I don't get it. What do we need block IDs for in 1.7.10? Haven't they been replaced with forge?
That's just with assigning the block IDs (and assigning them by name). The hard ID limit was still there, as I discovered when trying to run Gregtech, Plant Mega Pack, Lord of the Rings, plus my usual mods list. Previously, my only option was to disable blocks or remove one of the mods to free up block IDs. This fixes that issue - in much the same way as other mods fix the issue with potion ID limits.
We have some basics like thermal expansion, buildcraft, thaumcraft, etc... we also include alot of dungeon and magic mods. But theres not too much of one type of mod.
Heres the basis of it: like magic? Build a magical laboratory with the finest magic mods such as thaumcraft, blood magic, botania, aura cascade, and witchery. Scientist perhaps? Create automated farms with minefactory reloaded, become immortal with advanced genetics, create impressive factorys with buildcraft. Builder? Here, use carpenter's blocks to create slopes.