In response to MineCrak's request on the previous, here is my experience with Mega Modding - running a whole collection of mods at the same time. While current setup has over eighty mods all working and running together, and I could add another twenty if I want (which I won't, because of gameplay reasons), I am in no means perfect, and this will post will most likely contain errors or things you disagree with. If anyone else has experience on making Mega Mod Collections, I request them to share their experiences. My apologies for the wall-of-text format, I will try to add pictures as much as I can.
Good practices
The first thing someone who wants to make a Mega Mod Collection needs is Patience. When a new Minecraft version comes out, it'll take a few mods only a day to update, most mods will take a week, or maybe two, but some mods can easily take three or more weeks to be updated. Industrialcraft and Redpower are both (in my opinion) notoriously late updaters, but they are also insanely huge mods, which can contain many thousands of bugs which the modders (need to) work out before releasing. Therefore I advise anyone who wants to make a Mod Collection train his/her patience.
The second thing that would benefit a Mod Collection maker is Orderliness. In opposition to having multiple folders spread out all over your computer where you store your mods, try and put everything down so it is neat and orderly. Like this:
(or maybe something a little less long, but at least orderly)
Also helpful is the practice of making Back-ups. It'll save you loads of time if you just have a backup of Vanilla Minecraft. And you won't have to redownload each and every mod if you put it in a folder first before dropping it in your .jar or mods folder.
The fourth, and last, thing to train is Acceptance. You are going to make a collection of maybe hundreds of mods that are trying to work together, but most of them won't be designed for it. That means that there will be bugs in your minecraft, sometimes pretty nasty ones as well. But if you want a big, working mod collection, you will sometimes have to leave mods out because they are incompatible, or because they ruin your gameplay.
The second thing that would benefit a Mod Collection maker is Orderliness. In opposition to having multiple folders spread out all over your computer where you store your mods, try and put everything down so it is neat and orderly. Like this:
(or maybe something a little less long, but at least orderly)
Also helpful is the practice of making Back-ups. It'll save you loads of time if you just have a backup of Vanilla Minecraft. And you won't have to redownload each and every mod if you put it in a folder first before dropping it in your .jar or mods folder.
The fourth, and last, thing to train is Acceptance. You are going to make a collection of maybe hundreds of mods that are trying to work together, but most of them won't be designed for it. That means that there will be bugs in your minecraft, sometimes pretty nasty ones as well. But if you want a big, working mod collection, you will sometimes have to leave mods out because they are incompatible, or because they ruin your gameplay.
Requirements
There are many things that a Mega Mod Collection maker needs. First among those is A Good Computer. Running Minecraft can be hard on some low-end systems, especially if you have an older one. But running more than a hundred mods on minecraft increases the load on your computer exponentially. Instead of only a close 140 kinds of blocks, and some 100 items, your computer suddenly has to run sometimes 5000 kinds of blocks (Metadata!), and sometimes even more items. Couple that with mods that are heavy on the CPU because they generate things that move (like Millenaire, but also Buildcraft pipes and Industrialcraft machines), and your previously-barely-running-Minecraft-smoothly computer will have suddenly turned into a 10-fps computer.
That means you'll have to be realistic about your computer's capacity. If you have a very high end system, you'll have an higher chance of running massive factories on far render distance without your system crashing than a low end system. Low end systems will most probably need mods like Optifine, and even then play on the lowest graphical settings. If you don't mind it (like me), then it's no problem. But if you do, you'll either need a high-end system, or you'll need to drop most mods.
Beyond the hardware requirements, there are also some software requirements. These are many, and some only require a short explanation.
The right version of Vanilla Minecraft. It seems obvious, but sometimes people forget which version they have (or to make backups of it) and install mods in the wrong one.
Modloader: Every single mod worth downloading either requires it or is compatible with it. This is the absolute basic necessity for every serious mod-collection maker.
Forge (or here). Unlimited item sprites are a must-have. You can't have a mod collection without it, and many mods require it's function. That means any mod incompatible with it will have to go (Yes, I mean Better Than Wolves!)
4096 ID's. There are working versions for 1.2.5 (Mdiyo's and Robinton's), and hopefully Mojang will make it work in 1.3.0, since both have stopped updating these mods.
Archiving Program. like Winrar or something. It's necessary to edit the minecraft .jar and to open some mods.
SDK's Errortest (windows only). Without an error report, most people can't help you if you have problems. Saving it on your computer is a must for as far as I'm concerned, since you won't have to search for it and download it every time when your minecraft crashes.
That means you'll have to be realistic about your computer's capacity. If you have a very high end system, you'll have an higher chance of running massive factories on far render distance without your system crashing than a low end system. Low end systems will most probably need mods like Optifine, and even then play on the lowest graphical settings. If you don't mind it (like me), then it's no problem. But if you do, you'll either need a high-end system, or you'll need to drop most mods.
Beyond the hardware requirements, there are also some software requirements. These are many, and some only require a short explanation.
The right version of Vanilla Minecraft. It seems obvious, but sometimes people forget which version they have (or to make backups of it) and install mods in the wrong one.
Modloader: Every single mod worth downloading either requires it or is compatible with it. This is the absolute basic necessity for every serious mod-collection maker.
Forge (or here). Unlimited item sprites are a must-have. You can't have a mod collection without it, and many mods require it's function. That means any mod incompatible with it will have to go (Yes, I mean Better Than Wolves!)
4096 ID's. There are working versions for 1.2.5 (Mdiyo's and Robinton's), and hopefully Mojang will make it work in 1.3.0, since both have stopped updating these mods.
Archiving Program. like Winrar or something. It's necessary to edit the minecraft .jar and to open some mods.
SDK's Errortest (windows only). Without an error report, most people can't help you if you have problems. Saving it on your computer is a must for as far as I'm concerned, since you won't have to search for it and download it every time when your minecraft crashes.
Helpful tools
Beyond the bare-boned requirements, there are many helpful mods and tools that will make your life easier.
ID Resolver helps stop ID conflicts, even when your minecraft doesn't notice them (like Item-Item ID conflicts)
Optifine can easily get another 20-30 fps out of your computer, and reduces lag spikes.
Notepad or other note-taker: This is easily one of the most important tools. You can write down which mods overwrite which classes, which ones are compatible with what and which ones require this or that.
ID Resolver helps stop ID conflicts, even when your minecraft doesn't notice them (like Item-Item ID conflicts)
Optifine can easily get another 20-30 fps out of your computer, and reduces lag spikes.
Notepad or other note-taker: This is easily one of the most important tools. You can write down which mods overwrite which classes, which ones are compatible with what and which ones require this or that.
Standard Error reports
Error reports come in many shapes and sizes, and they are most useful to modders and thread-lurkers that are trying to help you. Most of them are simple to read, if you know where to look. In this section, I'll add those reports that I find easy to read/fix. All of the errors are taken from somewhere around the Minecraft forums.
The ID-error:
This is one of the simplest errors, yet it makes up 90% of all error reports. The line I singled out just states: There is an ID too high. Minecraft ID's run between 0-255 for blocks (0-4095 for 4096 ID's), and Item ID's run from 255 (or 4096) to 32000. The number in the error report is bigger than 32000, so it's too high. This particular error was caused because Robinton's 4096 ID's adds 4096 to every item ID (Item ID 256 (Iron shovel) becomes Item ID 4096). The simple fix: Change the ID.
The ID conflict
The singled-out line basically says that two blocks (or items) are trying to occupy the same ID. People with ID Resolver will hardly ever see this error, but to people without it, it means they'll have to change the conflicting ID's. Taking a good look at the line will tell you which mod or mods cause the ID conflict, in this case they are caused by Mystcraft and Doggy Talents.
The missing/incorrect .class error:
The singled-out line states: There is something wrong with pb.class. That means that either two mods both have overwritten pb.class, which makes them incompatible, or that something requires a different version of something that overwrites pb.class (as was the case here). The simple fix: Check which mods edit pb.class, check their respective threads for incompatabilities between the two and post in them if there isn't. This'll alert the mod author (hopefully), so that maybe a new merge can be made to ensure compatability.
The ID-error:
--- BEGIN ERROR REPORT 1370b4ba -------- Generated 5/24/12 6:16 PM Minecraft: Minecraft 1.2.5 OS: Mac OS X (i386) version 10.6.8 Java: 1.6.0_29, Apple Inc. VM: Java HotSpot™ Client VM (mixed mode), Apple Inc. LWJGL: 2.4.2 OpenGL: ATI Radeon HD 4670 OpenGL Engine version 2.1 ATI-1.6.36, ATI Technologies Inc. java.lang.ArrayIndexOutOfBoundsException: 33840 at ModLoader.initStats(ModLoader.java:918) at ModLoader.init(ModLoader.java:878) at ModLoader.addAllRenderers(ModLoader.java:157) at ahu.<init>(ahu.java:77) at ahu.<clinit>(ahu.java:8) at net.minecraft.client.Minecraft.a(Minecraft.java:394) at net.minecraft.client.Minecraft.run(Minecraft.java:732) at java.lang.Thread.run(Thread.java:680) --- END ERROR REPORT eb19be33 ----------
The ID conflict
--- BEGIN ERROR REPORT a19ffdc1 -------- Generated 5/27/12 3:45 PM Minecraft: Minecraft 1.2.5 OS: Windows Vista (x86) version 6.0 Java: 1.6.0_31, Sun Microsystems Inc. VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc. LWJGL: 2.4.2 OpenGL: ATI Radeon 3000 Graphics version 3.3.11631 Compatibility Profile Context, ATI Technologies Inc. java.lang.IllegalArgumentException: Slot 200 is already occupied by myst_BlockLinkbookStand@1696e4c when adding DogFoodBowl@c84361 at pb.<init>(Block.java:249) at agy.<init>(BlockContainer.java:7) at DogFoodBowl.<init>(DogFoodBowl.java:9) at mod_DoggyTalents.load(mod_DoggyTalents.java:79) at ModLoader.init(ModLoader.java:891) at ModLoader.addAllRenderers(ModLoader.java:189) at ahu.<init>(RenderManager.java:86) at ahu.<clinit>(RenderManager.java:14) at net.minecraft.client.Minecraft.a(Minecraft.java:394) at net.minecraft.client.Minecraft.run(Minecraft.java:732) at java.lang.Thread.run(Unknown Source) --- END ERROR REPORT 24cee53c ----------
The missing/incorrect .class error:
java.lang.NoSuchMethodError: pb.canCreatureSpawn(Lacf;Lxd;III)Z at vf.a(SpawnerAnimals.java:207) at vf.a(SpawnerAnimals.java:271) at aly.a(SourceFile:462) at ko.a(ChunkProvider.java:203) at ack.a(Chunk.java:1187) at ko.c(ChunkProvider.java:113) at ko.b(ChunkProvider.java:126) at xd.d(World.java:647) at xd.a(World.java:562) at eloraam.world.WorldGenMarble.searchBlock(WorldGenMarble.java:32) at eloraam.world.WorldGenMarble.a(WorldGenMarble.java:65) at RedPowerWorld.GenerateSurface(RedPowerWorld.java:805) at mod_RedPowerWorld.generateSurface(mod_RedPowerWorld.java:44) at ModLoader.populateChunk(ModLoader.java:1217) at ko.a(ChunkProvider.java:204) at ack.a(Chunk.java:1192) at ko.c(ChunkProvider.java:113) at ko.b(ChunkProvider.java:126) at xd.d(World.java:647) at xd.a(World.java:562) at net.minecraft.client.Minecraft.e(Minecraft.java:2191) at net.minecraft.client.Minecraft.a(Minecraft.java:2078) at net.minecraft.client.Minecraft.a(Minecraft.java:2025) at net.minecraft.client.Minecraft.a(Minecraft.java:1942) at mw.c(SourceFile:171) at mw.a(SourceFile:128) at vp.a(SourceFile:74) at vp.f(SourceFile:122) at vp.i(SourceFile:110) at net.minecraft.client.Minecraft.k(Minecraft.java:1561) at net.minecraft.client.Minecraft.x(Minecraft.java:819) at net.minecraft.client.Minecraft.run(Minecraft.java:747) at java.lang.Thread.run(Unknown Source) Stopping! SoundSystem shutting down... Author: Paul Lamb, www.paulscode.com
A step by step approach
For those who are making a Massive Mod Collection for their first time, I can write out a very basic plan of steps to follow for if you want a guideline. These are just my own preferences, you can vary them (or skip some) if you wish.
1. Minecraft updates. Don't beg for updates. Maybe compile a list of mods that have already updated, and that you find interesting.
2. Make a folder somewhere on your computer with a recognizable title (say the version number)
3. Download Vanilla Minecraft
4. Run it, once, clean, and set all the options to your preferences (I hate view bobbing, so I switch that off.) Saves time on having to do it every time.
5. If several mods have updated, you can download them (into your folder created at step 2).
6. For every base editing mod: take note of which base class it edits. Make a list, somewhere. It saves having to go through hundreds of .class files, trying to find the incompatability.
7. Find all the mods that go into the .jar, add them and retry until you find a good working order. Take note of the classes edited, this may hint you into the correct direction of which mods must be added in a specific order, and which ones don't care about the order. Try and write the correct installing sequence down somewhere, you'll forget it within the day otherwise.
8. If you don't have ID-Resolver, now is the time to test out which mods can and which mods can't work with 4096 ID's. Just try and change one of the ID's to 255+, and if it crashes, change it back and write it down somewhere. If it doesn't crash, allocate the ID's to 255+ to make more room.
9. If you have established a working .jar, add the mods one by one (or two by two, at least not all at the same time unless you're sure what you're doing). Test them every time afterwards to see if there are serious gamecrashing bugs.
10. Playtest through worlds (both creative and single player), move around a bit and check for errors carefully. If you find any, try and find which mod causes the problem, and how to solve it.
SinglePlayer vs Multiplayer
I'm a notoriously single player, so I only have experience with SSP mods and mod collections. Most of the big mods offer SMP support as well, but you will have to drop some of the smaller mods that don't. Another problem is that you have double the workload, since you'll need to make a working server and a working client version (I have no experience at all with the server-version, it would be helpful if someone who does, can write something about it). On top of that you'll need a working server (and quite a good one as well, since the load'll be very heavy).
Final Touches
The things that make your modpack different from just an assembled mess of mods, are actually the most important ones. Some of them are the small mods that tweak things (like More Paintings and Sign Edit/Teleport Signs in my setup), because they show that you took great care in selecting your mods. These Tweaks can greatly enhance your Minecrafting pleasure, because they get rid of minor annoyances.
Other things that help your Mod Collection greatly are content packs. Some mods provide a workspace for user-created mods, and these small mods and fixes can sometimes be very helpful. Millenaire has a content Library for many civilizations, Industrialcraft and Buildcraft have Addon sections in their forums. I have a large directory full of blueprints for Ruins that I copied from the original threads.
Mod Integration is another thing that can help a modpack. Some mods (like TC/RP/BC/IC/Forestry/EE/RC) are designed to interact well, so the recipes can be interchangeable, and the machines can output into pipes or other things, or because there are crossover mods. But for those that don't have this functionality already built-in, you can sometimes add it by changing the config.
I'll take Inventory Tweaks as an example. Inventory Tweaks offers the functionality of sorting your items based on category, but you'll have to define these categories. It'll be a lot of work, but it is rewarding to do. The Technic Pack has a large forum with multiple threads on it on how to make mods work together, and also contains a thread with Inventory Tweaks trees. This is but one example of how to make mods work together better.
But besides Inventory Tweaks, there are many other instances where mods are better with a bit of customization. Forestry needs you to change the values of Buildcraft Blocks in its config, otherwise it won't recognize them. Likewise, you can add new ores, ingots, logs, loot and other stuff to the 'accepted'-list, to they can be inserted into Forestry Backpacks.
The IC-miner needs to have new ore ID's added to the 'valuables'-list. Treecapitator needs you to add al the new ID's of the axes before it'll work (with the new axes). Items can be added to the Thaumcraft config so they are smeltable in Crucibles. Copper and Tin spawning from various mods (IC/BC/Forestry) can be turned on or off, so that your chests won't be flooded with Copper and Tin. The Ruins config will most likely need adjusting, so that it doesn't clutter your world with ruins (unless that's what you want, of course). Rei's Minimap-keys need adjusting so that they don't conflict with Millenaire's keys anymore.
These things are all things that you'll need to take care of, as a Mega-Mod-Collection-Maker, to make the mods play nice together.
Other things that help your Mod Collection greatly are content packs. Some mods provide a workspace for user-created mods, and these small mods and fixes can sometimes be very helpful. Millenaire has a content Library for many civilizations, Industrialcraft and Buildcraft have Addon sections in their forums. I have a large directory full of blueprints for Ruins that I copied from the original threads.
Mod Integration is another thing that can help a modpack. Some mods (like TC/RP/BC/IC/Forestry/EE/RC) are designed to interact well, so the recipes can be interchangeable, and the machines can output into pipes or other things, or because there are crossover mods. But for those that don't have this functionality already built-in, you can sometimes add it by changing the config.
I'll take Inventory Tweaks as an example. Inventory Tweaks offers the functionality of sorting your items based on category, but you'll have to define these categories. It'll be a lot of work, but it is rewarding to do. The Technic Pack has a large forum with multiple threads on it on how to make mods work together, and also contains a thread with Inventory Tweaks trees. This is but one example of how to make mods work together better.
But besides Inventory Tweaks, there are many other instances where mods are better with a bit of customization. Forestry needs you to change the values of Buildcraft Blocks in its config, otherwise it won't recognize them. Likewise, you can add new ores, ingots, logs, loot and other stuff to the 'accepted'-list, to they can be inserted into Forestry Backpacks.
The IC-miner needs to have new ore ID's added to the 'valuables'-list. Treecapitator needs you to add al the new ID's of the axes before it'll work (with the new axes). Items can be added to the Thaumcraft config so they are smeltable in Crucibles. Copper and Tin spawning from various mods (IC/BC/Forestry) can be turned on or off, so that your chests won't be flooded with Copper and Tin. The Ruins config will most likely need adjusting, so that it doesn't clutter your world with ruins (unless that's what you want, of course). Rei's Minimap-keys need adjusting so that they don't conflict with Millenaire's keys anymore.
These things are all things that you'll need to take care of, as a Mega-Mod-Collection-Maker, to make the mods play nice together.
Texture Packs
I haven't experimenten with texture packs a lot, but I know you can make custom packs (not how, though), and that most mods have at least one or two texturepacks supporting them. This'll probably be something I'm going to experiment with in MC 1.3.0.
MineCrak has more experience with textures than me, so I added his pm to me in this post. All credit goes to him.
Regarding Textures; There is one really good 64x Texture that is a Fan supported project. It has a version with many many mods supported by it and more being added. It seems perfect for mega-modding.
Soartex Fanver(sion) - On Minecraftforums
They also have their own website where they coordinate Mod Texture requests and who will do the art etc.
Soartex.org
Shoeboxama is the main contact for the Texture Pack project.
Here is the list of mods supported by their mod version of the texture pack:
Spoiler
Complete, may be outdated:
-RedPower 2 (Prerelease 5b1)- in "Eloraam"
-Risugami's Elemental Arrows (1.2.5)- in "arrows"
-Connected Textures Mod- in root and "ctm"
-Freerunner's Mod (3.0)- in "freerun"
-Additional Pipes (34.0)- in "ic2"
-Advanced machines (4.0)- in "ic2"
-PowerConverters (1.3.2)- in "PowerConverterSprites"
-Wireless redstone mod (1.5)- in "WirelessSprites"
-Ironchest mod (3.3.1)- in "cpw"
-Parachute (1.1)- in "parachute"
-Experium Ore (1.1)- located in customBlock.png
-Obsidian Tools (unknown)- located in "FGS" and "armor"
-Too Many Items (1.2.5)- located in tmi.png
-Laser Mod (1.3)- located in "PigbearLaser"
-Elemental Creepers (2.0)- located in "mob"
-Compact Solar Arrays for IC2 (2.0.0)- located in "cpw"
-ICBC2 Crossover (1.27)- located "ic2"
-Ender Chest (1.0.3)- located in "chickenbones"
-Furniture Mod (1.2.5)- located in "furniture" and "gui"
-Nuclear Control for IC2 (1.1.3)
-Not Enough Items (1.2.5)- located in "chickenbones"
Incomplete:
-IndustrialCraft 2 (1.95b)- only items left, located in "ic2" and "armor/ic2"
-Better Than Wolves (3.60)- 75% complete, located in "btwmodtextures"
-BuildCraft 2 (unknown)- 80% complete, located in "net"
-PowerCraft (2.0)- 60% complete, located in "PowerCraft"
-Aether (1.04_1)- 40% complete, located in aetherBlocks.png
-PlasticCraft (3.0.2)- 40% complete, located in "plasticcraft"
-GLSL Bumpmapping (2.1.0)- Ores complete, located in root
-Forestry (1.4.4.5)- 60% done, located in "gfx"
-Randomobs - located in "mob"
-New Natural Materials (2.0)- located in "nnm"
-ComputerCraft (1.32)- 30% complete, located in "ComputerCraft"
-ThaumCraft (2.1.5)- 20% complete, located in "thaumcraft"
-Millenare (2.7.2)- Just started, automatically shipped in Millenare mod
-More Furnaces (1.1.7)- 50% complete, located in "morefurnaces"
-Equal Exchange (1.4.0.3)- just started, located in "eqex"
-Railcraft (5.2.1)- 30% done, located in "railcraft"
-Nether Expansion (v0.3)- blocks started, located in "NetherEX"
-Orizon (1.0.6)- 75% complete, locate in "oretex"
-ComputerCraft (1.32)- located in "terrain" THANK YOU REDLED!
-Rocket Science (0.89)- 50% complete, located in "rocketScience" MADE BY REDLED72
Not Included:
-Military Shovel (Japanese)- complete
-Handheld Pistons + Redstone Remote (0.3)- complete
-Checkpoints (1.2)- complete, not supported by the mod
Go to Soartex.org for the mods not included in this download.
Shoeboxama will even help you install them!
Something installed incorrectly? Let Shoeboxama know at Soartex.org or on the Minecraft Forums.
Special thanks to Warbaque, Dreamreaver23, Haylio81, Kirazy, Redled72, N0ugat and Neoboy11.
Soartex Fanver(sion) - On Minecraftforums
They also have their own website where they coordinate Mod Texture requests and who will do the art etc.
Soartex.org
Shoeboxama is the main contact for the Texture Pack project.
Here is the list of mods supported by their mod version of the texture pack:
Spoiler
Complete, may be outdated:
-RedPower 2 (Prerelease 5b1)- in "Eloraam"
-Risugami's Elemental Arrows (1.2.5)- in "arrows"
-Connected Textures Mod- in root and "ctm"
-Freerunner's Mod (3.0)- in "freerun"
-Additional Pipes (34.0)- in "ic2"
-Advanced machines (4.0)- in "ic2"
-PowerConverters (1.3.2)- in "PowerConverterSprites"
-Wireless redstone mod (1.5)- in "WirelessSprites"
-Ironchest mod (3.3.1)- in "cpw"
-Parachute (1.1)- in "parachute"
-Experium Ore (1.1)- located in customBlock.png
-Obsidian Tools (unknown)- located in "FGS" and "armor"
-Too Many Items (1.2.5)- located in tmi.png
-Laser Mod (1.3)- located in "PigbearLaser"
-Elemental Creepers (2.0)- located in "mob"
-Compact Solar Arrays for IC2 (2.0.0)- located in "cpw"
-ICBC2 Crossover (1.27)- located "ic2"
-Ender Chest (1.0.3)- located in "chickenbones"
-Furniture Mod (1.2.5)- located in "furniture" and "gui"
-Nuclear Control for IC2 (1.1.3)
-Not Enough Items (1.2.5)- located in "chickenbones"
Incomplete:
-IndustrialCraft 2 (1.95b)- only items left, located in "ic2" and "armor/ic2"
-Better Than Wolves (3.60)- 75% complete, located in "btwmodtextures"
-BuildCraft 2 (unknown)- 80% complete, located in "net"
-PowerCraft (2.0)- 60% complete, located in "PowerCraft"
-Aether (1.04_1)- 40% complete, located in aetherBlocks.png
-PlasticCraft (3.0.2)- 40% complete, located in "plasticcraft"
-GLSL Bumpmapping (2.1.0)- Ores complete, located in root
-Forestry (1.4.4.5)- 60% done, located in "gfx"
-Randomobs - located in "mob"
-New Natural Materials (2.0)- located in "nnm"
-ComputerCraft (1.32)- 30% complete, located in "ComputerCraft"
-ThaumCraft (2.1.5)- 20% complete, located in "thaumcraft"
-Millenare (2.7.2)- Just started, automatically shipped in Millenare mod
-More Furnaces (1.1.7)- 50% complete, located in "morefurnaces"
-Equal Exchange (1.4.0.3)- just started, located in "eqex"
-Railcraft (5.2.1)- 30% done, located in "railcraft"
-Nether Expansion (v0.3)- blocks started, located in "NetherEX"
-Orizon (1.0.6)- 75% complete, locate in "oretex"
-ComputerCraft (1.32)- located in "terrain" THANK YOU REDLED!
-Rocket Science (0.89)- 50% complete, located in "rocketScience" MADE BY REDLED72
Not Included:
-Military Shovel (Japanese)- complete
-Handheld Pistons + Redstone Remote (0.3)- complete
-Checkpoints (1.2)- complete, not supported by the mod
Go to Soartex.org for the mods not included in this download.
Shoeboxama will even help you install them!
Something installed incorrectly? Let Shoeboxama know at Soartex.org or on the Minecraft Forums.
Special thanks to Warbaque, Dreamreaver23, Haylio81, Kirazy, Redled72, N0ugat and Neoboy11.
A Long List of Collection-Capable Mods
This is by no means a complete list, and results may vary depending on version number, but these mods will most probably work in most setups.
Modloader
ModloaderMP
Forge 3.1.2.107
Mdyio's 4096 Fix v 4.2 Beta
GUI API 0.14.2
Player API
Better Enchanting 1.2.7
Higher Enchanting 1.0
CustomMobSpawner 1.4.3
TurboModelThingy 2.3.7
CodeChickenCore 0.5.2
MorePaintings v2
Treecapitator
Rei's Minimap v3.1
Optifine version MT A6
ID Resolver
Sparrow
MoreItemUses
Sign Edit/Teleport Signs
Spawner GUI
Zeppelin .31
Every mod above here goes into the .jar. Most of it are required mods, others are small tweaks. Below this line, everything goes into the 'mods' folder, and will most likely be compatible with eachother. If you've managed to get your .jar setup working correctly, there'll be almost no fatal errors from these mods.
Mo'Creatures
Thaumcraft
ExtraBiomes XL
Nether Ores
Millenaire
Doggy Talents
Inficraft (minus Orizon)
Ruins
Ender Storage
Twilight Forest
Forestry
Inventory Tweaks
Clay Soldiers
Craftguide
Better Dungeons
Somnia
ComputerCraft
Equivalent Exchange
Explosives +
Portal Gun
Redpower 2 pr5b
Balkon's Weaponmod
Laser Mod
Railcraft
Buildcraft (+many Addons)
Industrialcraft (+many Addons)
Pam's mods
Backpack
Powercraft
Cart mod
MoreCreepsAndWeirdoes
Xie's mod
Tropicraft
4
And seriously...Herobrine, of all things? >_>
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[23:46:08] <Ms_Britten> in my room, under my covers
[23:46:15] <Ms_Britten> sorry lol. I got a little busy
[23:46:30] <Ms_Britten> I can be on for a few but I have school in 7 hrs
[23:46:48] <Nex12> No it's ok , I was just kiding
[23:47:08] <Nex12> Busy under the covers 0_o?
[23:47:21] <Ms_Britten> xD
[23:47:24] <Ms_Britten> Nooo
[23:47:28] <Ms_Britten> I was doing stuff online
[23:48:28] <Nex12> Ahh yes the good old online stuff....
[23:48:29] <SpitefulFox> Busy under the covers?! o_O
[23:48:38] <SpitefulFox> Doing online stuff under the covers?!
[23:48:47] =-= SpitefulFox is now known as Spitefulverell
[23:48:49] <Spitefulverell> NO BOYS! >
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notaonewordoremoticonpost
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It's a fish.
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[12:17:43] <Atkana> ?images
[12:17:44] <crow2> http://i.imgur.com/kZr45.jpg
[12:19:05] <Sacheverell> i am going to go photoshop out all the ponies, and replace them with penises.
[12:19:13] <Atkana> @-@
[12:19:19] <Opeth> Something tells me you do that more often than you suggest.
[12:19:43] <The_Pastmaster> ^
[12:19:48] <Atkana> ^
[12:19:50] <jefe323> lulz
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~Jesonomi
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That Complete Report Flag:
-.-
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I doubt you'll enjoy, it's a very silly video. But on the off chance, enjoy! :wink.gif:
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This thread is locked for repetitiveness. There are already TWO active threads of this sort, so you can go be a cook at the Bar or the Club/town.
http://www.minecraftforum.net/topic/551170-rp-roleplayers-partyclub/
http://www.minecraftforum.net/topic/364393-rp-the-roleplayers-bar/
Please stop posting this sort of repetitive thread.
~Jesonomi
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Also, that doesn't mean that two of them get to be made if the current ones both die. Once they sink down for a while, only one of these sort of topics gets to be made.
~Jesonomi
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~Jesonomi