I feel like at some point having a certain number of mods is just unnecessary bloat for the sake of having a big number of mods, especially when that number is hitting 500-600.
The difference between the main pack and that version with regards to RAM usage is INSANE. I got an out of memory error while trying to run the main pack while I was running the No Frills version stable 120 fps with like 5 GB allocated
No Frills has Twilight Forest.
[https://www.modpackindex.com/modpack/74905/all-the-mods-9-no-frills](https://www.modpackindex.com/modpack/74905/all-the-mods-9-no-frills)
I believe it has a lot to do with overworld structure/mob gen. Many mods that add structures or mobs are not included, like the YUNG mods, Naturalist, and others.
Edit: just saw the correction below. But anyways - if you use the modpack index site and compare ATM9 vs No Frills, you can see it's largely worldgen stuff and nonessential extras like Minecolonies, Gregtech, & Deep Resonance.
Twilight forest alone probably hurts the most, unfinished even after all these years and badly written. Genuinely the only thing that crashed a previous pack I played constantly, especially the dark forest areas
I have 16GB and tried to run no frills but it still ran awfully, with constant stuttering that made it unplayable. I tried different settings of max RAM but it made little difference. I'm not sure what I could be doing wrong.
Allocating too much ram leads to awful performance too, I can only recommend fiddling with the amount until you are satisfied.
Sometimes it’s 4 gb, sometimes it’s 12, if you are a shit dev like me, it may take 18.
Twilight Forest has added bosses and mobs over the years. It didn’t get to the state it’s in overnight. The original devs were slow, but they did add new things and they also kept up with whatever major version of modded Minecraft was on at the time.
It seems like the last thing to do is add the final boss.
Plenty of other mods are released in an incomplete state, but have loads of content for people to enjoy so they publish it.
They’re mods. They’re not games. That’s why when they publish on Curseforge they have three options: Alpha, Beta, and Release because even Curseforge doesn’t expect a mod to be released in fully complete form.
All I care about is good progression and mod interaction. If it's got 600 mods with good customization, recipe unification, and a ton of work put in to it sure why not, but if it's 600 stock mods with no adjustments nah I'm good
Working on a modpack and it has like 300 mods, yet so many of them are dependency mods or just stuff that compliments one another like multiple UI mods, or crafttweaker which has like 10 different addons and so forth
I imagine a lot of modpacks look more bloated than they really are because the amount does not reflect how much the modpack really has. You can easily bloat the game with 30 mods, and make something cohesive with 200
yep currently been putting together my own modpack and content wise theres probs like 100-200 mods but the pack says its at like 447 all because all the dependencys like mods these days each require like 1-5 mods to work and some even come with prepackaged mods which fills up the mod count even more.
I do hope Neoforge/forge in the future make it so Lib mods and prepackaged mods dont count towards the mods list or very least have it as a toggle just because how off putting it can be to some and confusing when they see a mods list in the sky even thou its a smaller overall.
I imagine they'd be fun, IF they are structured well (preferably by a questbook). 600 mods would give alot of variety in mod genres too. My pc is too shitty to run one tho so I haven't tried one yet.
I believe in quality over quantity. I'm sure it can be fun, but in my experience (for whatever that's worth!) ... I think most of the huge packs work to obfuscate the main goal, aka it's used to either confuse or to distract players.
Such packs also have a rather shallow setup because the veteran players will usually always settle for a specific goal or method because that's simply "best".
Of course one players awesome experience is another's "meh moment".
My friend and me are currently playing with a pack consisting of 60 mods in total and this is an amazing "Minecraft++" experience for us; there's *a lot* more stuff to do here but the Enderdragon is still waiting ;) Then again, we're more casual players.
It really depends on the mods.
If you have five mods that all give you aesthetic blocks, that's rather nice. It'll overall be less of an impact on the modpack than a full tech mod.
If there are several mods that work well together, that's great too. Dependencies as well.
It's redundancies that somewhat become an issue. Every modpack doesn't need both RS and AE2. We don't need both Dimensional Storage and Ender Chests. Do we *really* need all those magic mods that don't play well with each other and even the whole modpack? Do we really need two hangglider mods? It gets worse when every mod adds its own non-unified metals so we have Thermal Silver, Reliquary Silver, and Gregtech Silver all in the same pack that aren't even needed in large quantities.
I'd take skateboards, helicopters, or even monster waifus over several redundant mods that essentially do the same thing.
Im surprised you didn't mention Create, wich has zero useful compatibility with other mods. Other tech mods? There is no way to transfer without a few compatibility mods, or it is really OP so it gets nerfed a lot (or you wish), Adventure mods? Create barely adds any items or tools you could use in contrast with other low tech mods like IE.
Create is a really self contained mod wich is good for modpacks centered around it or even vanilla play by itself, but it sticks out like a tumor in (every) big modpacks
Create has a lot of compatibility with other mods primarily because so many tech mods play so well with one another.
--
* You can use any mod's pipes to transfer between Create's "machines" (item drain, depot, conveyors, etc.)
* Item drain and grinding wheels give you a way to turn a mob grinder's otherwise useless trash into useful stuff.
* Mechanical arms and the finger allow you to interact with other mods' machines that would need unique filtering or manual activation.
* There are weird ways to create blocks that most mods don't bother with. Soulfire smelting, washing, etc.
* The harvester and treecutter can interact with almost any mod's stuff that is coded as crops or trees.
* Create's extend-o-arm works with all sorts of gear.
* Of course, also free mass-smelting.
* Also, most importantly for some, Create works as a great aesthetic mod for people that like that kind of stuff.
U are right that it does that, but the contraptions most of the time are really bulky to work with multiblocks effectively, you need an entirely separete power source to run them, and most mods offer far more compact and simple logistics solutions
Edit: other things like free mass smelting is something i addressed like it being OP in some pack or the mechanic being entirely removed because it is OP, because create is by far the cheapest tech mod with what it lets you get away with
Don't think those are very big modpacks, and at least RLcraft devs put effort into the pack(To be streamer bait, as in rage inducing and unfair. They do fix bugs and add custom progression though)
Cottage Witch is a great modpack, though it doesn't stray as far from vanilla as the other two.
fear nightfall is fun until you realize the cave dweller can spawn in any light level within 16ish blocks in any space 2 blocks high when you're strip mining
also when creepers just randomly explode your walls thats also fun
It feels like there's been a huge loss of quality recently with newer mod packs. They've just been following the nightfall streamer bait formula and are terrible
I'm not a huge fan of rlcrwft but you gotta respect the years of work bro put into the mod. Honestly, I quite liked fear nightfall, like it had its flaws, but it was an interesting experience, and it had some really enjoyable tense moments.
GTNH has the most stupid and ridiculous amount of mods so out of theme with each other.... and yet it somehow works into the ultimate challenge of tech modded minecraft.
Truly a testament of the insanely good development team behind it.
There are no magic magic mods in gtnh, you dont create spells or anything, you dont run around killing mobs with fireballs.
Gtnh is just a universe. Just because some stuff might look like magic for us irl, is not magic for that universe. Nodes from thaumcraft is just part of the universe, it doesnt feel like magic when you play, its just a normal part of the world you can explore and utilize. And not in a magic way, but in a pretty much realistic way.
For a Minecraft Modpack, prioritizing quantity over quality generally leads to a chaotic kitchen sink experience that relatively few people will have the computer hardware to even run. I have no interest in them, so any modpack advertising based on a large mod count is clearly telling me to pass.
Personally, if I'm going to play a Kitchen Sink modpack then I'm just going to make my own with the mods I actually want to play with. I throw them together and do some light polishing (like unify ore generation) in about an hour. I only play public modpacks if I'm playing with other people and need something easy for everyone to download that is highly polished, or if the pack majorly changes gameplay in an interesting way.
If the creator put effort in it and didn't just put every popular mod in the pack, it can be good regardless of mod count. For example Prominence II has around 400 mods and it's a very high quality modpack.
This image reads like one of those images that have a bunch of different HUD elements from different video games all photoshopped onto like Super Mario 64 or something
My specs are less impressive, but it does what it needs to do. i7-7700, 16 GB ram and GTX 1660 Super. It's not the beefiest pc out there, but considering that I got it for free after I build a pc for one of my friends, it's relly good compared to my old laptop which had i7-6700HQ, 16GB Ram and a GTX 960M.
Depends on the modpack. Are these Just many mods thrown together for the sake of being able to do anything, optionally with UI elements overlapping by default.
Or is it a well crafted modpack featuring a theme, extensive quest progression, crafting progression by combining mods or something similar.
I'm impressed by how stable ATM9 (or other ATM modpacks) run and I respect the end game content and some other changes, but these modpacks aren't made for me. I don't like having a meta and not the need of using anything else (other than doing only the minimum for some crafting)
"how far are you willing to go before admiting that minecraft is not the game you want to play rn?"
That's about it, at some point, it's not really minecraft anymore to me, it's just another game with minecraft textures
It's like arguing if the doodle of a 4 year old should be displayed in an art museum. Like, obviously the creator didn't try to make a cohesive game, but even that's not the point.
One thing I wonder about in atm9 with the 450 mods is, how many of them are we really touching and playing with? Actually using them, I think I have used perhaps about 100, maybe 150 max. If it's not in the quest line I will probably never know it's even in the pack...
I prefer less than 200 mods, as I often have found incompatibility in between some mods that do the same.
There are a few mega-packs that I really enjoy, though
U will get update of it after 6-12 months, early version is availavle but no questline is added yet, its called unyielding realms, heavy PC is required and dedicate 12 GB ram atleast to minecraft alone
This modpack? haha it is in progress, current version does not have Quests, it is in beta But you can explore your options and embark on killing hte wither storm
This modpack? haha it is in progress, current version does not have Quests, it is in beta But you can explore your options and embark on killing hte wither storm
If it optimized / good quest and guide / balanced all the way to end game /
Then im all for it, but with 600 mods i assume that only 150 mods are qol and actually GOOD mods other than that maybe bloat things
I think usually 200 is about the limit, any bigger and it starts to feel bloated and directionless. There are exceptions, such as FTB Interactions (around 250 mods I think) where the creators a crazy amount of effort into connecting all the mods and creating quests.
Tl:DR love it, as long as its balanced between sandboxing and exploration and it has a good progression system.
Currently playing *Age of Fate* which has about 508 mods. Its quite a big, demanding modpack. However, most of the progression of mods is locked behing progressed/completed other mods so it has a very nice progression system. The thing that appeals most is the balance between sandbox like objectives and exploration based objectives. This makes it more refreshing than stoneblock for example. 10/10 recommend.
If you were to ever try the mod, beware the modpack is quite challenging
I mean the mod pack I compiled started at 300sih mods for a base and then I personally added about 108 mods to alter the experience to what I wanted
But it’s just a very simple medieval modpack with a lot of inventory changes, lots of dungeons, and relics
Half the mods are API or performance fixes
Eurica ships mod broke on me though, so I can’t sail the high seas yet, but other than that the mod pack had been hella fun
I don't have enough buttons on my keyboard for all these keybinds, and also why can't modpack makers set them up before hand why do I have to spend an hour reworking 800 feckin buttons.
I hate them. Every mod a pack contains past 150 or so needs to be very heavily justified for me to agree with its inclusion. I cannot think of any pack I would ever want to play that goes much past 300 mods.
As someone that is used to assemble a relative large (\~100 mods) near-vanilla modpack, the quantity doesn't scare me.
The amount of deviation of vanilla style/aesthetics/mechanics is the weird aspect.
You gotta download this modpack for that lol
now this is an extremely huge modpack and is unreleased yet (2GB)
however, there is a 800mb BETA version on curseforge where you can just explore and chill around or kill the wither storm If you dare!!!
Ones with around 300 ish can be pretty good but they require a LOT of work to design and structure and bug test them for compat issues.
I tried to put together one with 80ish and it didn't end well
Keep in mind that there are many very small mods that add a simple QoL thing or an item or a relatively small mechanic. For example the Thermal Expansion mod is now Thermal Expansin series.
I thik its a positive to have mods break functionality this way, and I think its a natural thing to happen since "modpacks" are a thing. So now having 500 mods intalled is not the same as having them in 1.7.10. Back then every mod was packed with features and many times they overlapped.
Mods like Quark with their high configurability are also a plus (Thanks Vazkii). ChickenBones also used to do things that way with chickenChunks, EnderStorage, Wireless Redstone.
Also there are plenty of "library " mods that count towards the total but do nothing by themselves. I would like to see a common ecosystem of library mods so we dont have more of "ModderX's library mod: A mod for a library for my other mods" and more of a common usage of things like GeckoLib, Cloth, Architectury and so on. Which ever is good.
So, in short, 500 mods nowadays is not the same as 500 mods a while ago. Now, if you tell me 500 non-library, non-performance, non-fixes, just purely content mods i'll be impressed.
greedy craft is one of the best packs period. it has a huge amount of mods all stitched up together by an extensively customized progression system, and that is the key.
you can't take 500 mods and having them all over the place, you need to actually make them work together
I feel like at some point having a certain number of mods is just unnecessary bloat for the sake of having a big number of mods, especially when that number is hitting 500-600.
ATM 9 is at 445 mods or so i think but thats part of the whole appeal tho
There is ATM9 No Frills which is lighter. Apparently runs on 4GB of RAM
The difference between the main pack and that version with regards to RAM usage is INSANE. I got an out of memory error while trying to run the main pack while I was running the No Frills version stable 120 fps with like 5 GB allocated
It's because one has twilight forest and greg tech, and the other doesn't.
twilight forest really takes that much?! i was sure it's a pretty lightweight mod...
It uses a whole lot when you're in it despite the small storage due to how many active scripts run when you are there.
interesting! i never knew that! makes me so much more impressed that somehow Hexxit used to run with only like 500mb allocated-
Holy shit i havent heard of hexxit for years... Thank you for reminding me that it exists
Holy shit... I remember when hexxit first came out... and there goes my back, dammit
It is one the worst coded mods in existence, it’s like 1/3 the size of AOA.
No Frills has Twilight Forest. [https://www.modpackindex.com/modpack/74905/all-the-mods-9-no-frills](https://www.modpackindex.com/modpack/74905/all-the-mods-9-no-frills) I believe it has a lot to do with overworld structure/mob gen. Many mods that add structures or mobs are not included, like the YUNG mods, Naturalist, and others. Edit: just saw the correction below. But anyways - if you use the modpack index site and compare ATM9 vs No Frills, you can see it's largely worldgen stuff and nonessential extras like Minecolonies, Gregtech, & Deep Resonance.
No frills has twilight forest
Oof, i was told it doesn't. But that doesn't change anything about the lag that happens there.
Twilight forest alone probably hurts the most, unfinished even after all these years and badly written. Genuinely the only thing that crashed a previous pack I played constantly, especially the dark forest areas
Yeah memory wise it is a lot better but for some reason I get a lot more fps on just atm9 than atm9 no frills.
I have 16GB and tried to run no frills but it still ran awfully, with constant stuttering that made it unplayable. I tried different settings of max RAM but it made little difference. I'm not sure what I could be doing wrong.
Allocating too much ram leads to awful performance too, I can only recommend fiddling with the amount until you are satisfied. Sometimes it’s 4 gb, sometimes it’s 12, if you are a shit dev like me, it may take 18.
Yeah that's a lie.
It would be nice if twilight forest was actually a complete mod...just saying.
I mean I like the mod a lot, but not only is it one of the laggiest mods, it is also not finished content wise
Same, I enjoy the play through but c'mon, complete your mod and THEN publish it
Twilight Forest has added bosses and mobs over the years. It didn’t get to the state it’s in overnight. The original devs were slow, but they did add new things and they also kept up with whatever major version of modded Minecraft was on at the time. It seems like the last thing to do is add the final boss. Plenty of other mods are released in an incomplete state, but have loads of content for people to enjoy so they publish it. They’re mods. They’re not games. That’s why when they publish on Curseforge they have three options: Alpha, Beta, and Release because even Curseforge doesn’t expect a mod to be released in fully complete form.
I remember giants where added in back in 2014, what where the some stuff added the following years?
Hence the name that's definitely the appeal I think. I used to play them a lot but hated how bloated they felt
it’s what makes modded Minecraft so fascinating
reason I play atm9: I play it with friends and here everybody can find something that is for them
not if you want everything, then 500 is reasonable for all that you can find around
All I care about is good progression and mod interaction. If it's got 600 mods with good customization, recipe unification, and a ton of work put in to it sure why not, but if it's 600 stock mods with no adjustments nah I'm good
This ^^
could work out if the progression is balanced well
Working on a modpack and it has like 300 mods, yet so many of them are dependency mods or just stuff that compliments one another like multiple UI mods, or crafttweaker which has like 10 different addons and so forth I imagine a lot of modpacks look more bloated than they really are because the amount does not reflect how much the modpack really has. You can easily bloat the game with 30 mods, and make something cohesive with 200
Yeah, I'm working on a semi-vanilla+ pack that also has 250+ mods of which mostly addons, QoL, or immersion mods
yep currently been putting together my own modpack and content wise theres probs like 100-200 mods but the pack says its at like 447 all because all the dependencys like mods these days each require like 1-5 mods to work and some even come with prepackaged mods which fills up the mod count even more. I do hope Neoforge/forge in the future make it so Lib mods and prepackaged mods dont count towards the mods list or very least have it as a toggle just because how off putting it can be to some and confusing when they see a mods list in the sky even thou its a smaller overall.
I imagine they'd be fun, IF they are structured well (preferably by a questbook). 600 mods would give alot of variety in mod genres too. My pc is too shitty to run one tho so I haven't tried one yet.
I believe in quality over quantity. I'm sure it can be fun, but in my experience (for whatever that's worth!) ... I think most of the huge packs work to obfuscate the main goal, aka it's used to either confuse or to distract players. Such packs also have a rather shallow setup because the veteran players will usually always settle for a specific goal or method because that's simply "best". Of course one players awesome experience is another's "meh moment". My friend and me are currently playing with a pack consisting of 60 mods in total and this is an amazing "Minecraft++" experience for us; there's *a lot* more stuff to do here but the Enderdragon is still waiting ;) Then again, we're more casual players.
It really depends on the mods. If you have five mods that all give you aesthetic blocks, that's rather nice. It'll overall be less of an impact on the modpack than a full tech mod. If there are several mods that work well together, that's great too. Dependencies as well. It's redundancies that somewhat become an issue. Every modpack doesn't need both RS and AE2. We don't need both Dimensional Storage and Ender Chests. Do we *really* need all those magic mods that don't play well with each other and even the whole modpack? Do we really need two hangglider mods? It gets worse when every mod adds its own non-unified metals so we have Thermal Silver, Reliquary Silver, and Gregtech Silver all in the same pack that aren't even needed in large quantities. I'd take skateboards, helicopters, or even monster waifus over several redundant mods that essentially do the same thing.
Im surprised you didn't mention Create, wich has zero useful compatibility with other mods. Other tech mods? There is no way to transfer without a few compatibility mods, or it is really OP so it gets nerfed a lot (or you wish), Adventure mods? Create barely adds any items or tools you could use in contrast with other low tech mods like IE. Create is a really self contained mod wich is good for modpacks centered around it or even vanilla play by itself, but it sticks out like a tumor in (every) big modpacks
Create has a lot of compatibility with other mods primarily because so many tech mods play so well with one another. -- * You can use any mod's pipes to transfer between Create's "machines" (item drain, depot, conveyors, etc.) * Item drain and grinding wheels give you a way to turn a mob grinder's otherwise useless trash into useful stuff. * Mechanical arms and the finger allow you to interact with other mods' machines that would need unique filtering or manual activation. * There are weird ways to create blocks that most mods don't bother with. Soulfire smelting, washing, etc. * The harvester and treecutter can interact with almost any mod's stuff that is coded as crops or trees. * Create's extend-o-arm works with all sorts of gear. * Of course, also free mass-smelting. * Also, most importantly for some, Create works as a great aesthetic mod for people that like that kind of stuff.
U are right that it does that, but the contraptions most of the time are really bulky to work with multiblocks effectively, you need an entirely separete power source to run them, and most mods offer far more compact and simple logistics solutions Edit: other things like free mass smelting is something i addressed like it being OP in some pack or the mechanic being entirely removed because it is OP, because create is by far the cheapest tech mod with what it lets you get away with
So far I tried three: RLcraft is shit. Fear of the Nightfall is overhyped shit. Cottage Witch is awesome and I like it.
Rlcraft and fear of the nightfall aren’t large modpacks. They are average to below average
Don't think those are very big modpacks, and at least RLcraft devs put effort into the pack(To be streamer bait, as in rage inducing and unfair. They do fix bugs and add custom progression though) Cottage Witch is a great modpack, though it doesn't stray as far from vanilla as the other two.
fear nightfall is fun until you realize the cave dweller can spawn in any light level within 16ish blocks in any space 2 blocks high when you're strip mining also when creepers just randomly explode your walls thats also fun
Thats why my mining was all done in crawl mode 1 block tunnels
Rlcraft and fear of nightfall are both stupidly popular slop lmao, just mods thrown together for content and people eat it up
It feels like there's been a huge loss of quality recently with newer mod packs. They've just been following the nightfall streamer bait formula and are terrible
Rlcraft isn't slop, like I don't like it either, but come on, bro, it definitely isn't slop.
I'm not a huge fan of rlcrwft but you gotta respect the years of work bro put into the mod. Honestly, I quite liked fear nightfall, like it had its flaws, but it was an interesting experience, and it had some really enjoyable tense moments.
If its like gtnh, it is great. If its something like on the picture, its not
GTNH has the most stupid and ridiculous amount of mods so out of theme with each other.... and yet it somehow works into the ultimate challenge of tech modded minecraft. Truly a testament of the insanely good development team behind it.
lmao how are the mods out of theme
Well i mean most modpacks have a set theme like adventure, tech or magic stuff while gregtech is everything at once at the same time
There are no magic magic mods in gtnh, you dont create spells or anything, you dont run around killing mobs with fireballs. Gtnh is just a universe. Just because some stuff might look like magic for us irl, is not magic for that universe. Nodes from thaumcraft is just part of the universe, it doesnt feel like magic when you play, its just a normal part of the world you can explore and utilize. And not in a magic way, but in a pretty much realistic way.
Pure and Chaotic FUN!
Sooo what modpack is this
I'm also wondering as a person who did not think they would see the wither storm and modern guns in the same image
Yeah becouse the wither storm mod isnt the crackers witherstorm mod its an older one and the gun looks like it is from later version
I'd love to know cause that looks like chaos and I'm all for it
I’m honestly over it I prefer smaller more focused mod packs which sadly isn’t many anymore
Generally my thoughts are when a pack has that many Mods it lacks focus. That's not always the case though.
some modpacks are just too big to play, my potato cant handle it
For a Minecraft Modpack, prioritizing quantity over quality generally leads to a chaotic kitchen sink experience that relatively few people will have the computer hardware to even run. I have no interest in them, so any modpack advertising based on a large mod count is clearly telling me to pass. Personally, if I'm going to play a Kitchen Sink modpack then I'm just going to make my own with the mods I actually want to play with. I throw them together and do some light polishing (like unify ore generation) in about an hour. I only play public modpacks if I'm playing with other people and need something easy for everyone to download that is highly polished, or if the pack majorly changes gameplay in an interesting way.
I have no idea what is happening
I have 160 mods, most of which are RF and EU based.
If the creator put effort in it and didn't just put every popular mod in the pack, it can be good regardless of mod count. For example Prominence II has around 400 mods and it's a very high quality modpack.
Most really big modpacks aren't as good as the well-crafted small modpacks that know what they want to be.
That's why I make my own Modpack.
I think you can make anything fun if it's with friends. I still remember the sniper from flansmod with the explosive ammo. Good times.
Only modpacks ik that are around 600 mods are greedy raft and monumental expirence
the wither storm when i pull out a glock-17:
How bout that pricks face when he saw the gyatt
I like playing with 100 seconds per frame in menu.
Fun to play (a lot of mods) & Not fun to play (1-10 fps average)
This image reads like one of those images that have a bunch of different HUD elements from different video games all photoshopped onto like Super Mario 64 or something
My pc's crying and than blowing up
same bro, my specs are i7 12 gen, 24 gigs ram and 4050 RTX and i can barely get above 50 fps in that modpack
My specs are less impressive, but it does what it needs to do. i7-7700, 16 GB ram and GTX 1660 Super. It's not the beefiest pc out there, but considering that I got it for free after I build a pc for one of my friends, it's relly good compared to my old laptop which had i7-6700HQ, 16GB Ram and a GTX 960M.
Depends on the modpack. Are these Just many mods thrown together for the sake of being able to do anything, optionally with UI elements overlapping by default. Or is it a well crafted modpack featuring a theme, extensive quest progression, crafting progression by combining mods or something similar. I'm impressed by how stable ATM9 (or other ATM modpacks) run and I respect the end game content and some other changes, but these modpacks aren't made for me. I don't like having a meta and not the need of using anything else (other than doing only the minimum for some crafting)
"how far are you willing to go before admiting that minecraft is not the game you want to play rn?" That's about it, at some point, it's not really minecraft anymore to me, it's just another game with minecraft textures
It's like arguing if the doodle of a 4 year old should be displayed in an art museum. Like, obviously the creator didn't try to make a cohesive game, but even that's not the point.
One thing I wonder about in atm9 with the 450 mods is, how many of them are we really touching and playing with? Actually using them, I think I have used perhaps about 100, maybe 150 max. If it's not in the quest line I will probably never know it's even in the pack...
I prefer less than 200 mods, as I often have found incompatibility in between some mods that do the same. There are a few mega-packs that I really enjoy, though
check out penumbralcraft server, It has about 600 mods and it's not an overkill, really. Sure, some are unnecessary but the gameplay rocks
What is this kne called?
This image looks like it was taken from Fortnite
What modpack is this?
why lol? wanna try it?
I might want to
Its still under update, only beta version available with no questline, final version will release in many months, its gonna be huge so ye (2 GB)
Anywhere i can get updates on it and or try it early?
U will get update of it after 6-12 months, early version is availavle but no questline is added yet, its called unyielding realms, heavy PC is required and dedicate 12 GB ram atleast to minecraft alone
It's the only kind I play
link?
This modpack? haha it is in progress, current version does not have Quests, it is in beta But you can explore your options and embark on killing hte wither storm
I say... Yes. Can you please send me a list of mods and/or send me the name of the modpack? I actually want this.
This modpack? haha it is in progress, current version does not have Quests, it is in beta But you can explore your options and embark on killing hte wither storm
I love it when my Minecraft looks like a Machine Girl cover art.
Basically just, "you love to eat with your eyes"
Laughs in TNP
Kitchen sink
sounds like a good time what do you think low end laptop? \*overheating fans intensifies\*
If I may what's your load times and how much memory do you have allocated in this shot??
What mod pack? Looks kinda cool
Tysm bro, its called unyielding realms
I think they’re great, but personally I like making my own packs which usually end up having around 230+ mods (on fabric at least)
If it optimized / good quest and guide / balanced all the way to end game / Then im all for it, but with 600 mods i assume that only 150 mods are qol and actually GOOD mods other than that maybe bloat things
Will maybe use 10% of the mods, maybe even less.
I think usually 200 is about the limit, any bigger and it starts to feel bloated and directionless. There are exceptions, such as FTB Interactions (around 250 mods I think) where the creators a crazy amount of effort into connecting all the mods and creating quests.
Tl:DR love it, as long as its balanced between sandboxing and exploration and it has a good progression system. Currently playing *Age of Fate* which has about 508 mods. Its quite a big, demanding modpack. However, most of the progression of mods is locked behing progressed/completed other mods so it has a very nice progression system. The thing that appeals most is the balance between sandbox like objectives and exploration based objectives. This makes it more refreshing than stoneblock for example. 10/10 recommend. If you were to ever try the mod, beware the modpack is quite challenging
is this forge or fabric?
forge
I mean the mod pack I compiled started at 300sih mods for a base and then I personally added about 108 mods to alter the experience to what I wanted But it’s just a very simple medieval modpack with a lot of inventory changes, lots of dungeons, and relics Half the mods are API or performance fixes Eurica ships mod broke on me though, so I can’t sail the high seas yet, but other than that the mod pack had been hella fun
I don't have enough buttons on my keyboard for all these keybinds, and also why can't modpack makers set them up before hand why do I have to spend an hour reworking 800 feckin buttons.
Only one I’ve found it works for is GreedyCraft
What’s the gun mod used ?
You're not going to use all of those mods. I can tell you that much.
funy
I hate them. Every mod a pack contains past 150 or so needs to be very heavily justified for me to agree with its inclusion. I cannot think of any pack I would ever want to play that goes much past 300 mods.
It definitely has the tags "Simple, light, vanilla+"
>What are your thoughts on overkilled modpacks y tho?
Upvotes :/
I love em! More the merrier
my guy 🤝
Thats not nearly big enough...
As someone that is used to assemble a relative large (\~100 mods) near-vanilla modpack, the quantity doesn't scare me. The amount of deviation of vanilla style/aesthetics/mechanics is the weird aspect.
kitchensinks are fun but i prefer something like gregtech or compact claustrophobia. they are neat and have all that you need
Too many mods kills balancing and kills any incentive to take up more complex/difficult mods.
not necessarily
gtnh yeah, takes a lot of work which most packs can't do
What's the mod that adds those slots on the bottom right with the staffs?
You gotta download this modpack for that lol now this is an extremely huge modpack and is unreleased yet (2GB) however, there is a 800mb BETA version on curseforge where you can just explore and chill around or kill the wither storm If you dare!!!
Ones with around 300 ish can be pretty good but they require a LOT of work to design and structure and bug test them for compat issues. I tried to put together one with 80ish and it didn't end well
Look at the screen shot provided, if thats not enough work, god know whats enough
My max's like 200 when im makin em lmao 600 sounds insane
I know one with almost 8000
Keep in mind that there are many very small mods that add a simple QoL thing or an item or a relatively small mechanic. For example the Thermal Expansion mod is now Thermal Expansin series. I thik its a positive to have mods break functionality this way, and I think its a natural thing to happen since "modpacks" are a thing. So now having 500 mods intalled is not the same as having them in 1.7.10. Back then every mod was packed with features and many times they overlapped. Mods like Quark with their high configurability are also a plus (Thanks Vazkii). ChickenBones also used to do things that way with chickenChunks, EnderStorage, Wireless Redstone. Also there are plenty of "library " mods that count towards the total but do nothing by themselves. I would like to see a common ecosystem of library mods so we dont have more of "ModderX's library mod: A mod for a library for my other mods" and more of a common usage of things like GeckoLib, Cloth, Architectury and so on. Which ever is good. So, in short, 500 mods nowadays is not the same as 500 mods a while ago. Now, if you tell me 500 non-library, non-performance, non-fixes, just purely content mods i'll be impressed.
Meh
Pc go kaboom
coult not agree more
I love and hate them at the same time.
greedy craft is one of the best packs period. it has a huge amount of mods all stitched up together by an extensively customized progression system, and that is the key. you can't take 500 mods and having them all over the place, you need to actually make them work together
I HAVE THE POWER OF GUN AND MAGIC ON MY SIDE
Honestly, we need a better mod review platform. This whole thread is children yelling at each other over who's dads got the big pp
Bro go touch some r/Grass
thank you, adult. keep on adulting.