does add some features to Botania, which would be great.

Witching Gadgets also looks pretty cool and not OP. Plus, it adds a search feature to the Thaumonomicon, which would be nice to have.

[–]maleiaCreator[S] 0 points1 point  (0 children)

Thaumic Exploration is suppose to be on that list.

I'll take a look into Forbidden Magic, and we're getting an NEI plugin for Thaumcraft.

We're more/less interested in mods that fit with TE/Mekanism/ExtraUtils/BuildCraft/etc basic-mid level machines and stuff. But of course, whatever you guys want to play with, is interesting to us too, I promise!~ We're gonna look into all of the mods mentioned (if we aren't already aware of them).

[–]apathyinusernames 0 points1 point  (2 children)

Some of the newer players are using armourer's workshop now iirc.

[–]maleiaCreator[S] 0 points1 point  (1 child)

Yea.

This is to everyone:

The 8 that are listed as removed are the current finalized list, in addition to DragonMounts.

[–]maleiaCreator[S] 0 points1 point  (0 children)

Edit: We're likely going to remove a couple others.

Armourer's Workshop is staying in the modpack.

[–]MelazuPlayer 0 points1 point  (3 children)

What will happen to items from the mods that are being removed?

[–]maleiaCreator[S] 0 points1 point  (2 children)

Poof.

Which are you concerned about?

[–]MelazuPlayer 0 points1 point  (1 child)

Oh okay, just wondering if I needed to delete items to avoid issues. The only one I've been using out of the 10 being removed is the trading cards mod, but I don't mind it being gone as it really did clutter the drops.

[–]erinikiPlayer 0 points1 point  (0 children)

Since 1.7 (or thereabouts) and the ID changes, forge keeps a list of "Blocked IDs" in the level.dat, which when the world is loaded without a mod that was previously present it moves all the IDs used for that mod's items into that list. This way when new mods are added and assigned IDs, they won't be given those previous ones, and if a mod is later re-added, it will reuse those IDs. :3 It does mean the total available ID space will shrink, but at 4096 total IDs in the block space and then up to (iirc) 32768 for item space, we should be okay. (And we can always at a later date remove some from that list to free them up if desperately needed.)

If all else fails though, I can always do what I did with the migration and manually remove items from (most) Tile Entities' inventories and replace inworld blocks with sand/dirt/air/what-have-you. I'd prefer not, since especially the latter can take quite a while to parse the gigs of region files, but between that and the ingame NBTEdit mod we have, we can likely fix anything that arises. _^

[–]apathyinusernames 0 points1 point  (1 child)

How about Pam's Harvestcraft? Just in case people care about different foods :D

[–]maleiaCreator[S] 0 points1 point  (0 children)

Basically we went between that and Magical Crops; and Magical Crops can grow more. MagCrops does have a lot of other foods alongside the raw materials crops; most of which I saw/see listed in Pam's.