It has about 150 mods in total, less than some very big packs, but the RAM usage is a lot higher than some large FTB packs. I have installed the 'Foam Fix' mod and Better FPS, but they don't seem to help. It uses 12+GB RAM when in use!
You can try other performance mods but that won't do much. Mods require a fair amount to run and the more items, blocks and so on added the more Memory the game needs. This is why I find 100+ modpacks to be hilarious. Otherwise I don't have much to say, unless you buy more RAM (which I don't recommend) reduce the mods you have to those that are 'essential' and those that aren't.
As I can make a 20 to 30 that is more focused and have a lot of fun/spend enough hours in it. Not having 100s where I'll only touch about 1/3 of them. While I use more niche mods the mainstream ones I do use I still enjoy but some I never touch as they never interested me. But I also review mods daily so I made modpacks with mods I was familiar with and knew how to make a pack out of them across many categories. That or if there is different mods that are smaller and do the same thing then I'll use them as alternatives. I may not need a big food mod, just some with a few crops or that focuses on 1 food/meal, not hundreds when I may just go with the one that suits early game or later for saturation and that appears in biomes that I know will appear in common biomes (unless it's supposed to be a more challenging pack).
So I'd never consider them for a modpack unless I'm making a modpack based around them like the ForgeCraft series where the Forge Team and Mod Devs that make major mods (that people use in 90% of packs anyways so why repeat when I can add others that do the same, are smaller or do it better on the things I actually use from the mods compared to 50% I use or 1 item I wanted and the 99% I don't use, and as a reviewer of modpacks I find it annoying when I see the same mods used when I've reviewed 100s of mods that can do the same thing, is smaller, better and are more focused then a lot of things you might not use, but that's getting off topic).
Getting back on topic I think a pack with focus on 1 mod per category or a focus on just tech, just farming is better than 100s that sound good. Put the others that don't end up in your current pack into the next one, they don't all have to be in one pack. That and limitations leaves you with a need to get creative.
Yeah that's what I thought. I have so many mods because it was a pack me and my friends used - and we all did different things at the same time so it needed to cover a lot of bases.
I made a modpack for me and my friends to use... A bit of a mix, farming, tech, vanilla, magic, building etc
https://www.curseforge.com/minecraft/modpacks/molecraft
It has about 150 mods in total, less than some very big packs, but the RAM usage is a lot higher than some large FTB packs. I have installed the 'Foam Fix' mod and Better FPS, but they don't seem to help. It uses 12+GB RAM when in use!
Since Beta 1.3
You can try other performance mods but that won't do much. Mods require a fair amount to run and the more items, blocks and so on added the more Memory the game needs. This is why I find 100+ modpacks to be hilarious. Otherwise I don't have much to say, unless you buy more RAM (which I don't recommend) reduce the mods you have to those that are 'essential' and those that aren't.
As I can make a 20 to 30 that is more focused and have a lot of fun/spend enough hours in it. Not having 100s where I'll only touch about 1/3 of them. While I use more niche mods the mainstream ones I do use I still enjoy but some I never touch as they never interested me. But I also review mods daily so I made modpacks with mods I was familiar with and knew how to make a pack out of them across many categories. That or if there is different mods that are smaller and do the same thing then I'll use them as alternatives. I may not need a big food mod, just some with a few crops or that focuses on 1 food/meal, not hundreds when I may just go with the one that suits early game or later for saturation and that appears in biomes that I know will appear in common biomes (unless it's supposed to be a more challenging pack).
So I'd never consider them for a modpack unless I'm making a modpack based around them like the ForgeCraft series where the Forge Team and Mod Devs that make major mods (that people use in 90% of packs anyways so why repeat when I can add others that do the same, are smaller or do it better on the things I actually use from the mods compared to 50% I use or 1 item I wanted and the 99% I don't use, and as a reviewer of modpacks I find it annoying when I see the same mods used when I've reviewed 100s of mods that can do the same thing, is smaller, better and are more focused then a lot of things you might not use, but that's getting off topic).
Getting back on topic I think a pack with focus on 1 mod per category or a focus on just tech, just farming is better than 100s that sound good. Put the others that don't end up in your current pack into the next one, they don't all have to be in one pack. That and limitations leaves you with a need to get creative.
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
Yeah that's what I thought. I have so many mods because it was a pack me and my friends used - and we all did different things at the same time so it needed to cover a lot of bases.
Since Beta 1.3