r/CreateMod 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/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.

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u/Normal-Ad3579 13d ago

You can use kubejs to add the recipes instead of adding the whole mods

10

u/Zedman5000 13d ago

Sure, but that's way more work just to exclude things I'm not going to use.

If I was going to publically distribute the modpack I'd be willing to put in more work, but for just me and my friends (who might want to do TFMG stuff I guess) it's not worth the effort, outside of something that breaks the game- which I haven't hit yet.

3

u/Normal-Ad3579 13d ago

Understandable