I am looking for recommendations of new mods to try given my current experience with moded MC.
I've mostly played 1.12. I have a well developed world with BC+IC2+Forestry+Advanced Solars. I even imported that world into RL craft, because vanilla mobs were too easy in full quantum suit, which was kind of fun. I like RL craft flying mounts yippee.
What i learned is that i enjoy progressing to and making self sustaining infrastructure, not the explorer type. For example i have forestry tree farm that gives me wood, which gives me charcoal, which gives me coal via molecular transformer, which gives me coal dust, then coal ball, coal chunk and ultimately diamonds. All aoutomated with just an input of sand (to make flint) and obsidian to make diamonds. Got a full quantum suit, bunch of irridium etc.
BUT in my IC2 world i ran out of things to build. Especially things to build that add some meaningful power/progression.
I am currently starting GTCE world. I went with CE, because it is 1.12 so i could add IC2 and solars if needed later in game when i get out of steam age also forestry and industrial foregoing are fun. I have IF managing my sheep farms for wool, which gives me glowstones and redstones and lapiz via molecular transformer in my IC2 world.
I was tempted to try GT6 or other flavors of GT, but i am concerned of them being for older versions of MC, hence me being unable to supplement the mod with others if the GT6 itself came up short of my expectations. Playing TGCE so far i am developing a concern that my GTCE endgame may look very similar to my old IC2 world... Like, why build GT fusion reactor if i can just stamp out solar panels in IC2?
I am playing on survival, hard mode. So this game is a slow and tedious process that takes a long time, which is fine by me, i just want to make sure that whatever mod i choose will be rich enough to give me well developed, self sufficient endgame world. Is GTCE the right mod to continue with?
I see misc mod videos on youtube that boast power systems with 1,000,00 RF per tick or gazzillion RF storage blocks. Is there a mod that actually needs that much energy? Developing such a power grid in survival could be a good endgame goal for me if there is actual use for it.
In my 1.12 IC2 world, which i have been playing for last 6 months I have been adding mods as need/interest arises, started with BC,IC2 and Advanced solars, then added forestry, then mechanism, then Industrial forgoing. This process of adding things makes me feel like i am cheating. Oh my current world can't do X, well i'll just add a mod that does it... For example I couldn't find tungsten, so alcemistry disolver + IC2 replicator = tungsten. Is that cheating?
Is GT6 complete enough that i should not worry about downgrading to 1.7? Is GT5CE a better path? Should i expect GT5CE to be all in one mod, which i haven't yet got deep enough into or should i expect to have a need/want to supplement it?
Sorry for a long, kind of a rant like post, just trying to better convey what i am looking for.
If your after more mods that add different features but are still tech focused I'd recommend Omega Craft for it's reactor, forcefields and more (in 1.14.4+ it has energy storage that can be expanded like Mekanism but not in 1.12.2).
Otherwise I'd say take a look on Curseforge for any under the technology filter. It's what I did to find many others or addons to Thermal, IC2 and more.
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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.
Greetings and salutations.
I am looking for recommendations of new mods to try given my current experience with moded MC.
I've mostly played 1.12. I have a well developed world with BC+IC2+Forestry+Advanced Solars. I even imported that world into RL craft, because vanilla mobs were too easy in full quantum suit, which was kind of fun. I like RL craft flying mounts yippee.
What i learned is that i enjoy progressing to and making self sustaining infrastructure, not the explorer type. For example i have forestry tree farm that gives me wood, which gives me charcoal, which gives me coal via molecular transformer, which gives me coal dust, then coal ball, coal chunk and ultimately diamonds. All aoutomated with just an input of sand (to make flint) and obsidian to make diamonds. Got a full quantum suit, bunch of irridium etc.
BUT in my IC2 world i ran out of things to build. Especially things to build that add some meaningful power/progression.
I am currently starting GTCE world. I went with CE, because it is 1.12 so i could add IC2 and solars if needed later in game when i get out of steam age also forestry and industrial foregoing are fun. I have IF managing my sheep farms for wool, which gives me glowstones and redstones and lapiz via molecular transformer in my IC2 world.
I was tempted to try GT6 or other flavors of GT, but i am concerned of them being for older versions of MC, hence me being unable to supplement the mod with others if the GT6 itself came up short of my expectations. Playing TGCE so far i am developing a concern that my GTCE endgame may look very similar to my old IC2 world... Like, why build GT fusion reactor if i can just stamp out solar panels in IC2?
I am playing on survival, hard mode. So this game is a slow and tedious process that takes a long time, which is fine by me, i just want to make sure that whatever mod i choose will be rich enough to give me well developed, self sufficient endgame world. Is GTCE the right mod to continue with?
I see misc mod videos on youtube that boast power systems with 1,000,00 RF per tick or gazzillion RF storage blocks. Is there a mod that actually needs that much energy? Developing such a power grid in survival could be a good endgame goal for me if there is actual use for it.
In my 1.12 IC2 world, which i have been playing for last 6 months I have been adding mods as need/interest arises, started with BC,IC2 and Advanced solars, then added forestry, then mechanism, then Industrial forgoing. This process of adding things makes me feel like i am cheating. Oh my current world can't do X, well i'll just add a mod that does it... For example I couldn't find tungsten, so alcemistry disolver + IC2 replicator = tungsten. Is that cheating?
Is GT6 complete enough that i should not worry about downgrading to 1.7? Is GT5CE a better path? Should i expect GT5CE to be all in one mod, which i haven't yet got deep enough into or should i expect to have a need/want to supplement it?
Sorry for a long, kind of a rant like post, just trying to better convey what i am looking for.
If your after more mods that add different features but are still tech focused I'd recommend Omega Craft for it's reactor, forcefields and more (in 1.14.4+ it has energy storage that can be expanded like Mekanism but not in 1.12.2).
Otherwise I'd say take a look on Curseforge for any under the technology filter. It's what I did to find many others or addons to Thermal, IC2 and more.
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