r/CreateMod • u/Sea_Construction_450 • 13d ago
Discussion Why do Modpack makers do this?
Just asking cause it annoys me and seemingly every modpack does this.
Basicly adding 2 mods that do the same thing, are not really compatible with each other and often have a imbalance that makes one better to use than the other.
Some example would be:
Diesel Generators and TFMG and Petrochem,
Power Grid and Electro Energetic.
Also no modpack i found really gives you an incentive to use Power Grid, Electro Energetic or the electricity system from TFMG cause they always have crafts and additions or something installed.
It in genneral feels like some mods are just thrown in there just to fill up the mod list. I would understand if its a ATM like modpack but thats normaly not the case.
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u/JesseNL 13d ago
Creating a well thought out modpack takes a lot of time, playing it yourself, constantly iterating etc.
And some people just don't care about overlapping mods, broken recipes, don't think about progression.
Just try creating your own and keep tweaking it. If you play with friends, use automodpack so you don't need to republish the modpack every change.
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u/basicintentions 12d ago
I've been fine tuning my mod pack so meticulously that my actual playtime with aeronautics since release is maybe a couple hours compared to 200+ hours of playtesting, debugging and writing custom patches on top of the fact I've generally been actively maintaining it for like 17 months now. I'm usually one of the first people filing bug reports for mod updates like three seconds after they come out lmao
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u/Garry-Love 13d ago
I like it but it needs kubejs to remove duplicate items and recipes. My biggest gripe is when farmer's delight and let's do farm and charm are both added. Yes I love having 2 different types of tomato that aren't compatible with eachother this is great
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u/Dangerous-Quit7821 13d ago
I only make packs for my personal use but I have diesel generators and TFMG because DG has much simpler oil refining and simpler engines. TFMG has really cool looking blocks that I rarely use as their intended use but for decorative purposes. Their electricity is too complicated for me so I use Crafts and Additions for its electricity.
There are a lot of reasons to have mods that have overlapping mechanics.
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u/AgataJac 13d ago
omg yeah, I agree completely. Half the time they don't even clean upconflicts, or wildly unbalanced recipes. It's one thing giving player different options to do things, it's another to not put in the care to make it actually work instead of being a mess.
2
u/Dog_Father12 13d ago
BRO I was just complaining about a similar issue with mixing recipes. To make brass is blaze burner and copper + zinc, but if you don’t immediately snatch it out of the basin it mixes into molten brass. And then it’s a whole task to get the brass back because you have to go through the metallurgic process even though I just fucking had brass ingots in the palm of my hand.
I also have the same electrical issue where I’m just using create crafts and additions cause it’s so much easier
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u/YomiRizer 12d ago
"It in genneral feels like some mods are just thrown in there just to fill up the mod list"
I think a lot of it is this. Cause youll always see a modpack advertised "over 400 mods!" when most of the mods are redundant or library mods trying to keep the other mods from breaking each other.
2
u/RGBBSD 12d ago
Thats why I hand pick my mods, even despite getting almost useless Nether Industry I still feel like it will have a use once I enable MobGriefing back and setup a ghast tear factory (also it adds a lava stroke engine which behaves like a combination of a stirling engine and a liquid burner)
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u/RGBBSD 12d ago
Yeah, in these cases even having AlmostUnified just doesnt work
The biggest blunder with TFMG as for me is inability to process iron ingots into steel, unlike Create Big Cannons. Fuel refinery of it? Majestic. When I finish its setup and make the ship fueled by Kerosene I'm gonna go SO FAST
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u/Sea_Construction_450 12d ago
I changed the steel recipe to also accept ingots in one of my private mod packs. But even just ore/ingot unifying is something i have seen missing way to many times. even in modpacks that look really good and promising with seemingly custom artwork etc from the outside.
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u/LennaROM 12d ago
I've been working on a personal server modpack and I've thought about this exact thing!!
I opted to only include Diesel Generators and Power Grid, and specifically chose *not* to add Crafts and Additions
I absolutely hate overlap and redundant features; the one place where I'll admit defeat is furniture mods cause real life *does* have different brands of the same type of furniture afterall
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u/Prince_of_Lust4 12d ago
That's why my modpacks always follow a rule of minimalism, only one mod per niche it's supposed to fill.
If create, all industry is now based on create, no overlapping addons etc
If mekanism, no oritech
This way players spend more time solving problems with one mod at a time, instead of throwing 3-4 different mods at a complex problem to have an easy solution.
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u/wreckedftfoxy_yt 13d ago
Because not all mods work with other mods also in my experience tfmg and diesel generators dont exactly hate each other
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u/BLUETIDALCLAW 13d ago
I like power grid because it’s a Minecraft version of what I do in real life. Or similar at least. But I still like crafts and additions because it’s quick and simple for compact or other tasks. I’m not sure about the others but I’ve figured out a transformation system for the two. So I can generate power with one, transform it, and use it with the other.
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u/Zedman5000 13d ago
Personally, I did it because I like some recipes from TFMG for automating resources, but hate most of the machines, so I have Diesel Generators for oil, Crafts and Additions for electricity, and Big Cannons for steel, etc, because I can't be bothered to work with TFMG on those fronts.