If you don't want to put it in your main modpack just put it in a small test instance/test modpack to try out mods, I do that all the time with more niche mods (unless I'm using a latest version and that's all there is, is niche or new mods then I'll just jump in and see what their like) and if I'm happy with including it I will, if not as it might not suit the pack I'm making or the mods conflict then I might fit it into another pack or remove it.
Mekanism is a great fun mod (my alternative mainstream mod I'll go with if I'm not in the mood for Thermal series mods) but it is big (up to x5 ores set of machines, many blocks [machines & decor] and utility items like balloons, jetpacks/other armour, and more, that's just the main mod not counting the generators/tools addon which can be useful but the tools one isn't as necessary, generators can be but depends on what you have already). You can approach it however you like but the x5 ore processing progression is the same, just be careful when using chemical machines (gases/fluids as it can be tricky without the guide). You can view that here: https://wiki.aidancbrady.com/wiki/Ore_Processing The auto-miner is awesome but it does take a while to get to it but once you have the power/resources it's worth it and with filters it makes it one of the best miners/quarries out there.
Mekanism supports many Power APIs, it has supported Joules since the Universal Electricity days (1.2.5/1.4.7-ish I think) but supports EU (I think) RF, Tesla (more so 1.10.2 to 1.12.2 as Tesla hasn't been updated since), Forge Energy I think but RF and FE and almost the same.
Forestry is good for farming/automation but it does add many trees, bees and so on besides machines. I rarely use it as I've found others that suit what I'm up for but it's still a great mod.
Applied Energistics 2 is a storage mod, many fans of AE1 prefer Refined Storage when using newer versions (AE1 ended in 1.6.4 I think), (it's similar but has less of the meteor and more grindiness to it that AE2 is known for) so if you are ok with grind and a lot of storage/autocrafting go for it but if you don't want the grind go for Refined Storage.
RFTools Dimensions is good, does require power to maintain the dimension's existence and you need to find dimension pieces before you can create a dimension. The pieces could be a biome (Vanilla or modded) to tendrils, time of day and more. Dimensions can but if you had a void one not likely, it depends on what's in the dimension, mods in general can bog down the game, but I'd say if you have to render/generate a lot (either by travelling the overworld or a dimension) it can make a server worse due to how much has to be loaded.
Mekanism just needs itself, it doesn't need a core/library/api mod like Thermal does with CofhCore/Cofh World/Thermal Foundation, you could use Mekanism, Generators and Tools and be good to go. You can find out dependencies from the changelog of the file.
If you want to keep the pack reasonably sized then just look for smaller mods that do similar or put the mods into another pack, there is no limit to the amount of packs you can make, but obviously don't make too many and make it take over your hard drive XD, if there is mods you want to swap out (except for how much you do in a world and keeping that mod content active in the world XD) then do so just be careful. I probably create at least 3 to 40 modpacks or so for major versions like 1.7.10 or 1.12.2 when they were relevant but less packs for smaller periods like 1.10.2/1.11.2 for example, but it depends on the mods available niche/new or mainstream that I'll use that determines if I play on a version or not when it was new or a year or so later, if I find any particular mods I'm interested in I'll go back to a version. But these days I go back to versions not just out of curious of what I never used but due to spotlighting them for my Youtube channel.
Have fun though and if you ever need any help try looking on the FTB.gamepedia.com https://ftb.gamepedia.com/FTB_Wiki for info on mods besides the forums or a mod dev's website if they have any wikis for their mod.
Thinking about adding Mekanism to my mod pack.
I don't want to add every pack that's listed as a dependency on CurseForge tho (there's a crapton)
But if you go sort the dependencies by required/optional they are all under optional,
Are they really all optional? or is this just an oversight?
I'd like to try out the mod but I'm trying not to just put every damn mod in the world in my pack.
I want to keep it lightweight and streamlined and also keep a balance between magic and technology.
So far I have Draconic Evolution and all the thermal series.
My experience with tech mods is limited; I've got a good grip on Draconic Evolution
and I've played through Galacticraft before but that's about it.
I'm also considering adding Forestry. Applied Energistics looks cool but I'd like to keep things pretty minimal
and not have a bunch of different types of energy that are incompatible.
Looks like Mekanism can be configured to use RF instead of joules or whatever.
Honestly i just heard about the auto mining system in Mekanism and rly want to give it a go ;P
Also considering RF Tools+RF Tools Dimensions but I hear that adding a ton of dimensions to a world can bog down a server
So I'm kinda skeptical especially since I just took out Mystcraft cause it was causing server crashes.
Thoughts? And anyone know for sure about the Mekanism dependencies?
If you don't want to put it in your main modpack just put it in a small test instance/test modpack to try out mods, I do that all the time with more niche mods (unless I'm using a latest version and that's all there is, is niche or new mods then I'll just jump in and see what their like) and if I'm happy with including it I will, if not as it might not suit the pack I'm making or the mods conflict then I might fit it into another pack or remove it.
Mekanism is a great fun mod (my alternative mainstream mod I'll go with if I'm not in the mood for Thermal series mods) but it is big (up to x5 ores set of machines, many blocks [machines & decor] and utility items like balloons, jetpacks/other armour, and more, that's just the main mod not counting the generators/tools addon which can be useful but the tools one isn't as necessary, generators can be but depends on what you have already). You can approach it however you like but the x5 ore processing progression is the same, just be careful when using chemical machines (gases/fluids as it can be tricky without the guide). You can view that here: https://wiki.aidancbrady.com/wiki/Ore_Processing The auto-miner is awesome but it does take a while to get to it but once you have the power/resources it's worth it and with filters it makes it one of the best miners/quarries out there.
Mekanism supports many Power APIs, it has supported Joules since the Universal Electricity days (1.2.5/1.4.7-ish I think) but supports EU (I think) RF, Tesla (more so 1.10.2 to 1.12.2 as Tesla hasn't been updated since), Forge Energy I think but RF and FE and almost the same.
Forestry is good for farming/automation but it does add many trees, bees and so on besides machines. I rarely use it as I've found others that suit what I'm up for but it's still a great mod.
Applied Energistics 2 is a storage mod, many fans of AE1 prefer Refined Storage when using newer versions (AE1 ended in 1.6.4 I think), (it's similar but has less of the meteor and more grindiness to it that AE2 is known for) so if you are ok with grind and a lot of storage/autocrafting go for it but if you don't want the grind go for Refined Storage.
RFTools Dimensions is good, does require power to maintain the dimension's existence and you need to find dimension pieces before you can create a dimension. The pieces could be a biome (Vanilla or modded) to tendrils, time of day and more. Dimensions can but if you had a void one not likely, it depends on what's in the dimension, mods in general can bog down the game, but I'd say if you have to render/generate a lot (either by travelling the overworld or a dimension) it can make a server worse due to how much has to be loaded.
Mekanism just needs itself, it doesn't need a core/library/api mod like Thermal does with CofhCore/Cofh World/Thermal Foundation, you could use Mekanism, Generators and Tools and be good to go. You can find out dependencies from the changelog of the file.
If you want to keep the pack reasonably sized then just look for smaller mods that do similar or put the mods into another pack, there is no limit to the amount of packs you can make, but obviously don't make too many and make it take over your hard drive XD, if there is mods you want to swap out (except for how much you do in a world and keeping that mod content active in the world XD) then do so just be careful. I probably create at least 3 to 40 modpacks or so for major versions like 1.7.10 or 1.12.2 when they were relevant but less packs for smaller periods like 1.10.2/1.11.2 for example, but it depends on the mods available niche/new or mainstream that I'll use that determines if I play on a version or not when it was new or a year or so later, if I find any particular mods I'm interested in I'll go back to a version. But these days I go back to versions not just out of curious of what I never used but due to spotlighting them for my Youtube channel.
Have fun though and if you ever need any help try looking on the FTB.gamepedia.com https://ftb.gamepedia.com/FTB_Wiki for info on mods besides the forums or a mod dev's website if they have any wikis for their mod.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2