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*random eyecatcher screenshots*
hey lads. i've made a small modpack for personal use but i'd really like to play with more people.
the focus is more on magic stuff and less on industry mods (super tired of those)
these are the mods it has right now:
https://files.facepunch.com/forum/upload/326417/65eeae63-1192-4054-8a0f-7b1287be3a2b/image.png
would anyone be interested in this? if yes, will sharing my MultiMC instance be enough for you guys to be able to join? any must have mods that i'm missing?
Yes, lets go!
Always up for a bit of modded MC when ever a server pops up on here for a while.
Better Questing? As in you have some quest progression made for us to do?
Add Chisel and Bits.
here' s the modpack:
knockoutCraft.zip
it should be an importable instance for MultiMC. let me know if it doesn't work
server will be up soon
https://files.facepunch.com/forum/upload/326417/d0975cae-c157-4fa5-8338-538d528c603e/image.png
made a little spawn area, simple stuff
I hope we see some good shit built. Magic mods let you do so much neat shit that often gets overshadowed by Tech Mod #2310's Combined Jetpack and Mob Obliterator.
The one tech mod that would even fit would be EnderIO due to it because energy based magic.
The only reason I would even want it is the conduits.
https://files.facepunch.com/forum/upload/326417/a51d1659-a18c-4a96-9f7d-1054855c7088/image.png
the first join arrives!
I'm definitely interested.
I'll be hopping on eventually too, this on a dedicated server or is it just up when you are inacio
Plan is to get it on a dedicated, I've offered to host it but my boxs cpu is currently melting its self due to a fan failure (93c throttled to 200mhz fuck yeah), so waiting on them to replace it tomorrow as support is fucking dumb and only works monday - friday.
what this man said:
I'd like to play this but uh... when I import the instance, my server list is completely empty. I simply imported from the zip and clicked OK. Did I do something wrong? Other than that, pack works fine from what I can tell.
oh no, the server isn't up yet, see above for the reason. just wanted to get the modpack creation stuff out of the way first
Oh, ok that certainly explains it.
@Garry 2.0 I've been wanting to get something like this running for a while, even did a modpack myself based around a hardcore survival with lite RP/PVP based around exclusively magic and low industry. Expanding magic, cooking, alchemy, and deepening crafting without overpowered mech stuff. I spent a while editing the configs for them as well to integrate the stuff like Spartan Shields and food&drink and such. (like ensuring armors all affect body temp and such)
Take a look, not all of it may fit with what you're trying to do, but a lot of work was put into designing this pack. (which includes a large semi-procedural map using the biome painting mod, so that I could hand place major biomes and design a map while still having everything be completely random)
wow, im surprised at how many mods we have in common
i'd be all over that but really i want to have the least possible mods while still having it enjoyable, to prevent the 35 tech trees situation
it's not really even about the theme - huge mods that add a ton of tech are still something i'd prefer to avoid unless eventually everyone feels like it's needed to keep on playing. it's just something i personally don't feel like doing right now
Actually most of the mods are interlinked or otherwise have compatibility mods that connect the tech trees together, (notably any that care about Thaumcraft, which is sort of the foundation here) which is why the mod list is so large.
For instance, a large chunk of the mods are gameplay tweaks rather than affecting crafting or adding items. Bardcraft of course adds playable MIDI style instruments; not so much a tech tree as much as support for roleplay and such. Improved backpacks works to limit inventory space with a trophy slots mod in the pack which disallows for full use of the default inventory size right from spawn.
There are definitely tons of stuff in the pack recommendation I have that aren't necessary, but keep in mind that if you remove the supporting lib mods and stuff, the actual "content" mods are actually pretty few and most of the mods work to minorly tweak difficulty and to otherwise merge those few major mods together into a single cohesive tech tree.
hmm, you make a good case for those mods. could you list a few important ones that you think would complement the ones already in the pack? trophy slots sounds very interesting
Well, most of the mods are sort of intertwined because of the config, or work to support the mods as compatibility patches, but I'll try to tackle the major ones I included and why:
CORE MODS & MAGIC
Serene Seasons adds seasons which affect temperature and grass color and whether it snows. Absolutely amazing just to flesh out the world. No reason not to have it unless it affects performance for the server. On top of that, seasons affect temperature and that means it works with Tough As Nails which I think is another absolute BACKBONE mod alongside the magic 5 at the top, which adds the need to maintain body heat or cold with clothing and armor and food and drink. Spice of Life is necessary with these too to add diminishing returns on eating the same shit over and over. My config makes it more forgiving, but really, the major element here that is nice is that winters can be long and cold and make crops die and make it very important to prepare for beforehand, which adds such an amazing narrative twist to Minecraft. It really does add a unique challenge that really incentivizes cooperation and I cannot stress enough how amazing these mods work together with the above inventory limiting mods and food/drink mods. My config is setup to only be punishing when it's expected, no random freezing to death because it's night.
AbyssalCraft, Blood Magic, Ember, (and it's expansions, Soot & Ember Rekindled) Astral Sorcery, & Thaumcraft (and support mod, Baubles) sort of make up the core here. All five have tons of compatibility patches between them and generally work as complements to one another. I find Thaumcraft to be the most fleshed out, as we all pretty much know, but it also happens to have the best "OP" gear, which means the other four magic systems don't really provide "easier" ways to accomplish the same stuff you can with Thaumcraft. They all sorta focus to create a more dreary and challenging world, and some of the generated biomes provide a harder challenge, which is really the main point of the modpack; to be really fucking hard. These are all great together, I'd never have one without the others.
(these next few are really optional...)
Roots 1 is still preferred over Roots 2 because it's more balanced and works with the other magic mods listed above in a way that actually allows them to interact. I like Roots.
Aetherworks is a low tech sort of steampunk magic mod, again, not really all that fleshed out, but it's novel for what it is. Take it or leave it really, not too far off from Ember, but does add some nifty decorative stuff. Totemic is cool and I love the music element, but again, nothing that other mods don't already do.
Botania is hit or miss. It's nice enough, but again, I could take it or leave it. Doesn't do anything the others don't but it's cute and low-strength stuff. Not at all a necessity.
Draconic Evolution is OP and I don't even like it lmao. Way too easy to get god tier gear. Not even recommended.
Wizardry is sorta eh, not fleshed out enough yet. Take it or leave it tbh.
Millenaire is a NO-GO, not recommended for this, only in my pack for testing purposes.
Mo' Creatures doesn't even work, I was just testing it, not recommended either.
Vampirism is cool for the RP elements and being a vampire is really cool too, but the mod added NPCs are systems are sorta lame. Not really recommended unless you allow a certain level of PVP, and even then, it's only OK.
Ice and Fire adds dragons and dragon nests and is compatible with the 5 key mods. Come on...
WORLD GENERATION (and dimensions)
Betweenlands is what it is, nice extra dimension, but tbh, I could live without it. It's nice endgame dimension but doesn't affect much of the core gameplay. Take it or leave it honestly.
The Aether II is the same way, don't need it but endgame dimension doesn't hurt, take it or leave it.
Twilight Forest; same goes. I'm meh about extra dimensions.
Biomes O' Plenty and Traverse are two major biome adding mods that add a lot of necessary world gen spice without adding new blocks. Necessary.
Recurrent Complex is really nice too without adding blocks; all three together is a nice combo; my config lowers the spawn rates for things a lot which helps keep finds rare and interesting.
Natura is sort of meh, harmless in what it adds, but nothing of any great substance; take it or leave it, it's mediocre.
TWEAKS AND FIXES (these add only a handful of easily craftable items without tech trees and fix balance issues or major MC bugs)
CONTENT TWEAKER & CRAFTTWEAKER & DROPT & MODTWEAKER are four foundational mods I've used to restrict many recipes in the config for this pack, as well as to add new recipes to allow certain items to have recipes. This is absolutely required as it allows players to work with limited inventory slots, craft the instruments from Bardcraft, and restricts gamebreaking vanilla recipes. If you don't use them, they don't affect performance. If you don't care to see my config, then you could use them for things as simple as adding a recipe to allow players to craft blocks that are usually just decorative or generate in a mod. ESSENTIAL for ANY modded server.
Wooden Shears improves balance since the pack makes iron less common. By pushing iron into mid-tier rather than high-tier, you slow down progression and give players more time to play with the entry level stuff that is used a lot in the magic mods, especially Roots.
Ceramics adds clay buckets, which does the same thing for buckets, but even better, it makes clay actually useful. Super nice to have.
Additional Banners does what it says on the tin, more designs just fleshes out banners more. No reason not to have it tbh.
BetterFPS, as it says on the tin.
Dynamic Lights too, but I like having it in a pack because everybody's PC's can handle it and it's nice to have everybody using it rather than only some people. Forces people to be on the same playing field.
FoamFix improves performance and fixes bugs.
Gotta Go Fast removes the "kicked for speeding" issue without a messy plugin.
FastWorkbench improves workbench performance.
HelpFixer fixes the /help command.
Mousetweaks is essential.
Quark is just a collection of QOL improvement, try it if you haven't and see what I mean.
Unloader improves dimensions performance.
Toast Control removes annoying announcements.
Better Advancements just makes the 1.12 Advancements UI work nicer on modded clients. Must have.
Bedrock Replacer to replace all bedrock generated with air so that if you dig too deep, you fall into the Nether. Super nice if you want to punish inattentive players.
Unforgiving Void is the mod that allows this. The two ARE AMAZING together.
Bard Mania adds LOTRO style playable MIDI-like instruments. Literally one of my favorites just for the slew of amazing RP opportunities. A must have, IMO.
Comforts to allow sleeping bags for sleeping without changing spawn. Again, just helps balance out stuff since the pack incentivizes travel but there are few ways to teleport, meaning sleeping away from home is far more valuable. A nice support mod for the intention of the pack.
ConnectedTexutres & Chisel are both just required support mods for certain features.
Improved Backpacks allows craftable backpacks to increase storage. OP right? Nope, because...
Trophy Slots to force players to only have access to the hotbar worth of inventory slots at the beginning, and to be awarded more slots at the admin's discretion, either because of a server event, or by using the aforementioned CraftTweaker to add a recipe with high end gear that allows players to craft the Trophy Item that gives them more of their default slots back. By default, my config used mid-high end loot, like Wither Skulls and End Dragon eggs to be crafted with a backpack to create a trophy, that when used, gave back access to some of the(overpowered) vanilla inventory slots. It does amazing things to balancing exploration and forces players to work together far more without one guy going out and getting to the End in 5 hours. ABSOLUTE NECESSITY.
Bad Wither No Cookie means no more serverwide announcements when people do Wither or EnderDragon stuff and otherwise draw attention to things that you know, break immersion. Sort of a small mod that again, no reason not to have.
MmmMmmMmmMmm just adds a test dummy, sorta like an armor stand, that shows DPS when attacking it. Nice for comparing weapon damage or armor protection. Again, not necessary, but it's harmless and just gives more to the players.
JourneyMap is OP and removes the need for ingame maps. I only have it here for debugging, not recommended.
Gravestone adds gravestones to corpses, a must have honestly, even just for performance.
Platforms adds scaffolding which makes large creative structures way nicer to build and they have nice aesthetics for stuff like minetracks. At the very least, amazing decorative stuff. Super recommended.
Rustic is another primarily decorative pack that has a lot of medieval centric stuff. Nothing amazing but it's very clean and adds ALCOHOL which is SUPER IMPORTANT to even lite RP. I'd recommend it for that sake alone. Brewing BEER and playing the LUTE while eating MUTTON is absolutely REQUIRED. Water Strainer is a silly little mod that allows you to passively fish with nets. It's cute and harmless but adds a bit of nice RP potential.
Waystones is amazing and the way they work and look honestly, and you can use CraftTweaker to add hardcore expensive recipes to allow players to craft them too even. Amazing mod glad you have it in your pack already.
God reading that post it sounds like my dream mod pack. i never been big into redstone so seeing all of those gameplay changes makes me really want to play with that pack now
well fuck me i guess its time to add some mods
Keep in mind a good chunk of the work is in fitting the configs to work together. Adding mod added items to the table for hydration for instance, and stuff like that. I have those already made if you end up using the gameplay specific overhauls like Serene Seasons or Trophy Reward, which imo, really make the pack shine.
is it compatible with MultiMC?
I don't see why it couldn't, the modpack is easiest to use via Twitch Launcher distribution but the pack can be zipped and distributed just as any modpack.
Yes I am. Loriborn#3847 on Discord.
you boys have some top tier taste in mods, I'm beyond keen for this server to start
Server hardware is all good now, cpu fan got replaced.
Just up to inacio to get everything put together then give me the server's jar file so I can update the launch command and we're go.
knockoutCraft.zip
made some changes to the modpack for release!
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