(I'm not sure if this belongs in Mods Discussion. I looked in that subforum and it seems like it was mostly filled with support questions and crash reports, so I decided to post it here, knowing that it can be moved if needed.)
There are a lot of mods out there.[citation needed] But I a lot of them are ugly or unappealing in my opinion. Things like HD textures or bad GUI design can ruin a good mod for me.
So, what makes a 'good' or 'quality' mod for you, or what are some less-than-obvious things you don't like about certain mods?
E.G. I really hate when a mod fills NEI or JEI with a bunch of technical or debug items. It's really distracting when you just want to find the item you're trying to craft.
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
imho - a 'good' mod is something that adds to the minecraft survival experience but doesn't seem too OP or distract from the standard Minecraft
However it also needs to be fully customisable so that players can modify Config files to prevent certain thing in the Mod pack from appearing
Examples
- a simple 'Rotten flesh to leather' mod is a good mod as it give players a further use for rotten flesh but it's not OP
- Mo' Creature ... I consider a 'good' mod but not as good as the one above.
This adds new mobs to game & It does allow changes in Config to prevent certain mobs from spawning [although for some reason this doesn't quite work right for me]. I prefer 'normal' mobs to spawn with this mod like crocodiles/sharks but none of the 'Fantasy' monsters' like Elks
- The Aether could a considered a good mod. well thought out - it adds a new dimention to minecraft with new tools/items/monster & 'mini bosses'.. but it also keeps to the Minecraft exploration/gathering principle
- Schematica & Worldedit I consider exeptions as good mods.. These Mods are handy for Map makers & could be considered OP & don't stick to the standard Minecraft Experience.. but as said these are exceptions.. they are more like handy tools for creativity
Mods that give OP stuff - like Obsidian Armour/Tools or mods that allow 'growing plants' to obtains stuff you would normally have to gather (for example a redstone or glowstone dust flower) I usually consider rubbish mods
imho - a 'good' mod is something that adds to the minecraft survival experience but doesn't seem too OP or distract from the standard Minecraft
Oh yeah. Even playing with simple mods like Thermal Expansion by themselves changes gameplay drastically, because now focus goes from building large structures out of materials made from crafting machines to upgrading the machines themselves.
However it also needs to be fully customisable so that players can modify Config files to prevent certain thing in the Mod pack from appearing
This is definitely something I require. Especially with big mods that items that are retextured clones of themselves (like Pam's Food mod) I think the need to disable unneeded portions is definitely there. (Or with mods like Actually Additions which just add a whole bunch of random stuff.)
Mods that give OP stuff - like Obsidian Armour/Tools or mods that allow 'growing plants' to obtains stuff you would normally have to gather (for example a redstone or glowstone dust flower) I usually consider rubbish mods
*cough* Draconic Evolution *cough*
Agreed all the way. There really is a fine line between what makes for a good goal item, and what makes for an OP item.
See, the thing mod designers need to understand is that not every player wants the goal of building the most powerful machine. The Elytra, the most recent endgame addition to Vanilla Minecraft, isn't super overpowered IMO. (Sure, you can get somewhere else faster, but that just means saved playtime, and Nether Portals will always be faster.) But the Elytra is worth the adventure, just because it's so fun to fly with one, especially around a world that you've made nostalgic memories in.
A staff that instantly grows my carrots isn't really that exciting. While it may be super overpowered, and improves my farm rates to crazy percentages, it's not that exciting when the player only has to eat so often. Even collecting resources like redstone and glowstone is pointless at that point, because the time you spend upgrading your machines leaves you (or at least, me, from experience) very little time to build cool stuff with it. (And because the limit of resource management is gone, that takes away from the experience as well. Now I don't get frequent breaks from building to go mining or lumberjacking every now and again to think about cool things to use resources for.)
Obviously WorldEdit and mods like that can be an exception to my standards of debug and technical things showing up. When you are setting up a map, it's okay to see some technical details, but I really don't like it when a mod meant for gamers fills menus with debug information and technical details. It confuses people, can cause accidents, or just looks ugly at the very least. (Think if you could find the extended piston arm in the Vanilla creative inventory... While it could be useful for decoration, It's still a technical block and doesn't work properly. That doesn't mean I wouldn't use a mod that allows you to craft non-functioning piston arms for decoration, though.)
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I prefer mods that enhance the game without making it feel different from vanilla, like my own mods, which are also the only significant mods that I've ever used since by making them yourself you can tailor them to suit your needs and tastes much more than even a mod with full configuration can (for example, there are mods that let you change cave generation but none of them come close to giving you the variety of caves that TMCW does; a lot of the other features it adds are variations of vanilla features, such as an attack cooldown that works on a per-mob basis instead of nerfing your general attack speed, or Mending replacing renaming an item instead of autorepairing them, which when combined with the old anvil mechanics is much more balanced than being able to indefinitely use maxed-out gear, or the changes to biome and world generation, such as "climate zones" being only loosely defined with "normal" areas containing most biomes (try finding 31 vastly different main biomes within a 2000x2000 area) and oceans being much larger but with much more land than 1.6.4).
Of course, my mods have the downsides that they are not configurable (since I made them for my own personal use, not for others), are non-Forge mods (no using them in modpacks), are for a very outdated version (1.6.4), and in the case of TMCW, not compatible with multiplayer (I've used MLG to pregenerate terrain using the server jar but some of the features rely on direct client-server communication via a static class instead of networking; as with configuration this is because I made it for myself with no intent for multiplayer support, which I've never even played).
Other than this, I do not know much about other mods other than what I've seen on e.g. YouTube and only used a handful of other small mods in the distant past; one thing that I would not like about a mod is if it adds like 20 different new ores and they are all pretty common (I've seen caves with so many exposed ores that I'd probably just end up digging my own caves by mining all of them). For comparison, TMCW adds two new ores, one of which only generates in one biome (ruby ore, admittedly, it is one of those ores that serve no purpose other than a decorative block, which can be a nice alternative to redstone blocks that matches with lapis better and does not activate redstone) and the other which is rarer than diamond (it makes tools and armor which are better than diamond but only because diamond was nerfed; vanilla diamond armor is still better than amethyst except for the durability. Amethyst itself originated from a mod I used for a while, one of those crazy OP ones as it made the sword do +20 attack damage, which I reduced by editing the bytecode, and made an MCreator mod to add an ore which dropped the numerical item ID of amethyst).
Finally, transportation mods need to have forms of transport that are worthwhile and inmersive. For instance, Ancient Warfare doubled as a pretty good transport mod because it actually made you use vehicles, and they had a lot of variants. In particular, it was a rare case of user-friendly planes (Now compare to Flan's Mod, which had planes that were confusing to use and had just plain bad controls, making it difficult to use them). A bad example would be a mod that adds some sort of Creative-like flight.
Creative-mode flight is just lazy. At least the Vanilla Elytra is fun to use, since it actually feels like flying with wings.
Generally I'm okay with some growable ores, like the ones Agricraft has, but I normally don't automate them. They're just convenient for getting enough iron for small crafting recipes without needing to head down to the mine. If you automate them, you slowly destroy a part of the game which is supposed to be fun.
OT: I can't stand it when mods use over-detailed 3D models for items or armor, like 3D guns. The armor from Draconic Evolution does this, and it has to be some of the ugliest armor I've ever seen. Even the Immersive Engineering guns just look stupid to me because they contrast with every other item in the game.
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I like multiblocks, but I feel like the multiblocks in Immersive Engineering and Advanced Rocketry aren't quite what I'm looking for.
I want to see more multiblocks like the Tinker's Construct Smeltery, or a Big/Extreme Reactor, or heck, even the Vanilla Nether Portal. Those multiblocks can be extended, and changed to your heart's content. You can add different inputs and outputs, modify the size to fit your base's proportions, or attempt to build something that is efficient and gets work done quickly. And building a multiblock like a Reactor is almost like a minigame of trying to design the most efficient Reactor that the mod allows.
With IE and AR, the multiblocks have to be made exactly the same, and whilst I like the big, nicely modeled machines better than magic white cubes, gameplay-wise white magic cube machines and IE or AR multiblocks are exactly the same thing, because they can't be extended upon or built differently from other things. (Heck, even the Thermal Expansion stuff can have different input and output locations, and augments built into the machine, but the IE multiblocks have the exact same inputs and outputs and will always give the exact same results. (Although on some AR stuff, you can choose to have input/outputs in multiple different places on the machine.))
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I would say mods that don't require or encourage grinding for excessive amounts of materials or to spend an excessive amount of time to do something. Literally every mod that implements Steel does this... I hate blast furnaces.
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My Github ด้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้дด็็็็็้้้้้็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้
-Modder is interactive and responsive on their thread
-Textures that actually fit with the game somewhat
-Bugs are polished out
-Has compatibility with other mods
-Is properly balanced, so that we're not left grinding my eyes out for days if not more than a week in order to get somewhere, yet I'm not getting end-goal stuff only an hour or two in
-If it comprises of dimensions, they aren't left barren wastelands with generic mobs and copy-paste content, with unique dungeons, minerals, and mobs
-Introducing things that feel like something that could be implemented into the actual game
-Has an ample amount of content, unless it's a "bridging" mod.
-Has a way to find out about any lore, crafting recipes, and how to progress, all the while having an ample amount of content.
As usual I've missed some but you get the point. However there is always exceptions. The Aether II for example could be seen as "professional" but it was always on shaky ground. Nowadays it's just a joke.
I would say mods that don't require or encourage grinding for excessive amounts of materials or to spend an excessive amount of time to do something.
This is something I can definitely agree with. If the main gameplay of the modpack is automation, I think automation should be immediately available in the form of NPC servants or primitive mining devices. I don't want to mine for iron ingots for the first 2 days of playing in order to make a Quarry block to do it for me.
This is actually something that I think is a problem with Immersive Engineering: from my experience, the multiblock machines require a lot of metal to start out with, unlike the Thermal mods which just require multiple different resources of varying rarity.
-If it comprises of dimensions, they aren't left barren wastelands with generic mobs and copy-paste content, with unique dungeons, minerals, and mobs
This is a big problem with Galacticraft and even Advanced Rocketry, expecially "Moon" dimensions. Sure, you might build a base there for the sake of a cool build, but in the end, it's only filled with either the same exact dungeon (Galacticraft) or Earth-like ores. (Advanced Rocketry)
If we're making a mod about space, with definite signs of extraterrestrial life including archaeological finds or actual aliens, I feel like they deserve as much lore as the people living on the Overworld have, with their Dungeons, Strongholds, Mineshafts and Villages. Maybe procedurally generated dungeons might be better.
If there are no aliens, I think that the Moon or similar barren dimensions should at least contain certain ores that cannot be found elsewhere, in order to make the space they take up on your computer worth the trouble.
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
If there are no aliens, I think that the Moon or similar barren dimensions should at least contain certain ores that cannot be found elsewhere, in order to make the space they take up on your computer worth the trouble.
kind of
GC moon has ores aviable only there needed to progress but it feels lacking (specially the alien villages)
-It looks nice, plays nice with others, and doesn't cause an insane amount of lag just from it alone (I've noticed two of my otherwise favorites are like this)
-It has some things that make it quirky and a bit difficult. The Proxy Pylon Carbink from PokemonMD: Undaunted Heroes comes to mind, as does the better sleeping mod.
-Dimensions are interesting and aren't generic wastelands
-Balanced. If something is hard to get, it better be worth it.
-I like to generate ores since I prefer to explore and build, but that's up to other people what they want to do with it lol.
-Creator accepts criticism and is active in the community (obviously doesn't apply to modders who have abandoned their mods).
-Adds reasons to explore.
-Multiplayer support. I plan on making a server for my little modpack and want my friends to be able to play with me once I get a better computer.
Of course, there are some smaller mods I adore, like Backlytra, Lost Books, Creeper Confetti, Wooden Shears, Snad, etc, simply because they add something awesome but small to the game. They serve their purposes well.
And so forth; mods using JEI is in my opinion an essential feature. Also because JEI provides usable crafting recipe details, even provides some limited auto crafting.
My problem with mods putting items in NEI/JEI is when the menu is filled with items the regular player isn't supposed to see. E.G. items that don't have a name or image texture, actual fluid blocks instead of buckets, or blocks that are used for speical effects and the player isn't supposed to mine them or place them.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
(Link Warning: XKCD isn't exactly a family-friendly comic, so think twice before looking through explainxkcd or the actual xkcd website.)
It is a running joke in the what if? series (and [explainxkcd.com]) to put [citation needed] after statements which are trivial or patently obvious. For example, "The Sun is really bright and its light illuminates the Earth.[citation needed]" Such statements are considered general knowledge and do not require citations.
But anyway... Back to the original topic.
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I don't use a whole ton of mods, I usually just focus on 1-3 large ones, with a few utility/aesthetic mods, but I'll give my opinions nonetheless.
What makes a good (large) mod in my opinion:
-A central theme
-Fits into Minecraft
-Balanced
-Can work with other mods (Still has room for other content, doesn't require attention)
-Fun inventive mechanics
-A surplus of content, without exceedingly unnecessary stuff
Offenders of these "rules":
-Orespawn, has way too much with no actual theme, tons of unnecessary stuff, with items so OP that it leaves absolutely no room for other mods
-Bibliocraft, I desperately want to love this mod, as I like everything it adds, but the models just look awful in Minecraft being smooth and rounded
Good mods:
-Thaumcraft, has tons of fun content, unique mechanics for each and every version of the mod, provides room for other mods, and it all fits into a cool theme
-Fossils and Archaeology, with a great theme surrounding ancient relics and resurrecting prehistoric creatures, this has to be one of my favorite mods, not to mention the bonus nostalgia points
-Aether/Aether2, this is a really great mod that fits so well into Minecraft. It's a sort of mid-game area if you play it with the vanilla Minecraft as well, but it is also great for playing just the mod itself, as it has everything you need to survive within it
-Biomes O' Plenty, one of the best mods for extra terrain generation, especially since it has plenty of mod support for other mods, allowing them to work together with relative ease
-Better Foliage, a small mod, but a wonderful one that makes trees look rounder and grass look less flat, while still perfectly matching the blocky feel.
(I'm not sure if this belongs in Mods Discussion. I looked in that subforum and it seems like it was mostly filled with support questions and crash reports, so I decided to post it here, knowing that it can be moved if needed.)
There are a lot of mods out there.[citation needed] But I a lot of them are ugly or unappealing in my opinion. Things like HD textures or bad GUI design can ruin a good mod for me.
So, what makes a 'good' or 'quality' mod for you, or what are some less-than-obvious things you don't like about certain mods?
E.G. I really hate when a mod fills NEI or JEI with a bunch of technical or debug items. It's really distracting when you just want to find the item you're trying to craft.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
imho - a 'good' mod is something that adds to the minecraft survival experience but doesn't seem too OP or distract from the standard Minecraft
However it also needs to be fully customisable so that players can modify Config files to prevent certain thing in the Mod pack from appearing
Examples
- a simple 'Rotten flesh to leather' mod is a good mod as it give players a further use for rotten flesh but it's not OP
- Mo' Creature ... I consider a 'good' mod but not as good as the one above.
This adds new mobs to game & It does allow changes in Config to prevent certain mobs from spawning [although for some reason this doesn't quite work right for me]. I prefer 'normal' mobs to spawn with this mod like crocodiles/sharks but none of the 'Fantasy' monsters' like Elks
- The Aether could a considered a good mod. well thought out - it adds a new dimention to minecraft with new tools/items/monster & 'mini bosses'.. but it also keeps to the Minecraft exploration/gathering principle
- Schematica & Worldedit I consider exeptions as good mods.. These Mods are handy for Map makers & could be considered OP & don't stick to the standard Minecraft Experience.. but as said these are exceptions.. they are more like handy tools for creativity
Mods that give OP stuff - like Obsidian Armour/Tools or mods that allow 'growing plants' to obtains stuff you would normally have to gather (for example a redstone or glowstone dust flower) I usually consider rubbish mods
Citation needed? Someone reads xkcd.
IMO, mods are good so long as they add something in a balanced and stable state. The rest is a matter of opinion.
You betcha.
Oh yeah. Even playing with simple mods like Thermal Expansion by themselves changes gameplay drastically, because now focus goes from building large structures out of materials made from crafting machines to upgrading the machines themselves.
This is definitely something I require. Especially with big mods that items that are retextured clones of themselves (like Pam's Food mod) I think the need to disable unneeded portions is definitely there. (Or with mods like Actually Additions which just add a whole bunch of random stuff.)
*cough* Draconic Evolution *cough*
Agreed all the way. There really is a fine line between what makes for a good goal item, and what makes for an OP item.
See, the thing mod designers need to understand is that not every player wants the goal of building the most powerful machine. The Elytra, the most recent endgame addition to Vanilla Minecraft, isn't super overpowered IMO. (Sure, you can get somewhere else faster, but that just means saved playtime, and Nether Portals will always be faster.) But the Elytra is worth the adventure, just because it's so fun to fly with one, especially around a world that you've made nostalgic memories in.
A staff that instantly grows my carrots isn't really that exciting. While it may be super overpowered, and improves my farm rates to crazy percentages, it's not that exciting when the player only has to eat so often. Even collecting resources like redstone and glowstone is pointless at that point, because the time you spend upgrading your machines leaves you (or at least, me, from experience) very little time to build cool stuff with it. (And because the limit of resource management is gone, that takes away from the experience as well. Now I don't get frequent breaks from building to go mining or lumberjacking every now and again to think about cool things to use resources for.)
Obviously WorldEdit and mods like that can be an exception to my standards of debug and technical things showing up. When you are setting up a map, it's okay to see some technical details, but I really don't like it when a mod meant for gamers fills menus with debug information and technical details. It confuses people, can cause accidents, or just looks ugly at the very least. (Think if you could find the extended piston arm in the Vanilla creative inventory... While it could be useful for decoration, It's still a technical block and doesn't work properly. That doesn't mean I wouldn't use a mod that allows you to craft non-functioning piston arms for decoration, though.)
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
mods that add interesting mechanics and not another generic OP thing
I prefer mods that enhance the game without making it feel different from vanilla, like my own mods, which are also the only significant mods that I've ever used since by making them yourself you can tailor them to suit your needs and tastes much more than even a mod with full configuration can (for example, there are mods that let you change cave generation but none of them come close to giving you the variety of caves that TMCW does; a lot of the other features it adds are variations of vanilla features, such as an attack cooldown that works on a per-mob basis instead of nerfing your general attack speed, or Mending replacing renaming an item instead of autorepairing them, which when combined with the old anvil mechanics is much more balanced than being able to indefinitely use maxed-out gear, or the changes to biome and world generation, such as "climate zones" being only loosely defined with "normal" areas containing most biomes (try finding 31 vastly different main biomes within a 2000x2000 area) and oceans being much larger but with much more land than 1.6.4).
Of course, my mods have the downsides that they are not configurable (since I made them for my own personal use, not for others), are non-Forge mods (no using them in modpacks), are for a very outdated version (1.6.4), and in the case of TMCW, not compatible with multiplayer (I've used MLG to pregenerate terrain using the server jar but some of the features rely on direct client-server communication via a static class instead of networking; as with configuration this is because I made it for myself with no intent for multiplayer support, which I've never even played).
Other than this, I do not know much about other mods other than what I've seen on e.g. YouTube and only used a handful of other small mods in the distant past; one thing that I would not like about a mod is if it adds like 20 different new ores and they are all pretty common (I've seen caves with so many exposed ores that I'd probably just end up digging my own caves by mining all of them). For comparison, TMCW adds two new ores, one of which only generates in one biome (ruby ore, admittedly, it is one of those ores that serve no purpose other than a decorative block, which can be a nice alternative to redstone blocks that matches with lapis better and does not activate redstone) and the other which is rarer than diamond (it makes tools and armor which are better than diamond but only because diamond was nerfed; vanilla diamond armor is still better than amethyst except for the durability. Amethyst itself originated from a mod I used for a while, one of those crazy OP ones as it made the sword do +20 attack damage, which I reduced by editing the bytecode, and made an MCreator mod to add an ore which dropped the numerical item ID of amethyst).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Creative-mode flight is just lazy. At least the Vanilla Elytra is fun to use, since it actually feels like flying with wings.
Generally I'm okay with some growable ores, like the ones Agricraft has, but I normally don't automate them. They're just convenient for getting enough iron for small crafting recipes without needing to head down to the mine. If you automate them, you slowly destroy a part of the game which is supposed to be fun.
OT: I can't stand it when mods use over-detailed 3D models for items or armor, like 3D guns. The armor from Draconic Evolution does this, and it has to be some of the ugliest armor I've ever seen. Even the Immersive Engineering guns just look stupid to me because they contrast with every other item in the game.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Resurrecting this discussion:
I like multiblocks, but I feel like the multiblocks in Immersive Engineering and Advanced Rocketry aren't quite what I'm looking for.
I want to see more multiblocks like the Tinker's Construct Smeltery, or a Big/Extreme Reactor, or heck, even the Vanilla Nether Portal. Those multiblocks can be extended, and changed to your heart's content. You can add different inputs and outputs, modify the size to fit your base's proportions, or attempt to build something that is efficient and gets work done quickly. And building a multiblock like a Reactor is almost like a minigame of trying to design the most efficient Reactor that the mod allows.
With IE and AR, the multiblocks have to be made exactly the same, and whilst I like the big, nicely modeled machines better than magic white cubes, gameplay-wise white magic cube machines and IE or AR multiblocks are exactly the same thing, because they can't be extended upon or built differently from other things. (Heck, even the Thermal Expansion stuff can have different input and output locations, and augments built into the machine, but the IE multiblocks have the exact same inputs and outputs and will always give the exact same results. (Although on some AR stuff, you can choose to have input/outputs in multiple different places on the machine.))
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
The right amount of custom content
I would say mods that don't require or encourage grinding for excessive amounts of materials or to spend an excessive amount of time to do something. Literally every mod that implements Steel does this... I hate blast furnaces.
My Github ด้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้дด็็็็็้้้้้็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้
Depends on your preference, but...
-Modder is interactive and responsive on their thread
-Textures that actually fit with the game somewhat
-Bugs are polished out
-Has compatibility with other mods
-Is properly balanced, so that we're not left grinding my eyes out for days if not more than a week in order to get somewhere, yet I'm not getting end-goal stuff only an hour or two in
-If it comprises of dimensions, they aren't left barren wastelands with generic mobs and copy-paste content, with unique dungeons, minerals, and mobs
-Introducing things that feel like something that could be implemented into the actual game
-Has an ample amount of content, unless it's a "bridging" mod.
-Has a way to find out about any lore, crafting recipes, and how to progress, all the while having an ample amount of content.
As usual I've missed some but you get the point. However there is always exceptions. The Aether II for example could be seen as "professional" but it was always on shaky ground. Nowadays it's just a joke.
Figured it was time for a change.
This is something I can definitely agree with. If the main gameplay of the modpack is automation, I think automation should be immediately available in the form of NPC servants or primitive mining devices. I don't want to mine for iron ingots for the first 2 days of playing in order to make a Quarry block to do it for me.
This is actually something that I think is a problem with Immersive Engineering: from my experience, the multiblock machines require a lot of metal to start out with, unlike the Thermal mods which just require multiple different resources of varying rarity.
This is a big problem with Galacticraft and even Advanced Rocketry, expecially "Moon" dimensions. Sure, you might build a base there for the sake of a cool build, but in the end, it's only filled with either the same exact dungeon (Galacticraft) or Earth-like ores. (Advanced Rocketry)
If we're making a mod about space, with definite signs of extraterrestrial life including archaeological finds or actual aliens, I feel like they deserve as much lore as the people living on the Overworld have, with their Dungeons, Strongholds, Mineshafts and Villages. Maybe procedurally generated dungeons might be better.
If there are no aliens, I think that the Moon or similar barren dimensions should at least contain certain ores that cannot be found elsewhere, in order to make the space they take up on your computer worth the trouble.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
kind of
GC moon has ores aviable only there needed to progress but it feels lacking (specially the alien villages)
Here's my personal preferences:
-It looks nice, plays nice with others, and doesn't cause an insane amount of lag just from it alone (I've noticed two of my otherwise favorites are like this)
-It has some things that make it quirky and a bit difficult. The Proxy Pylon Carbink from PokemonMD: Undaunted Heroes comes to mind, as does the better sleeping mod.
-Dimensions are interesting and aren't generic wastelands
-Balanced. If something is hard to get, it better be worth it.
-I like to generate ores since I prefer to explore and build, but that's up to other people what they want to do with it lol.
-Creator accepts criticism and is active in the community (obviously doesn't apply to modders who have abandoned their mods).
-Adds reasons to explore.
-Multiplayer support. I plan on making a server for my little modpack and want my friends to be able to play with me once I get a better computer.
Of course, there are some smaller mods I adore, like Backlytra, Lost Books, Creeper Confetti, Wooden Shears, Snad, etc, simply because they add something awesome but small to the game. They serve their purposes well.
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Check out my survival world, Springfall!
I enjoy multiblock and upgradable items. Think MFR for multiblock and Iron Chests for upgardable options. I also love new dimensions of any kind.
My problem with mods putting items in NEI/JEI is when the menu is filled with items the regular player isn't supposed to see. E.G. items that don't have a name or image texture, actual fluid blocks instead of buckets, or blocks that are used for speical effects and the player isn't supposed to mine them or place them.
Similar to these.
It's even worse when a mod does this with the creative inventory.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I see this alots in wikipedia.
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
http://www.explainxkcd.com/wiki/index.php/285:_Wikipedian_Protester
(Link Warning: XKCD isn't exactly a family-friendly comic, so think twice before looking through explainxkcd or the actual xkcd website.)
But anyway... Back to the original topic.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I don't use a whole ton of mods, I usually just focus on 1-3 large ones, with a few utility/aesthetic mods, but I'll give my opinions nonetheless.
What makes a good (large) mod in my opinion:
-A central theme
-Fits into Minecraft
-Balanced
-Can work with other mods (Still has room for other content, doesn't require attention)
-Fun inventive mechanics
-A surplus of content, without exceedingly unnecessary stuff
Offenders of these "rules":
-Orespawn, has way too much with no actual theme, tons of unnecessary stuff, with items so OP that it leaves absolutely no room for other mods
-Bibliocraft, I desperately want to love this mod, as I like everything it adds, but the models just look awful in Minecraft being smooth and rounded
Good mods:
-Thaumcraft, has tons of fun content, unique mechanics for each and every version of the mod, provides room for other mods, and it all fits into a cool theme
-Fossils and Archaeology, with a great theme surrounding ancient relics and resurrecting prehistoric creatures, this has to be one of my favorite mods, not to mention the bonus nostalgia points
-Aether/Aether2, this is a really great mod that fits so well into Minecraft. It's a sort of mid-game area if you play it with the vanilla Minecraft as well, but it is also great for playing just the mod itself, as it has everything you need to survive within it
-Biomes O' Plenty, one of the best mods for extra terrain generation, especially since it has plenty of mod support for other mods, allowing them to work together with relative ease
-Better Foliage, a small mod, but a wonderful one that makes trees look rounder and grass look less flat, while still perfectly matching the blocky feel.
I think another offender would be Draconic Evolution. Way too much, there is a draconic theme, but the items are too OP, no room for other mods.
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