After playing this modpack for a while, I am fully convinced that this is best played with friends instead of in single player. I've gotten torn apart more times than I can count. Are there any servers running this that I can get in to?
Also, I I found another mod that I think would fit in very well with this modpack. It's called Blood Magic and it has open permission for use in modpacks. I've been playing around with it and it's got some pretty interesting mechanics. I heard that the dev is planning on improving it to the point where it will have a spell creation system to rival AM2's.
Yeah: These guys' (PolluxStar, Svartulf, and Otaconz). One of the Topics (the things at the top under the title that say things like Modpack, Magic, and 1.6.4) says Public Server. I saw the IP in one of their videos...you might have to PM them to join.
Several people have suggested they add Blood Magic, but when they were first creating the pack, they thought it was too overpowered. PolluxStar said they would have another look at it.
I apologize for the confusion, gentlemen. Svartulf and I are currently working on making our server (the one you see in the videos) open to the public. Neither of us have ever hosted a public server before, however, so we are trying to make sure we know what we're doing. I admit the tag addition might have been a bit premature.
I will be sure to post here and update the main post as well the moment the server goes public.
We do so look forward to entertaining guests. I'm personally taking great pains to prepare your accommodations.
On a related note, we're currently taking a hard look at Blood Magic. I think as far as the feel of the mod goes, we agree that it fits wonderfully. The issue at the moment is balance. If through certain config settings we can even it out with the other core mods, there's a good possibility you'll find it in a future update to the pack. Give us some time to test it and tweak it, and we'll let you know if we decide to add it. Those of you who currently have it installed, how do you feel the weapons and armor in Blood Magic compare with those offered by Thaumcraft, Ars Magica and Tinkers Construct? Do they feel on par with the others, or do they feel like a clear advantage?
Well, compared to the other mods listed, there is one thing BM has that the others don't: Upkeep. BM bound tools are at roughly the same level as Infusion enchanting, the Ars spell for bound tools, and a ball of moss for TinCon. Only Ars bound tools have an upkeep cost of mana, but that is fairly cheap. A repair enchant is fairly cheap, and once you apply it you rarely need to replace the tool. Same goes for a ball of moss. And considering the upkeep cost... If you ever run out of LP, any tool becomes very dangerous to use.
As for armor, it is about par with diamond armor with a few set upgrade slots(Most of them just allow the armor to "Soak" a specific type of damage like void or fall). Due note that bound armor can NOT be enchanted, so protection-repair enchanted thaumiom armor will be a little better. Plus you need a lot of blood shards to make it. Let's not forget, unless you use a very good blood orb, all of these upgrades cost LP over time. It is also by far more costly to make then thuamiom or battle mage armor.
The only tool that might be considered unbalanced is the bound sword. It costs a diamond sword and a chunk of LP to make(And people have died while making it), plus getting to the tech tier to be able to make the ritual needed. What you get is a highly enchant-able sword that feeds off your blood and does 12 hearts of damage. Powerful? Yes, but it uses as much blood as a cursed spirit's blade, doesn't give you a speed buff, and only does a little more damage. And does NOT pierce armor like a TinCon rapier.
While BM can be quite powerful(A rite that lets you fly like your in creative mode while in its area of effect), you must always weigh that power against its cost. (This rite needs 1,000,000 LP to activate. Your top tier self-sacrifice blood altar only give ~2,000LP a heart. You do the math) Also, the top tier altar needs four beacons. Four. Not optional. And no alternative recipes.
Personally, one thing I love about blood magic is that almost everything is a multi-block structure. Off the top of my head I can only think of two blocks that have a GUI: the teleposer and the alchemical chemistry set. To get anything you need a greg-tech level of time and resource investment, plus it is rarely as easy as "One block wonder machine" like some other mods.
Blood Magic does have some minor balance issues, but I feel they're not exactly game-breaking. The cost of resources and upkeep seem to make up for any shortcomings and it has a definite progression system. You can't go and get everything right off the bat. It takes about the same time to access the good stuff as it does in the other mods. And the Bound Sword is a neccesary part of progression as it's the only way to get weak blood shards, which are needed for armor creation and higher-tier mechanics like demon summoning. And while it seems OP, you can get weapons nearly as effective through enchants and modifiers. Also, it takes considerable time and resources to reach the tier needed to get it, a task made more challenging with the mobs added by the modpack. Even I haven't gotten it outside of creative and I've been playing for around a week now. In my opinion, if you get the Bound Sword completely on your own, you've earned that bit of overpowered-ness. If necessary, I'm sure someone can come up with a tweak to make it more costly. Maybe a custom config or an add-on. And if not, there's no reason why you can't post server rules limiting it's use.
Yay! More suggestions for more lag! Thaumic Tinkerer - Adds several useful items and blocks, including wand foci, to Thaumcraft. A few features could be considered overpowered, but that's for you guys to decide. Thaumic Exploration - Adds even more Thaumcrafty stuff. A bit like Forbidden Magic or Thaumic Tinkerer, but smaller and less evil. Thaumic Integration - Adds some Thaumcraft integration for Tinkers' Construct. Botania - Herb based magic mod. Still WIP, and also depends on worldgen to do pretty much anything with it. Perhaps something for a later world? Twilight Forest - Adds a new dimension. The Twilight Forest (duh). Big foresty dimension, always twilight. Lots of dungeons and bosses. Should be fun, if a bit laggy. Dungeon Crawler - Another mod from Father_Toast, adds various useful items and salvage recipes for the traveling warrior/dungeoneer/scavenger. A few crafting recipes (like gravel to flint) conflict with current ones, but that's what configs are for. StatusEffectHUD - Lets you see what potion effects you have without having to open your inventory. Useful with all the effect-casting mobs in this pack. ArmorStatusHUD - Adds little armor icons on either side of your inventory showing you how damaged your armor is. Slightly buggy with mod armors.
I believe I have found a fundamental flaw in having Iguana Tweaks disable stone and wooden crafting recipes. There are some Witchery rituals and AM2 spells that require stone or wooden tools/weapons as components. I just tried to make a magic projectile spell in AM2 and it called for a stone sword to create, the recipe for which is disabled. Only way to proceed at that point is to cheat items in through NEI, something I really hate doing. The disabled recipes also affect Thaumcraft 4 research since you can't craft them to scan with the thaumometer.
Thanks for the info concerning Blood Magic. We're still discussing it, hopefully we'll reach a decision soon.
theweltinator, thanks for the mod suggestions. We'll take a look at 'em and see what we think.
Metaldude555, thanks for bringing the recipes issue to light. We'll rework the configs for those.
Bit of an update on the topic of making our server public: We've hit a snag with mob spawning. After some single-player world testing, I've spotted the problem.
The mobs added by Better Dungeons don't despawn. If you find dungeons and then don't kill every single mob (or any of them), they quickly add up and take up all the active slots for hostile mob spawns. This means that vanilla monsters as well as those added by the other mods are no longer able to spawn in the overworld, and the world becomes very barren and boring unless you're in a dungeon.
Before we open our server to you wonderful people, we're looking for a way to fix this or circumvent it. If any of you know a method to alter despawning rules for Chocolate Quest mobs, or a command for clearing all the active hostile mobs from the server, do let us know. (Switching to Peaceful difficulty and back unfortunately doesn't seem to work.) We really, really don't want to take this mod out of the pack.
In addition, we'll need to tweak some server configs. We're hoping this won't take more than a week to accomplish, but no guarantees.
That said, we're looking forward to meeting you all in-game.
I think the solution to your mob problem may lie in chunk loading. My main world is mostly ocean, so I triggered multiple underwater city mob spawns when I sailed over them. I now have a ton of cities filled with BD mobs, but they're all pretty far from my base. Far enough that i think the chunks don't stay loaded. I can leave the dungeons and head back to my island and still get mob spawns on it. I also get mob spawns on a neighboring island right next to one of the dungeons. If you can figure out a way to turn individual chunks on and off, like a chunk unloader it might fix your problem.
I also believe that there is a way to temporarily despawn a specific mob when a player is far enough away from them and spawn it again when there is a proper target for it nearby. I'm sure I saw a mod like that. I think it works like default BD spawners, triggering at close range, only in reverse and despawing when far enough.
Just did a test, and I'm 71% positive that chunk unloading is a potential fix for that mob spawning problem. I have multiple dungeons in unloaded chunks with all mobs active in them and spawners in loaded chunks still spawn several mobs as normal. I guess mobs in unloaded chunks don't take up active slots. Playing around with some spawner stuff to see if I can get that temporary despawn thing going. I suck at modding code and configs, so someone else will probably find a better fix before I do.
Also, it may be a problem in single-player, but it might not be a big one on a server. Get enough people working together and you could get a dungeon cleared out relatively quickly. Organize a dungeon crawl, get some teamwork going, and you may even start some friendships. Good relationships can only mean good things for a server. And if you get all the dungeons cleared out in the immediate area, either on your own in creative mode or through teamwork, then the only dungeons will be far enough to likely stay in unloaded chunks. From what I've gathered, it shouldn't be that big of a deal even if you don't find a decent fix.
Chunk unloading might work, although I couldn't honestly tell you. Another option would be raising the hostile mob spawning limit, but that would likely cause lots more lag, and so doesn't really seem viable. I personally like Metaldude's second suggestion: raid the dungeons and kill everything causing lag. After the hostile army stronghold has been defeated, new armies of the undead and beastly monsters will return to invade. Really just another incentive to raid dungeons, in my opinion.
We opted to take out Chocolate Quest. Many tears were shed. Or none, actually, but we were sad to see it go. Fortunately, the Chocolatin has stated he plans to fix the issue for 1.7, so once everything catches up and we're able to update the pack to 1.7, you can bet your fleshy ischium cushions we'll be putting it back in.
To fill the void it left, we've added Pirates, Doomlike Dungeons and Project Zulu, as well as a few sneaky little additions. This changes the feel of the pack in major ways. We like it, and we hope you will too.
And finally, sanguine alchemists rejoice! We have heard your pleas and granted you Blood Magic. Just stay away from our veins.
We're in what we hope is the final week of tweaks. Spawning issues have been fixed with removal of Chocolate Quest and the update to MobSpawnControls 2. Currently, we're working on custom tailoring the Doomlike Dungeons and Zulu dungeons to be adequately hellish, and filling them with fancy, tantalizing loot. We look forward to getting eaten alive with you during our mutual greed-driven forays into the insatiable jaws of the abyss.
By the way, in case you missed it, you are going to die in this update. This world is going to be brutal and unforgiving, and not for the faint of heart. Also, it will have adorable penguins and foxes.
Sounds like an interesting modpack. Would love to get involved with a public server once I have a decent computer.
Though one minor question- why did you choose extrabiomes XL over biomes o plenty?
Hard to say, honestly. It was a long time ago, but I think there might have been some compatibility issues at the time, and I feel like we preferred the terrain generation system better in ExtrabiomesXL. Currently, several of the core content-adding mods (Witchery and Project Zulu off the top of my head) have integration with ExtrabiomesXL, so that helps too. Do you prefer the former?
We opted to take out Chocolate Quest. Many tears were shed. Or none, actually, but we were sad to see it go. Fortunately, the Chocolatin has stated he plans to fix the issue for 1.7, so once everything catches up and we're able to update the pack to 1.7, you can bet your fleshy ischium cushions we'll be putting it back in.
To fill the void it left, we've added Pirates, Doomlike Dungeons and Project Zulu, as well as a few sneaky little additions. This changes the feel of the pack in major ways. We like it, and we hope you will too.
And finally, sanguine alchemists rejoice! We have heard your pleas and granted you Blood Magic. Just stay away from our veins.
We're in what we hope is the final week of tweaks. Spawning issues have been fixed with removal of Chocolate Quest and the update to MobSpawnControls 2. Currently, we're working on custom tailoring the Doomlike Dungeons and Zulu dungeons to be adequately hellish, and filling them with fancy, tantalizing loot. We look forward to getting eaten alive with you during our mutual greed-driven forays into the insatiable jaws of the abyss.
By the way, in case you missed it, you are going to die in this update. This world is going to be brutal and unforgiving, and not for the faint of heart. Also, it will have adorable penguins and foxes.
Soon. Very soon.
That is all.
Hard to say, honestly. It was a long time ago, but I think there might have been some compatibility issues at the time, and I feel like we preferred the terrain generation system better in ExtrabiomesXL. Currently, several of the core content-adding mods (Witchery and Project Zulu off the top of my head) have integration with ExtrabiomesXL, so that helps too. Do you prefer the former?
Ah, well. I've heard of Doomlike, though I don't know much about it. Is it similar to Roguelike? Checked out the MCF thread for Pirates, not too sure I like it, as it seems still pretty WIP, but the dungeons seem alright, so I'll deal. When playing Hexxit, I always disliked Project Zulu's mob models and rather pathetic dungeon loot, but I heard they revamped the models/textures, and you guys are making the loot better, so yay. Blood Magic, more yays!
In response to flikende's question: Biomes O' Plenty does add a few bits of magical shizzlewizzle (technical term), including a light and happy magic biome that contains poisonous lakes and packs of witches, a dark and evil magical biome with wither flowers, a lovely but horribly laggy sky dimension, wasp nests in the Nether, an expensive altar to summon the Ender Dragon without going to the End (which would slightly undercut Hardcore Ender Expansion, but not entirely, as there's still lots of cool stuff there besides the Dragon), Phantoms, Pixies, psychedelic Shroom Powder...what more could you want? Point being, it does add some lovely magical/dungeon things besides cool biomes, but if you're considering BOP at this point, I should also mention that the Promised Land (sky dimension) is ridiculously server/memory intensive.
TL;DR: Bye-bye Better Dungeons sad. New dungeons yay. Blood Magic yay. BOP laggy.
Suggestion: instead of cutting Better Dungeons for good, load the server with it and remove it later. That way, you can get the structures to spawn and when the mod is removed, the dungeons and loot will stay while the problem mobs go away. You can then configure the left behind dungeons however you want.
Also, someone suggested Twilght Forest. The dimension has dungeons like ChocolatQuest, but with vanilla spawning rules. Much easier to work with.
Suggestion: instead of cutting Better Dungeons for good, load the server with it and remove it later. That way, you can get the structures to spawn and when the mod is removed, the dungeons and loot will stay while the problem mobs go away. You can then configure the left behind dungeons however you want.
Also, someone suggested Twilght Forest. The dimension has dungeons like ChocolatQuest, but with vanilla spawning rules. Much easier to work with.
That's in essence what we've done, and it's created some problems. The structures are awesome, but without the spawners, they're pretty much big, empty loot grab bags. Treasure without effort or danger. This doesn't fit our goals for the pack. We're thinking on this one. It broke our hearts to lose Chocolate Quest, but it'll be back, we promise.
In our current test build, we've added Twilight Forest. Unless something huge comes up, it should be in the next update, which we're trying to release this week. Thanks to theweltinator for the suggestion!
Question for y'all: When our server goes public, who's interested in RP? That is, having an ongoing story for the server, having a personality and backstory for your Steve, playing and speaking in-character, etc. Does that sort of thing appeal to anyone?
Hard to say, honestly. It was a long time ago, but I think there might have been some compatibility issues at the time, and I feel like we preferred the terrain generation system better in ExtrabiomesXL. Currently, several of the core content-adding mods (Witchery and Project Zulu off the top of my head) have integration with ExtrabiomesXL, so that helps too. Do you prefer the former?
I have defaulted to Biomes O Plenty for most of my own mod mixes these days, but to be fair the last time I had any extended experience with Extrabiomes was early days of 1.4.7 modpacks. For all I know, they could have added a lot of stuff since then. Just asked out of curiosity.
Out of curiosity, why'd you go with Project Zulu? Some of the animals look kind of wonky, especially the horses. IMO, the animals in Mo' Creatures are better looking and more functional.
Yeah: These guys' (PolluxStar, Svartulf, and Otaconz). One of the Topics (the things at the top under the title that say things like Modpack, Magic, and 1.6.4) says Public Server. I saw the IP in one of their videos...you might have to PM them to join.
Several people have suggested they add Blood Magic, but when they were first creating the pack, they thought it was too overpowered. PolluxStar said they would have another look at it.
I will be sure to post here and update the main post as well the moment the server goes public.
On a related note, we're currently taking a hard look at Blood Magic. I think as far as the feel of the mod goes, we agree that it fits wonderfully. The issue at the moment is balance. If through certain config settings we can even it out with the other core mods, there's a good possibility you'll find it in a future update to the pack. Give us some time to test it and tweak it, and we'll let you know if we decide to add it. Those of you who currently have it installed, how do you feel the weapons and armor in Blood Magic compare with those offered by Thaumcraft, Ars Magica and Tinkers Construct? Do they feel on par with the others, or do they feel like a clear advantage?
Well, compared to the other mods listed, there is one thing BM has that the others don't: Upkeep. BM bound tools are at roughly the same level as Infusion enchanting, the Ars spell for bound tools, and a ball of moss for TinCon. Only Ars bound tools have an upkeep cost of mana, but that is fairly cheap. A repair enchant is fairly cheap, and once you apply it you rarely need to replace the tool. Same goes for a ball of moss. And considering the upkeep cost... If you ever run out of LP, any tool becomes very dangerous to use.
As for armor, it is about par with diamond armor with a few set upgrade slots(Most of them just allow the armor to "Soak" a specific type of damage like void or fall). Due note that bound armor can NOT be enchanted, so protection-repair enchanted thaumiom armor will be a little better. Plus you need a lot of blood shards to make it. Let's not forget, unless you use a very good blood orb, all of these upgrades cost LP over time. It is also by far more costly to make then thuamiom or battle mage armor.
The only tool that might be considered unbalanced is the bound sword. It costs a diamond sword and a chunk of LP to make(And people have died while making it), plus getting to the tech tier to be able to make the ritual needed. What you get is a highly enchant-able sword that feeds off your blood and does 12 hearts of damage. Powerful? Yes, but it uses as much blood as a cursed spirit's blade, doesn't give you a speed buff, and only does a little more damage. And does NOT pierce armor like a TinCon rapier.
While BM can be quite powerful(A rite that lets you fly like your in creative mode while in its area of effect), you must always weigh that power against its cost. (This rite needs 1,000,000 LP to activate. Your top tier self-sacrifice blood altar only give ~2,000LP a heart. You do the math) Also, the top tier altar needs four beacons. Four. Not optional. And no alternative recipes.
Personally, one thing I love about blood magic is that almost everything is a multi-block structure. Off the top of my head I can only think of two blocks that have a GUI: the teleposer and the alchemical chemistry set. To get anything you need a greg-tech level of time and resource investment, plus it is rarely as easy as "One block wonder machine" like some other mods.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Thaumic Tinkerer - Adds several useful items and blocks, including wand foci, to Thaumcraft. A few features could be considered overpowered, but that's for you guys to decide.
Thaumic Exploration - Adds even more Thaumcrafty stuff. A bit like Forbidden Magic or Thaumic Tinkerer, but smaller and less evil.
Thaumic Integration - Adds some Thaumcraft integration for Tinkers' Construct.
Botania - Herb based magic mod. Still WIP, and also depends on worldgen to do pretty much anything with it. Perhaps something for a later world?
Twilight Forest - Adds a new dimension. The Twilight Forest (duh). Big foresty dimension, always twilight. Lots of dungeons and bosses. Should be fun, if a bit laggy.
Dungeon Crawler - Another mod from Father_Toast, adds various useful items and salvage recipes for the traveling warrior/dungeoneer/scavenger. A few crafting recipes (like gravel to flint) conflict with current ones, but that's what configs are for.
StatusEffectHUD - Lets you see what potion effects you have without having to open your inventory. Useful with all the effect-casting mobs in this pack.
ArmorStatusHUD - Adds little armor icons on either side of your inventory showing you how damaged your armor is. Slightly buggy with mod armors.
theweltinator, thanks for the mod suggestions. We'll take a look at 'em and see what we think.
Metaldude555, thanks for bringing the recipes issue to light. We'll rework the configs for those.
Bit of an update on the topic of making our server public: We've hit a snag with mob spawning. After some single-player world testing, I've spotted the problem.
The mobs added by Better Dungeons don't despawn. If you find dungeons and then don't kill every single mob (or any of them), they quickly add up and take up all the active slots for hostile mob spawns. This means that vanilla monsters as well as those added by the other mods are no longer able to spawn in the overworld, and the world becomes very barren and boring unless you're in a dungeon.
Before we open our server to you wonderful people, we're looking for a way to fix this or circumvent it. If any of you know a method to alter despawning rules for Chocolate Quest mobs, or a command for clearing all the active hostile mobs from the server, do let us know. (Switching to Peaceful difficulty and back unfortunately doesn't seem to work.) We really, really don't want to take this mod out of the pack.
In addition, we'll need to tweak some server configs. We're hoping this won't take more than a week to accomplish, but no guarantees.
That said, we're looking forward to meeting you all in-game.
I also believe that there is a way to temporarily despawn a specific mob when a player is far enough away from them and spawn it again when there is a proper target for it nearby. I'm sure I saw a mod like that. I think it works like default BD spawners, triggering at close range, only in reverse and despawing when far enough.
Also, it may be a problem in single-player, but it might not be a big one on a server. Get enough people working together and you could get a dungeon cleared out relatively quickly. Organize a dungeon crawl, get some teamwork going, and you may even start some friendships. Good relationships can only mean good things for a server. And if you get all the dungeons cleared out in the immediate area, either on your own in creative mode or through teamwork, then the only dungeons will be far enough to likely stay in unloaded chunks. From what I've gathered, it shouldn't be that big of a deal even if you don't find a decent fix.
Though one minor question- why did you choose extrabiomes XL over biomes o plenty?
We opted to take out Chocolate Quest. Many tears were shed. Or none, actually, but we were sad to see it go. Fortunately, the Chocolatin has stated he plans to fix the issue for 1.7, so once everything catches up and we're able to update the pack to 1.7, you can bet your fleshy ischium cushions we'll be putting it back in.
To fill the void it left, we've added Pirates, Doomlike Dungeons and Project Zulu, as well as a few sneaky little additions. This changes the feel of the pack in major ways. We like it, and we hope you will too.
And finally, sanguine alchemists rejoice! We have heard your pleas and granted you Blood Magic. Just stay away from our veins.
We're in what we hope is the final week of tweaks. Spawning issues have been fixed with removal of Chocolate Quest and the update to MobSpawnControls 2. Currently, we're working on custom tailoring the Doomlike Dungeons and Zulu dungeons to be adequately hellish, and filling them with fancy, tantalizing loot. We look forward to getting eaten alive with you during our mutual greed-driven forays into the insatiable jaws of the abyss.
By the way, in case you missed it, you are going to die in this update. This world is going to be brutal and unforgiving, and not for the faint of heart. Also, it will have adorable penguins and foxes.
Soon. Very soon.
That is all.
Hard to say, honestly. It was a long time ago, but I think there might have been some compatibility issues at the time, and I feel like we preferred the terrain generation system better in ExtrabiomesXL. Currently, several of the core content-adding mods (Witchery and Project Zulu off the top of my head) have integration with ExtrabiomesXL, so that helps too. Do you prefer the former?
Erm...feedback:
Removal of Better Dungeons:
In response to flikende's question: Biomes O' Plenty does add a few bits of magical shizzlewizzle (technical term), including a light and happy magic biome that contains poisonous lakes and packs of witches, a dark and evil magical biome with wither flowers, a lovely but horribly laggy sky dimension, wasp nests in the Nether, an expensive altar to summon the Ender Dragon without going to the End (which would slightly undercut Hardcore Ender Expansion, but not entirely, as there's still lots of cool stuff there besides the Dragon), Phantoms, Pixies, psychedelic Shroom Powder...what more could you want? Point being, it does add some lovely magical/dungeon things besides cool biomes, but if you're considering BOP at this point, I should also mention that the Promised Land (sky dimension) is ridiculously server/memory intensive.
TL;DR: Bye-bye Better Dungeons sad. New dungeons yay. Blood Magic yay. BOP laggy.
Also, someone suggested Twilght Forest. The dimension has dungeons like ChocolatQuest, but with vanilla spawning rules. Much easier to work with.
That's in essence what we've done, and it's created some problems. The structures are awesome, but without the spawners, they're pretty much big, empty loot grab bags. Treasure without effort or danger. This doesn't fit our goals for the pack. We're thinking on this one. It broke our hearts to lose Chocolate Quest, but it'll be back, we promise.
In our current test build, we've added Twilight Forest. Unless something huge comes up, it should be in the next update, which we're trying to release this week. Thanks to theweltinator for the suggestion!
Question for y'all: When our server goes public, who's interested in RP? That is, having an ongoing story for the server, having a personality and backstory for your Steve, playing and speaking in-character, etc. Does that sort of thing appeal to anyone?
Back to tweaking configs...
You mean you can't? And yes, that would be Tinkers' Construct/Iguana Tweaks.
I have defaulted to Biomes O Plenty for most of my own mod mixes these days, but to be fair the last time I had any extended experience with Extrabiomes was early days of 1.4.7 modpacks. For all I know, they could have added a lot of stuff since then. Just asked out of curiosity.