We've had Steve's Carts, however because of carts disappearing, lack of overall use, and in general not offering anything another mod doesn't do I think it was removed. -Remove Railcraft -Add Extra Cells (Disable spectral whatever drive)
Steve's Carts and Railcraft are my two favorite mods and I use them quite a bit. I'd like to see them in the next pack, if not Carts then at least Railcraft.
How about... Galacticraft qcraft Secret Rooms The Necromancy Mod Biomes O' Plenty (I love the ominous forest).
I dont Think GalactaCraft will be added Because of The new Dimensions. The Ram disk is already Running out of space. (or so I am Told) Edit: just Realized that I liked a post that suggested the Aether XD
If We Do add Tinkers Steel Works There Will be another Good Way Of getting Steel. but i still like Rail Craft Although The Mechanics Are Obsolete To other mods Its still really fun to play with
Rotarycraft is awesome! At least the power mechanics/bedrock breaker/extractor. I'd like it around but unless there's a few more really awesome endgame machines for it maybe not worth it?
The mods that I use most from the 1.6 pack are: Spoiler Thermal Expansion Applied Energistics ComputerCraft ProjectRed RotaryCraft Mekanism Chisel Microblocks HarvestCraft Big Fat Reactors Thaumcraft and co. Simply Jetpacks Extra Utilities Enhanced Portals OpenBlocks Tinker's Construct BuildCraft Filler MineFactory Reloaded Steve's Carts (because piggy carts FTW) I would like these mods in the new modpack, but the buggy ones, such as RotaryCraft, can be removed.
Just read the allmighty "denied mods" sticky about dartscraft, it's over a year and a half since last edited though... just saying.
I am repeatedly frustrated by the constant addition of mods without a matching reduction. I would quite enjoy having a version of Alice with under 20 content mods (content mod in this case excluding things like NEI, WorldEdit, Voxelmap, etc)
is that cus of the lack of fps you get with the 100+ mods or is it just the over bad mix we have been dealing with ? (by that i mean mods that don’t play well performance wise together
It would be pretty cool to just have a server with nothing but a few huge mods with none of the little addons. IC2, GregTech, Mekanism, Rotarycraft, Thaumcraft, Thermal Expansion would be awesome to see. EDIT: (And Applied Energistics of course. hehe)
the add ons and such are what makes sk server sk server if u want the top mods go for a ftb mod pack there lots of them and lots of server for them other then sk him self
The draw back to fewer mods is a shorter life of the pack, Agraian Skies for example is something you can do in a few weekends, and then it's over no more quests building is nice but not everyone is a builder. @Fuzzy "IC2, GregTech, Rotarycraft," IC2 has been dropped form most major packs, and it likely will be dropped form ours. That said Rotarycraft is buggy as shit, Gregtech takes 5min to load by itself now, and the way he forces players to spam machines to expedite progress is not conducive to a server play style. Note: This are my own thoughts and opinions and do not reflect on any final say from the Mod Pack Team. Also u wuv dudu.
Not even kidding. Even though it happens only after updates and when starting fresh, GregTech has now grown to a point where it needs at least 3 minutes by itself to get the 14 thousand lines of config options ready and to fill the Ore Dictionary.
I agree that we shouldn't even bother with GregTech or IC2. Both have fallen into disuse and I don't think anyone on 1.6 really used them. Stick with TE, add more RF / MJ compatible things, like MPS (maybe?), Big Reactors, possibly Ender IO (I love the concept of multiple pipes within a block) and probably AE2 (Which I really like the look of).
Its a real shame with GregTech as he seems to making great additions in 1.7 It is not feasible to install GregTech on a server that contains much more than about 10 people with the same hardware that we run alice due to its incredibly intensive nature.. it will be missed!