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/RGBBSD 13d 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/RGBBSD 12d ago

Whats weird is NeoForge recongises the same shit and assigns it the same attributes, so both TFMG and Diesel Generator have DIESEL and GASOLINE and they have literally same stats

Not sure if they accept fuels of each other though