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Which mods should be included in the ORE modpack? - Printable Version

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Which mods should be included in the ORE modpack? - Apuly - 12-23-2013

As some people might have noticed, we are moving away from the FTB modpack. As a replacement for FTB, the community is going to put together their own modpack.

And that's where YOU come into the picture. Because we're going to need mods. And you're going to have to suggest them to us. In this tread you can suggest the mods, and in an unknown amount of time we will make another tread where you can vote which mods are in, and which mods are out.

You can suggest as many mods as you want, just consider what effect the mods meight have on the gameplay.


RE: Which mods should be included in the ORE modpack? - Xray_Doc - 12-23-2013

At least a flymod, a data ID shower when you hover over blocks in inventory, and worldedit CUI.


RE: Which mods should be included in the ORE modpack? - Jmking80 - 12-23-2013

here is my go at it: Applied energistics, Not enough items, chicken chunks, computercraft,
inventory tweaks, iron chest mods, modular force field, omnitools.
industrial craft, advanced solars.

note: I didn't check for any compatibility


RE: Which mods should be included in the ORE modpack? - Apuly - 12-23-2013

(12-23-2013, 08:40 PM)Xray_Doc Wrote: At least a flymod, a data ID shower when you hover over blocks in inventory, and worldedit CUI.

It seems like you're not understanding what kind of modpack this is going to be. This is going to replace the FTB survival modpack server etc, so we're looking for mods which adds more stuff to survival. So no flymod, and no WE CUI. And as a pro tip, with f3+h, you can make vanilla MC show the data value when you're hovering over an item in your inventory.

My personal list:
IC2, gregtech, project red, buildcraft, Buildcraft Additional Pipes, Logistic pipes, computercraft, misc peripherals, NEI, inventory tweaks, iron chests, ChickenChunks, extrabiomesxl or biomes o plenty, advanced solars, MineFactory reloaded, Hopper ducts, More potions, Nether ores, TwoTility, Factorisation, tropicraft, and a nerved version of AdditionalCrafting.

edit: removed applied energetics, added more stuff


RE: Which mods should be included in the ORE modpack? - Xray_Doc - 12-23-2013

Oh, I thought it was a build server modpack. I don't play FTB so I'll just leave now.


RE: Which mods should be included in the ORE modpack? - Chibill - 12-23-2013

I will work on my patched version of my mod to make it fit for this! So it will be harder to make le spawners!


RE: Which mods should be included in the ORE modpack? - Chibill - 12-23-2013

All most done fixing it up.!


RE: Which mods should be included in the ORE modpack? - Chibill - 12-24-2013

[attachment=116]The ORE Edition of AditionalCrafting it only has spawners but unlike soul shards they obey the Spawn Cap. Also there are now 2 teirs to the spawners.


RE: Which mods should be included in the ORE modpack? - David - 12-24-2013

that mod that changes enchanting, it's called enchanting+ I think, I'll look it up right now.

EDIT: Here is the forum thread of the mod -clicky-


RE: Which mods should be included in the ORE modpack? - Apuly - 12-24-2013

Let's say we give this thread another week, and on the first of januari we will start the voting.


RE: Which mods should be included in the ORE modpack? - seankingman - 12-24-2013

I'd like to see IC2, Project Red (or Redpower, whatever it is now), BuildCraft, Equivalent Exchange, Forestry, Logistics Pipes, Zeppelin (maybe?), Additional Pipes and ComputerCraft.

BTW, I haven't played with mods for nearly a year so some mods I listed here may not be supported anymore or are under different names.


RE: Which mods should be included in the ORE modpack? - Malcolmforde - 12-25-2013

Thaumium and Ars Magica is a must.

I love gardening and collecting flowers, so Natura. Tinkerers Construct also goes well with Natura.


RE: Which mods should be included in the ORE modpack? - aerodynamicbrick - 12-25-2013

(12-23-2013, 07:19 PM)paulydboy Wrote: As some people might have noticed, we are moving away from the FTB modpack. As a replacement for FTB, the community is going to put together their own modpack.

And that's where YOU come into the picture. Because we're going to need mods. And you're going to have to suggest them to us. In this tread you can suggest the mods, and in an unknown amount of time we will make another tread where you can vote which mods are in, and which mods are out.

You can suggest as many mods as you want, just consider what effect the mods meight have on the gameplay.
dont change packs!


RE: Which mods should be included in the ORE modpack? - mort96 - 12-26-2013

Any idea when the pack will be ready and have a server up and running? How are you planning to distribute the pack? Remember that many mod authors want you to ask for permission before distributing a mod through a mod pack, some mod authors won't even give anyone but a selecteed few (FTB) permission to use it.


RE: Which mods should be included in the ORE modpack? - tokumei - 12-26-2013

(12-26-2013, 12:05 PM)mort96 Wrote: How are you planning to distribute the pack?

We can create and distribute a modpack through the service that FTB has.


RE: Which mods should be included in the ORE modpack? - Apuly - 12-26-2013

(12-26-2013, 12:05 PM)mort96 Wrote: Any idea when the pack will be ready and have a server up and running? How are you planning to distribute the pack? Remember that many mod authors want you to ask for permission before distributing a mod through a mod pack, some mod authors won't even give anyone but a selecteed few (FTB) permission to use it.

The suggesting will last until the first of januari, after which we will have another thread where we can vote for the mods, which will probebly last for a week or two. After this we're going to have to put together to modpack itself, which will probebly last for 2 to 5 days (I'm guessing).

As for destributing the modpack, we have multiple options. We could use external launchers, like the FTB launcher of the technic launcher, although I have no idea how that would work. We could put a download on the forums, and use the standard MC launcher with the multiple directory shizz, although that would mean manual labor. So we still need to figure that out, but I think I'm just gonna have a rather productive talk about that with Chuck, who is most likely going to host the server, even though he probebly doesn't know this yet.

As long as we keep the modpack private, the authors of the mods can't stop us from using the mods, because 1: they probebly won't know that we're using it, and 2: we're not publicly distributing their mods, and legit shit blahdiblah I dunnow, so that would be the easiest solution to that.


RE: Which mods should be included in the ORE modpack? - Chibill - 12-26-2013

I can make a simple installer for the pack so one click and its installed.


RE: Which mods should be included in the ORE modpack? - Apuly - 12-26-2013

(12-26-2013, 05:50 PM)Chibill Wrote: I can make a simple installer for the pack so one click and its installed.

I'm pretty sure that we don't need an installer, because 1: we know how to install mods (at least I hope so), 2: at this point we're not 100% sure that your mod is going to be included, and 3: we know how to install mods (at least I hope so.)

plus the fact that it meight interfear with other installed mods. I dunnow.


RE: Which mods should be included in the ORE modpack? - Malcolmforde - 12-27-2013

(12-26-2013, 10:05 PM)paulydboy Wrote:
(12-26-2013, 05:50 PM)Chibill Wrote: I can make a simple installer for the pack so one click and its installed.

I'm pretty sure that we don't need an installer, because 1: we know how to install mods (at least I hope so), 2: at this point we're not 100% sure that your mod is going to be included, and 3: we know how to install mods (at least I hope so.)

plus the fact that it meight interfear with other installed mods. I dunnow.

1. Its a pain in the ass installing all those mods at once
2. I am not very good at mod installing


RE: Which mods should be included in the ORE modpack? - Chibill - 12-27-2013

The installer will work with any mods that are not jarmods it takes them from a folder in the jar file and then puts them in the mods folder in a MCDir chossen by the user.


RE: Which mods should be included in the ORE modpack? - Apuly - 12-28-2013

Just for an overview of all the mods that have been suggested until now.

Quote:Applied energistics
not enough items
chicken chunks
computercraft
inventory tweaks
iron chests
modular force field
monitools
industrial craft
advanced solars
gregtech
project red
buildcraft
buildcraft additional pipes
logistic pipes
misc peripherals
extrabiomesxl
biomes o plenty
minefactory reloaded
hopper ducts
more potions
nether ores
Twhotility
factorisation
tropicraft
additionalcrafting
Enchanting plus
Equivalent Exchange
Forestry
Zappelin
Thaumcraft
Ars Magica
Tinkerers Construct
Natura

If you want to any other mods in the modpack, you still have 3 days to suggest them. After that, chances are that they won't be included in the modpack.


RE: Which mods should be included in the ORE modpack? - mort96 - 12-29-2013

iChun's morph mod is neat:
http://ichun.us/category/minecraft/mods/morph/
Some would probably call it cheating, but I find the game to be a lot more enjoyable as a bat.


RE: Which mods should be included in the ORE modpack? - Malcolmforde - 12-30-2013

(12-28-2013, 09:00 PM)paulydboy Wrote: Just for an overview of all the mods that have been suggested until now.

Quote:Applied energistics
not enough items
chicken chunks
computercraft
inventory tweaks
iron chests
modular force field
monitools
industrial craft
advanced solars
gregtech
project red
buildcraft
buildcraft additional pipes
logistic pipes
misc peripherals
extrabiomesxl
biomes o plenty
minefactory reloaded
hopper ducts
more potions
nether ores
Twhotility
factorisation
tropicraft
additionalcrafting
Enchanting plus
Equivalent Exchange
Forestry
Zappelin
Thaumium
Ars Magica
Tinkerers Construct
Natura

If you want to any other mods in the modpack, you still have 3 days to suggest them. After that, chances are that they won't be included in the modpack.
I am so sorry for accidentally saying Thaumium instead of Thaumcraft.
Thaumcraft is the mod, Thaumium is an item into Thaumcraft xD


RE: Which mods should be included in the ORE modpack? - Apuly - 12-30-2013

(12-30-2013, 04:56 AM)Malcolmforde Wrote:
(12-28-2013, 09:00 PM)paulydboy Wrote: Just for an overview of all the mods that have been suggested until now.

Quote:Applied energistics
not enough items
chicken chunks
computercraft
inventory tweaks
iron chests
modular force field
monitools
industrial craft
advanced solars
gregtech
project red
buildcraft
buildcraft additional pipes
logistic pipes
misc peripherals
extrabiomesxl
biomes o plenty
minefactory reloaded
hopper ducts
more potions
nether ores
Twhotility
factorisation
tropicraft
additionalcrafting
Enchanting plus
Equivalent Exchange
Forestry
Zappelin
Thaumium
Ars Magica
Tinkerers Construct
Natura

If you want to any other mods in the modpack, you still have 3 days to suggest them. After that, chances are that they won't be included in the modpack.
I am so sorry for accidentally saying Thaumium instead of Thaumcraft.
Thaumcraft is the mod, Thaumium is an item into Thaumcraft xD


fixed


RE: Which mods should be included in the ORE modpack? - aerodynamicbrick - 12-30-2013

add REI'S MINIMAP


RE: Which mods should be included in the ORE modpack? - Chibill - 12-30-2013

That's client side Aero.


RE: Which mods should be included in the ORE modpack? - Malcolmforde - 12-31-2013

(12-30-2013, 06:04 PM)aerodynamicbrick Wrote: add REI'S MINIMAP

Zans Minimap (now developed by the voxelbox) is sooo much better.


RE: Which mods should be included in the ORE modpack? - Xray_Doc - 12-31-2013

Inb4 voxelbox butthurt.
They actually make really good plugins and mods.


RE: Which mods should be included in the ORE modpack? - Apuly - 01-01-2014

Suggesting / thread has been closed. Voting can be found here.