I'm trying to make a short mod list that would work well and be fun in multiplayer. However I know that some mods don't go well with eachother and that some mods need specific mods to work well. I could really use some experienced advice on my current list of mods; thay're just a few mods I found interesting.
-Tinkerer's construct
-AbyssalCraft
-Draconic Evolution
-Journey Map
-Rogue like dungeons
-BloodMagic
-Neat
-Natura
-Extra Utilities
-Thaumcraft
-Pam's Harvestcraft
-The BetweenLands
-Forestry
-Twilight Forest
-Extreme Reactors
- Galacticraft core and planets
-Ironchest
-Just Enough Items
-Railcraft
If this is a bit messy or incoherent(or if there is too much of something), feel free to delete or add mods to the list to enhance it. I'm open to any suggestions or advice (I'm new to modding). Keep in mind that this is not a modpack, a small list that works nicely, adds a bunch of content and makes Minecraft more interesting is all I need :).
I'd say your list is great so far. With some mods like with Tinker's, it uses a core mod called Mantle. Make sure you get the 'core mods' these can be called things like 'Library/API/Core' for example. Otherwise depends on what your after, you have covered a good mix of mods from different categories of mods. From adventure, magic, minimaps, recipe/cheat mode, tech, storage and more very well.
I'm not an expert on mods for multiplayer in terms of server side mod support even though most of the mods you have are big on downloads and usually the developers do make them work server-side (at least I've seen them in developer server plays before so I know many of them from there do at least but not all the mods you have listed might, but I haven't seen/used them all on a server so what do I know XD). If you going for a server that is. If just a LAN party or something else it shouldn't be too bad.
Any particular theme? Or just multiplayer mods that are fun to get into I guess?
I'd say for what you have so far is good, but some like Extreme Reactors need other tech mods, like Thermal Expansion, Ender IO, Mekanism or something to be suitable to use with them. Since Extreme Reactors is basically a multiblock generator that gives power to mods with machines and is sort of useless on its own really. But Railcraft might take advantage of it now that I think about it, I just haven't used that mod in a while since I'm not one for minecarts personally.
If I were you, I just go about a mix of mods that sound cool, a bit of anything 'tech, magic, adventure/biome, and so on' to mix things up and see what's more fun for yourself as well as multiplayer or just what your interests/multiplayer players interests are and see what happens, it's how I got to the point of making modpacks with more niche mods over time to suit each category in my 1.12.2 modpack I updated fairly recently after making so many games testing mods (most of my Minecraft time is mod experimentation/playing the content in singleplayer even though I'm a singleplayer type person still) at least to get down to the few mainstream or niche or in-between downloads mods to cover a wide array of categories even if I stick with tech usually compared to say adventure/rpg types like I used to but finding mods that add a mix of things in one like LightningCraft with a dimension, tools, tech on the small side and mobs that I always find is one of my favourites. Depends on what your looking for and what sort of experiences you think would work in a multiplayer game I guess. I know it sounds simple, but it's what I do with any modpack I guess these days even when finding new mods every so often.
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Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Thanks a lot for answering! I'm not really into any particular theme, I think I'm going to follow your instructions and take a bit of everything.
However I've been hesitating a bit. For example, I've heard a lot of good things about Thaumcraft because there are a lot of addons and content. But addons such as Thaumic horizons or Forbidden magic are unavailable for 1.12.2 so I'm not sure if I should add those mods without the addon so as to not jeopardize the cohesion of the list or go to 1.7.10 . Advanced Rocketry is unstable so I shouldn't use it? I also don't know if putting IndustrialCraft 2 , thaumcraft, Thermal Foundation or Buildcraft together is a good idea as they have some similar functions and might overlap on a few things.
I know these are small things so should I pay attention to them or just take what seems nice? Is there a small mod list that's obvious for 1.12.2 . I know this might seem obvious to you( I saw what you do, nice job ) but I'm a bit lost xD.
To me the mods make the modpacks, the version doesn't matter, take a look/read up on the features the addons provide, and if the content/recipes determines enough for you to add it for content, or recipe difficulty as a good thing or off putting then go based on what you think.
1.7.10, 1.10.2 and 1.12.2 I feel the best versions for mods even having enjoyed my time with many of those from 1.7.10 up to 1.12.2, but I think the best support/content for mods came around these. I am yet to be sure of that since I'm creating some 1.8.9, 1.9/1.9.4 and 1.11.2 modpacks to make sure I know of the mods I find suit those versions but have found it tough for me to get past some of my favourite mods sometimes when adding them to packs XD.
IC2, Thaumcraft, Thermal Mods and BuildCraft are similar-ish but not much. I'd say the one thing they have in common is 'ore refining' (machines for 2 of them (BuildCraft doesn't have ore refining) and Thaumcraft has it's clusters for ore doubling). Otherwise, they do have their own approaches to the similarities of ore refining, machines, item/fluid/power transportation as the more common elements for the main 3 (not counting Thaumcraft since more magic research of the world and exploration/spell uses) Thermal Mods focuses on fluids and temperature of blocks and fluids, it's my go to for machines, ores, transportation, utility features, automation, ore double/triple/quadruling and more, but not as deep as Mekanism for it's industry/item/fluid/power/gas and heat approaches and more deeper focus on x5 ores but it's expensive but fun if into tech mods of course, BuildCraft item/fluid/power, a quarry, fluid collection/storage, robots to craft for you, Redstone logistics (logic gates and so on).
IC2 is a classic like BuildCraft but has a lot more focus on machines, power generation up to reactors, heat/power transportation as well as transforming them for different power levels which is always a challenge in a good way once you know how, more higher ore doubling.
Take a look at mod pages on Minecraft.curseforge.com/mc-mods or use the Twitch Launcher and look through the descriptions/image of what you can find with mods. I check out mods that sound interesting, read up on them, experiment with them in test worlds and if it suits it suits, if it doesn't, it doesn't and I move on.
Take a look at my 1.12.2 pack 'Category Covering Lite' if you want.
While they are on the 'niche mod download' side of things mostly, I got more small scaled mods (not just because of downloads and my familiarity with them, but to suit 'a lightweight file size modpack' rather than just a 'lightweight in terms of mods in the pack' as well type of approach) to cover adventure, dimensions, machines, inventory storage, transportation of items/fluids/power, ore refining, tools, food, hardcore survival/longer survival starts, mods that can mix elements of categories and more. Take a look at the Category Covering Lite mod list and see what I mean of the areas I've tried to cover more so than the mod themselves, unless they interest you I guess. Only you will have more mainstream/suitable mods compared to the ones I know and ones I wanted to use for a Lightweight modpack of course that are good introductions to start small compared to the 'big and great mainstream ones' that are good mods, but add a lot that many people might not know where to start with I feel if newcomers to mods (at least that was my mindset, but might not be that true coming from and I know since I jumped to IC2 pretty easy as my first major mod besides the usual NEI/JEI and Minimap mods, but still. Once people jump the mainstream ones they miss out on some of the other good ones out there. But eh, that's maybe my niche side talking rather than 'sense'). For now it's at an update end point since I'm out of ideas without adding more 'favourite mods' or unnecessary ones at times, or making the modpack too big and less 'lightweight to my standards', but still.
You can try reaching my discord if you want so we can work out the pack your trying to create together if you'd like? I don't use all the mainstream mods that much anymore (for various lack of ideas to use the mods for in the world since I use them in basic ways compared to more technical people/wanting to explore new things type reasons) but I do still remember a lot from them to help you out.
Thank you so much for this very clear response ^^, I would love to add you on discord(pseudonym: Nirion). I was thinking maybe that I could use both IC2 and Thaumcraft and Thermal mods and then link them with Uniduct? Sorry for responding a bit late
Hello guys,
I'm trying to make a short mod list that would work well and be fun in multiplayer. However I know that some mods don't go well with eachother and that some mods need specific mods to work well. I could really use some experienced advice on my current list of mods; thay're just a few mods I found interesting.
-Tinkerer's construct
-AbyssalCraft
-Draconic Evolution
-Journey Map
-Rogue like dungeons
-BloodMagic
-Neat
-Natura
-Extra Utilities
-Thaumcraft
-Pam's Harvestcraft
-The BetweenLands
-Forestry
-Twilight Forest
-Extreme Reactors
- Galacticraft core and planets
-Ironchest
-Just Enough Items
-Railcraft
If this is a bit messy or incoherent(or if there is too much of something), feel free to delete or add mods to the list to enhance it. I'm open to any suggestions or advice (I'm new to modding). Keep in mind that this is not a modpack, a small list that works nicely, adds a bunch of content and makes Minecraft more interesting is all I need :).
PLEASE HELP
I'd say your list is great so far. With some mods like with Tinker's, it uses a core mod called Mantle. Make sure you get the 'core mods' these can be called things like 'Library/API/Core' for example. Otherwise depends on what your after, you have covered a good mix of mods from different categories of mods. From adventure, magic, minimaps, recipe/cheat mode, tech, storage and more very well.
I'm not an expert on mods for multiplayer in terms of server side mod support even though most of the mods you have are big on downloads and usually the developers do make them work server-side (at least I've seen them in developer server plays before so I know many of them from there do at least but not all the mods you have listed might, but I haven't seen/used them all on a server so what do I know XD). If you going for a server that is. If just a LAN party or something else it shouldn't be too bad.
Any particular theme? Or just multiplayer mods that are fun to get into I guess?
I'd say for what you have so far is good, but some like Extreme Reactors need other tech mods, like Thermal Expansion, Ender IO, Mekanism or something to be suitable to use with them. Since Extreme Reactors is basically a multiblock generator that gives power to mods with machines and is sort of useless on its own really. But Railcraft might take advantage of it now that I think about it, I just haven't used that mod in a while since I'm not one for minecarts personally.
If I were you, I just go about a mix of mods that sound cool, a bit of anything 'tech, magic, adventure/biome, and so on' to mix things up and see what's more fun for yourself as well as multiplayer or just what your interests/multiplayer players interests are and see what happens, it's how I got to the point of making modpacks with more niche mods over time to suit each category in my 1.12.2 modpack I updated fairly recently after making so many games testing mods (most of my Minecraft time is mod experimentation/playing the content in singleplayer even though I'm a singleplayer type person still) at least to get down to the few mainstream or niche or in-between downloads mods to cover a wide array of categories even if I stick with tech usually compared to say adventure/rpg types like I used to but finding mods that add a mix of things in one like LightningCraft with a dimension, tools, tech on the small side and mobs that I always find is one of my favourites. Depends on what your looking for and what sort of experiences you think would work in a multiplayer game I guess. I know it sounds simple, but it's what I do with any modpack I guess these days even when finding new mods every so often.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
Thanks a lot for answering! I'm not really into any particular theme, I think I'm going to follow your instructions and take a bit of everything.
However I've been hesitating a bit. For example, I've heard a lot of good things about Thaumcraft because there are a lot of addons and content. But addons such as Thaumic horizons or Forbidden magic are unavailable for 1.12.2 so I'm not sure if I should add those mods without the addon so as to not jeopardize the cohesion of the list or go to 1.7.10 . Advanced Rocketry is unstable so I shouldn't use it? I also don't know if putting IndustrialCraft 2 , thaumcraft, Thermal Foundation or Buildcraft together is a good idea as they have some similar functions and might overlap on a few things.
I know these are small things so should I pay attention to them or just take what seems nice? Is there a small mod list that's obvious for 1.12.2 . I know this might seem obvious to you( I saw what you do, nice job ) but I'm a bit lost xD.
Thanks again for taking the time to answer me ^^
Your welcome.
To me the mods make the modpacks, the version doesn't matter, take a look/read up on the features the addons provide, and if the content/recipes determines enough for you to add it for content, or recipe difficulty as a good thing or off putting then go based on what you think.
1.7.10, 1.10.2 and 1.12.2 I feel the best versions for mods even having enjoyed my time with many of those from 1.7.10 up to 1.12.2, but I think the best support/content for mods came around these. I am yet to be sure of that since I'm creating some 1.8.9, 1.9/1.9.4 and 1.11.2 modpacks to make sure I know of the mods I find suit those versions but have found it tough for me to get past some of my favourite mods sometimes when adding them to packs XD.
IC2, Thaumcraft, Thermal Mods and BuildCraft are similar-ish but not much. I'd say the one thing they have in common is 'ore refining' (machines for 2 of them (BuildCraft doesn't have ore refining) and Thaumcraft has it's clusters for ore doubling). Otherwise, they do have their own approaches to the similarities of ore refining, machines, item/fluid/power transportation as the more common elements for the main 3 (not counting Thaumcraft since more magic research of the world and exploration/spell uses) Thermal Mods focuses on fluids and temperature of blocks and fluids, it's my go to for machines, ores, transportation, utility features, automation, ore double/triple/quadruling and more, but not as deep as Mekanism for it's industry/item/fluid/power/gas and heat approaches and more deeper focus on x5 ores but it's expensive but fun if into tech mods of course, BuildCraft item/fluid/power, a quarry, fluid collection/storage, robots to craft for you, Redstone logistics (logic gates and so on).
IC2 is a classic like BuildCraft but has a lot more focus on machines, power generation up to reactors, heat/power transportation as well as transforming them for different power levels which is always a challenge in a good way once you know how, more higher ore doubling.
Take a look at mod pages on Minecraft.curseforge.com/mc-mods or use the Twitch Launcher and look through the descriptions/image of what you can find with mods. I check out mods that sound interesting, read up on them, experiment with them in test worlds and if it suits it suits, if it doesn't, it doesn't and I move on.
You can try reaching my discord if you want so we can work out the pack your trying to create together if you'd like? I don't use all the mainstream mods that much anymore (for various lack of ideas to use the mods for in the world since I use them in basic ways compared to more technical people/wanting to explore new things type reasons) but I do still remember a lot from them to help you out.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
Thank you so much for this very clear response ^^, I would love to add you on discord(pseudonym: Nirion). I was thinking maybe that I could use both IC2 and Thaumcraft and Thermal mods and then link them with Uniduct? Sorry for responding a bit late
Your welcome Ok, got the discord request.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2