It would appear you're trying to use OptiFine with Ars Magica 2, off the top of my head. Read the original post in the thread for Ars Magica 2, there is a workaround for this problem. Follow the instructions available there.
This mod has so much potential for bringing fun to the waters of Minecraft and making underwater living viable, kudos to you.
A few things I think might suit the mod (assuming they're not already planned):
Mobs:
Shark (hostile, fast and moderate damage)
Jellyfish (hostile, causes poison but deals low damage on its own)
Mermaid (passive unless attacked)
Crab (hostile, low damage)
Kraken (hostile boss, high damage, large size)
Whale (passive unless attacked)
Items:
Trident, acts as a moderately high damage weapon with long reach {four part crafting; trident tine recipe (m is material e is empty, top middle and bottom section from left to right in that order represent crafting grid pattern) [e, m, e], e, m, e], [e, m, e]; trident head (m is material, t is tine, e is empty) [e, t, e], [t, m, t], [m, e, m]; trident shaft ([e, e, m], [e, m, e], [m, e, e]; trident recipe (h is head, s is shaft, e is empty) [e, h, e], [e, s, e], [e, s, e]}
Net, can be used to trap mobs in place or used to fish {three part crafting; silk thread (c is cobweb, e is empty [e, c, e], [e, c, e], [e, c, e]; netting (s is silk thread, e is empty) [s, e, s], [e, s, e], [s, e, s]; net (n is netting, iron is i, e is empty [i, e, i], [e, n, e], [i, e, i]
Uhhh, if a mods license isn't open use then you just private message the individual mod authors (more often then not here on the minecraft forums) explain what it is you want to do with your pack, typically include a reason why you want to use their mod, and ask for their permission to redistribute it in a modpack.
I love the mod, but I'd like to see the ability to toggle on/off throwing mode in-game when right clicking or maybe just the ability to bind the throw for axes to a button of the end user's choosing (like how vanilla lets you set keybind for drop, move, etc) so that it doesn't interfere with mods that have special abilities bound to right click on axe. Alternatively, a customizable blacklist option in configs would also work.
Some general advice for choosing mods to go in a pack that have served me well:
Pick a theme/focus for the pack, and try to add only mods that enhance or expand on that theme/focus.
Addendum to the above guideline: Don't make "Generic" packs. There are already more than enough high quality "Generic" packs available, and it should not be considered a theme anyway. Generic is defined as "tech, magic, and adventure" (basically just throwing in everything that tickles your fancy and more often than not the kitchen sink as well).
Customize. Don't throw a bunch of mods together, use the default configs for most if not all of them, then call it a pack. This makes squirrels cry.
Hunt for mods. This is an important one. Always be on the lookout for mods that will further expand on what you wanted to do.
Alpha/Beta test extensively before distribution. Yes, even if it means the pack doesn't actually go out for a good long while. Users will appreciate the end results.
Make an organized and "clean" looking spreadsheet for the pack. It allows you to easily keep track of mod author permissions (when required, and they are not open), and makes it more convenient to check for mod updates.
Addendum to the above guideline: A wiki for the pack if always fantastic if you want to go the extra mile, even if it's not initially available (particularly if your pack is extremely customized).
Make the pack friendly to people on lower end computers, entirely too many pack authors feel the need to cram it so full of mods that it is nigh unusable by people who don't have a high end "gaming" computer.
A player using a modpack I have compiled experienced a crash that seems to have been caused by Smart Moving. From what I gather, they were doing nothing more than flying around in creative.
What next? Killer worms that pop out of dirt blocks?... Crap, I'm giving him more ideas to kill us with >.>
Now that you mention it, ants or snakes from "grass" (the block), and "dirt". Maybe even scorpions from "sand" and "sandstone". Then there's also the option of making evil things that could spawn from fake versions of the ores... [insert diabolical cackle here]
An idea struck me that would suit Deadly World. A mob called "Termite" that spawns when a "wood log" or "plank" are broken (similar to how silverfish function with stone/cobblestone). Basically, when any wood logs or planks would be generated whether on loading or sapling growing (as applicable), have a small chance that it would be replaced by a "wood log" or "plank" instead of the normal wood log or plank.
To make a modpack typically requires that you put the mods and config folders of the pack in to a zip file, and upload it to a filehosting site. For Technic platform I believe the best option is dropbox as they require a direct download link (not like mediafire which requires an actual click to download). It should be noted that it is best to compile a spreadsheet of the mods, a link to their page, their mod author, and whether or not you have permission from the mod author to distribute their mods. There should be specifics of what you need/how you set up a pack for the Technic platform on their website. If a mod is not open, you should make sure to get permission for usage in a pack since not every author allows for it, or some are selective on what they allow.
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A few things I think might suit the mod (assuming they're not already planned):
Mobs:
Items:
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So there is, yay for me being a derp. Thanks for point out that I missed it /o/
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If memory serves me right, the slots are from "Baubles" by Azanor. I may be mistaken, but you should be able to access them with "Baubles API".
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Now that you mention it, ants or snakes from "grass" (the block), and "dirt". Maybe even scorpions from "sand" and "sandstone". Then there's also the option of making evil things that could spawn from fake versions of the ores... [insert diabolical cackle here]
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