Looking at the current state of the new Alice modpack, as well as evident lack of activity, I figured I'd give it a shot myself. In order to try to get a more functional state than the current one, I'm going to start out with the basics and work my way up from there. If anyone would like to add any suggestions on mods to keep, remove, or return to the pack, please let me know. Just keep in mind that anything stupid or resource heavy is going to be rejected immediately. You know, like greg tech. I'll be posting the list of mods once I finish with it, but it's highly likely that it will look mostly similar to the current pack.
Yeah i kinda dont think sk is gonna let some member's (non mpt) modpack just replace the current one....
maybe not, but it's just a little annoying to see such slow progress when I've made modpacks larger and more complicated than this in under 24 hours
Making a modpack is way more work than you think. Problably that mod pack you made was for single player. When it comes to multiplayer it gets more complicated. Besides that it should be a 'survivalish' pack, so no grind for 1 week and have everything.
allow me to give you some context. I created a modpack for a 20 person server I was helping on. I sat and added one mod at a time, slowly working through IDs until I had resolved every conflict with both block and item IDs. I don't think we have to do that one anymore, though. I also went through and made sure that only one version of each ore was spawning in the world, and increased the quantity of those ores spawning to an appropriate amount based on the number of mods using it. Then I made sure that all the various recipes for producing dusts and the like would yield the same mod's dust no matter which machine was running it. Now, as for your 'survivalish' thing, I feel like half of that goes out the window the moment we introduce this many mods. These mods add all sorts of ways to simplify and accelerate resource accumulation, from mining machines to ore processing systems that quintuple your output. The real challenge comes in when you have to start building proper machine setups, acquire all the thaumcraft research, breed all the bees, etc etc. It's an arduous process regardless of how you go about it. Granted, there will be some mods that are easier to progress through than others, but those tend to have a lower end game than others and produce less significant results.
Well that's a shanty way of looking at things. Edit: You know what, I guess 'shanty' works. ######thanksautocorrect
Clearly you forget that every MPT-made pack so far has eventually resulted in a laggy, barely manageable mess with a screwed up economy between players.
From a player standpoint there were a good amount of good ones, but eh. SK > mojang themselves, so obviously a pack from him would be better lol
You have literally no idea of the amount of work that goes on behind the scenes to present you with a working Alice modpack. Sauce: Players be like "WE WANT MODS X Y Z"; am in MPT
oh I'm sure it's far crazier being in MPT, given that you also have customized mods and that weird skcraft things mod, also the demand of actually listening to people who are asking for more mods. I've never really listened to those people, though, since they tend to ask for broken things like dartcraft and laggy things like galacticraft.