The way I see it, new mods should be trying to fit in with the preexisting major mods, i.e. Redpower, Buildcraft and IndustrialCraft. If a Mod does not cause those mods to become outdated, and does not cause problems for the server, (and does not make SK's job much harder), than it should be included. For example, the 3 "magic" mods- EE3, Mystcraft, and Thaumcraft. EE3, combined with other mods, allows for simple systems like cobblestone generators to create almost any item, eliminating the challenge of building complex machines provided by the existing mods. EE3 meshes badly with the preexisting mods. Mystcraft does not provide new machines or out-date any other mods, but it provides a potential hurdle for the server- running thousands of "ages" at once could be strenuous. There is a minor issue of a teleportation of sorts that the mod allows, but that doesn't really interfere with the main function of the mods. Mystcraft provides interesting possibilities for enhancing the server, if it can even work in the first place. Thaumcraft would work perfectly fine with the rest of the mods, as it does not have much overlap, and is not strenuous on the server. (It may contain very high level power items that I don't know about, but those could be nerfed or removed). If someone doesn't like it, they can stay away from it. I would like to see Mystcraft and Thaumcraft implemented if possible. Other Mods I Care About Mo's Creatures - If it is working yet it would be interesting. Extra Biomes - If this mod does not cause conflicts over WorldGen with other mods, I would love to see it. I use Minecraft as a creativity tool and would like to see this mod. I like forestry, but if it is a problem I am fine with any nerfs or sections removed, or if the thing is removed entirely.
My new favorite mod is Infinitubes by Immibis. It's a small mod that adds functionality similar in purpose to RP Managers. The tubes are powered by EU, and have a item tagging system that makes them quite useful. On the matter of Gregtech. I am a huge fan, and would love to see it on the server. Gregtech is an add-on to IC2, but unlike most add-ons, it's aim is not just to add interesting new features (though it does that in spades), but to re-balance IC2 as a whole. There are to many features to comment on in one post, but what I'd like to focus on is that Gregtech makes the end-game for IC2 more challenging. All the recipe modifications work with the new machines Gregtech adds, to make getting quantum only one part of finishing IC2. There are fusion reactors to build, and other power sources available through the extensive centrifuge recipe list. Gregtech also adds new more expensive recipe options for things like block breakers, which with tube frames are now more powerful then ever. In short, my vote would be for Gregtech set to hard. P.S. MystCraft is great, but it needs to be admin controlled, so players don't have free, easy transport anywhere they want. Let's give rails and teleporters something to do. P.P.S. Just noticed that MFFS has not been mentioned. Force fields rock .
Woooooow, look at all you little bunnies making this thread nice and long without me I won't go into too much detail about my thoughts but yeah (apart from forestry). For the general gist from the last reset there were that there was too many of the mods that added useless crap like harvestcraft and all that ocean-crap. So, so long as there isn't a bunch of those mods I will be very happy, As well as all the mods that red and glitch mentioned, they've got my vote. But yeah, forestry. Forestry in most respects is OP but the face is that it's only OP with other mods. I mean yeah, you can have automated farms with ease if you do the right piping. But I mean seriously it's one of those core mods that you shouldn't really start a server up with anyway (unless it's tekkit). I mean, to my knowledge I think we've had forestry for all/most of the updates, so it would be a shame to see it removed. But the fact is, with forestry; Yeah it's OP, Yeah you can have a lot of resources with little work but It can also bee very useful in the fact of like bees and also the new "tree"-breeding which can now help build more interesting structures. Also backpacks, the backpacks are a VERY useful part of forestry towards the fact of comparing them to the RP2 bags. I mean, sure they're much easier to make but that doesn't mean they're OP as some people have been mentioning about other things. But towards the fact of having the items go into the right backpack is very useful, and if you want to spend time upgrading them it would still take a lot of time with the new(or semi-new) changes to the apiaries and how fast they work just at base level. And I'm mean, sure the RP2 bags are a goood alternative, but seriously? nothing beats a bag that the items go into by themselves. In short, it is definitely a mod that everyone would miss if it was removed, and also a mod that you would get a lot of flak for removing. but yeah, it's OP but it's also one of those mods that you can live without. Just a side-note; A good mod to add would be ExtraBees. But just a suggestion if you decided to just disable stuff in forestry instead of removing the entire mod. P.S. It hurts to type that much when you just wake up....
Things are useless depending on the person. To me, Thaumcraft is fairly boring because it's a lot of manual work and not engineering/design work. To a lot of people, the pipes and whatnot are a bore. To others, building is what they love and the furniture and such mods are great. The idea is to make the game as fun for as long as possible for as many types of people as possible. As mentioned previously, I like to categorize the type of players in my mind into four main groups (and a person may be of several types): Capitalist (selling stuff) Builder Explorer (including magic) Engineer The latter also comes in several flavors too: quite a few people build fairly simple machines, others build more complex factories, and yet some put a lot of effort into it. The goal is to figure out what mods can provide gameplay to which types of people, and in a way that doesn't considerably negatively impact the game for those who have no care for a certain mod. On the contrary, @Rahau, I don't think new mods have to fit in with existing mods at all -- that would mean that we could only really make the game fun for one type of person, the engineer. That said, I think new mods should either work with the existing mods, or not at all, but nothing in between. If two mods happen to work together, we need to decide definitely whether it's a good thing or not.
I like to: Buildcraft 3 - Yes Additional Pipes - Yes InvTweaks - YesAdvanced Machines - Yes Gregtech - Yes(Only when the basic IC2 recipes doesn't change) Greg's Lighting - Yes! Equivalent Exchange 2 - NO ! Such OP...Forestry - Yes Extra Bees - YesChickenChunks - YesNuclear Control - Yes RailCraft - Yes Equivalent Exchange 3 - Yes. (Its not such OP like EE2 so for now )IndustrialCraft2 - YesSteve's Carts - Yes Wireless Redstone - Yes RedPower 2 - YesThaumcraft - No ComputerCraft - YesFurniture Mod - Not sure I hope you will add also:MystCraft Thermal Expansion Gravitation Suite v1.6 (http://forum.industrial-craft.net/index.php?page=Thread&threadID=6915) and Advanced Solar Panels v3.3.2 (http://forum.industrial-craft.net/index.php?page=Thread&threadID=3291 )
My opinion on the list(non-base mods like IC², BC3,..): GraviSuit: Yes (Perfect end-game item, something to work towards) Mystcraft: Yes (but with limitations!) EE3: (Yes, but some features will have to be nerfed later on) Thaumcraft: Awesome mod, should be in! Factorization: Great expansion to Redpower. Great for the engineers! Forestry: Love the mod (but recipes need to be balanced) MFFS: Great for protection your secret bases XD Nuclear control: Really nesecary for IC² Nuclear Reactors, allows for more automatization TE(Thermal Expansion): Only when GregTech hard recipe's are disabled. Else it will nerf IC² Basic functionality! Powerconverters: No (Way too OP, not balanced) ComputerCraft: Sure, great for automation! (Computer Recipe needs rebalance though!) - MiscPeripherals: YesWireless Redstone: Yes (Is powerful, but has a balanced recipe) Railcraft: PLZ Yes! Steve's Carts: Great Mod, Yes GregTech: Yes; Adds great end-game items and functionality, Hard recipes only if TE is disabled. Ironchests: Yes Optifine: Make it an option, not nesesary on every PC! All basic mods like IC², BC3, Redpower,.. Should be in!
And also, a suggestion would be to add Compact Solars but turn on the Gregtech hard recipe for solar panels. Therefore is would be much harder to get even a MV Solar Array, let alone a HV solar.
Thermal Expansions machines are very similar to IC2's and are balanced against each other. If you make IC2's recipes harder, you remove the desire to use it when you could just use cheaper Thermal Expansion.
So?, I don't see your point?. Thermal Expansion is geared towards BC power and not only give a player an incentive to go towards the BC power route at the start, it also gives the player another incentive to move onto IC2 stuff because of the upgrades to the speed and what-not.
The speed of Thermal Expansion machines scale with power input (to a point). Though I kind of agree with you, two basic machines that do essentially the same job should be priced similarly (one could argue TE's machines are better - e.g. pulveriser has chance of extras when pulverising).
Yeah, even though that is true that they scale with power input, you could also argue the fact that would wouldn't have enough BC power at the start to make is worthwhile, unless you got into biomass really early. But yeah, you could argue that, while you do get extra things from pulverising, unless as I said; unless you get into heavy BC power production very early. You might as well just spend the resources of something like the industrial grinder from gregtech, since it gives you a 100% chance for extras when macerating an ore.
On this, Railcraft makes BC power rather easy (hobbyist steam engine) as evidenced in Direwolf20's current SSP LP.
It does seem like the basic IC2 machines would be a bit expensive compared to the Thermal Expansion machines with Gregtech recipes applied. I would still argue that many of the Gregtech recipes and replacement machines (block breaker, Matter Fab., etc.) would be a good idea. Great discussion though guys. There are a ton of balancing issues to consider with all the mods we're hoping to get.
I'm going to be lazy and only post about the "Main Focuses" for now. Because I'm lazy. Priorities Spoiler EE3 ExtraBiomesXL Thaumcraft ComputerCraft Gregtech Furniture Mod The farming mods My opinions Spoiler -EE3: I don't like EE, in general, even if it is more balanced in the new update. Plus, it's kinda strange having two kinds of "Mega armours" on the server. -ExtraBiomes: Extra biomes is my wife and my child and everything I love. I'm not kidding. It looks great, but the "Cautia" module should be disabled, as it makes cracked sand turn other blocks into cracked sand, and I would really hate if tons of land was like that. :S However, ExtraBiomes /does/ induce lag, as there are tons of leaves in their trees, which supposedly cause lag and all that great stuff you you know you love [/sarcasm] -Thaumcraft: I prefer Thaumcraft over EE, the whole process of going through Thaumcraft is just more fun than in EE, IMO. I'd love to see it in the new modpack. -ComputerCraft: It's a great mod, but can do incredibly scary things. I like it, but on a server, proceed with caution. Some things will need to be nerfed or disabled. -Jammy Furniture: It's a great mod, it looks nice, and it adds some stuff for vanilla items. It also adds a survival mode way of obtaining most heads. It's a great mod. -Farming mods: I really do not like these ones, especially HarvestCraft. It gets rid of wild grass in newly generated chunks, makes it 98% harder to get wheat seeds and has a ton of bugs to work out. I dun liek. Better Farming is quite useful though, although it becomes mostly useless in 1.46, as there are now way more food options and you can farm cocoa in vanilla.
Thaumcraft!?!?!?!? Sk, pl0x, no! Also, on gregtech... I'm both yay and nay on that... Fusion reactors... Need... Fusion... But... Don't... At... Same... time... *dies*
Well I haven't recently tried out most of the Bc addons if not all, but last I saw was it all buggy, but BC got a rewrite in certain places like the quarry and piping system. So I'm not entirely sure, using railcraft carts is pretty good, the only difference is you'll be using carts instead of pipes
Thaumcraft is pretty good... Not sure why you don't want it, I kind of agree with you on GregTech, it adds a lot of things, but if sk were to add it then he'll have to do a lot of configuration if he doesn't want it very hard.
Is that meant to be Crafting Table III??? o and mystcraft has to be a yes as then you can TP things across worlds