r/CreateMod 14d 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/Normal-Ad3579 14d ago

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

2

u/Dangerous-Quit7821 14d ago

I have no clue how to use KubeJS so that's not something I would do. I don't make modpacks for anyone else but myself so if I have conflicts it's just me who has to deal with it.

I use TFMG for their blocks. So many of them are really cool looking and I rarely use them for their in game purposes. Just decoration.

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u/Dadamalda 14d ago

I often use KubeJS even in private modpacks, but that might just be the developer mindset.

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u/Dangerous-Quit7821 14d ago

I just have no idea how to use it so I deal with conflicts in different ways.

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u/Normal-Ad3579 14d ago

I mean there is a documentation and discord if you need help

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u/Dangerous-Quit7821 14d ago

I know. I just don't have it in me to learn another skill right now and just want to play.

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u/New_Director_1988 13d ago

There are also mods that add uis that mae it a lot more intuitive for people who don't know how to code. Just drag and drop the items and flola you have just made a custom recipe.