I was wondering if removing mods from an established modpack, say ftb daybreak, before creating a world could break the consistency/cause errors in the modpack. Also wondering if adding small mods like treecapitator or parachute might break an established modpack. I'm curious because I've been trying to create one of my own, but keep getting fatal errors and friends are getting annoyed so we decided to play an established modpack, but we just can't find one that suits all of our taste and not be a huge kitchen sink which a few of them wouldn't be able to run.
I was wondering if removing mods from an established modpack, say ftb daybreak, before creating a world could break the consistency/cause errors in the modpack. Also wondering if adding small mods like treecapitator or parachute might break an established modpack. I'm curious because I've been trying to create one of my own, but keep getting fatal errors and friends are getting annoyed so we decided to play an established modpack, but we just can't find one that suits all of our taste and not be a huge kitchen sink which a few of them wouldn't be able to run.
Thanks for the advice. Love the avatar.