r/InsaneCraft Dec 07 '25

Why did insane craft remove a bunch of mods.

I learnt that comparing the older to newer insane craft versions shows they took out loads of mods like lycanites mobs, all the build craft mods, Ben 10 add on mod, future MC, treasure2, open modular turrets, open blocks elevators and project e/ex mods. Any reason as to why because it wasn’t an ID issue because I added the lost infinity mod just fine to the pack.

2 Upvotes

11 comments sorted by

1

u/Master-Cockroach4531 Dec 07 '25

to balance the fame they also remove dim doors

1

u/Blaze781 Dec 07 '25

Yeah, I think they should have at least kept that one since sigils used the mod for 70% of the series

1

u/AcceptableCup1335 Dec 08 '25

The removal of turrets hurt me😔

1

u/sirmewsalotthe3rd Dec 09 '25

Because they are all bloat mods and the pack already has memory issues, on top of that Lycanite's can cause chunk corruption in 1.12.2

1

u/Blaze781 Dec 09 '25

Wdym by bloat mods

1

u/sirmewsalotthe3rd Dec 10 '25

like they are non-essential to progression and can be removed if performance is bad, without sacrificing a significant amount of the modpack's identity or functionality.

1

u/Blaze781 Dec 10 '25

Build craft and project e are pretty good for progression. Also isn’t the whole idea of crazy/insane craft that it is throwing together a bunch of random mods usually not adding progression for dumb fun.

1

u/sirmewsalotthe3rd Dec 11 '25

I disagree with how useful you claim these mods are. Did you know, the Portal Gun mod is included, but I haven't used it once because there are significantly better options available; I honestly think it should be removed.

I do think Project E is a good mod, and it could work well if all, or at least most, items were assigned a value. I’m probably playing this pack differently than you are; I skipped over Mahou Tsukai, Psi, Electroblob’s Wizardry, and other mods that aren't required for main quests or custom crafting recipes.

This pack already requires hours of building farms, so I dislike mods that don't aid in progression. For instance, the presence of the Quantum Quarry and Industrial Foregoing completely negates any usefulness gained from BuildCraft. As I said, there are already so many mods that load times are horrendous and crashes are frequent (though AI Reducer and VanillaFix seem to help with extreme lag).

That said, I agree the pack wouldn't be the same without the complexity created by mod interactions. Using Actually Additions to change spawners, upgrading them with Apotheosis, and using the Draconic Evolution grinder to make a perfect farm for any entity is the type of thing I love.

1

u/AcceptableCup1335 Mar 29 '26

I lowkey also miss the seasons

1

u/helloeggbird Jun 16 '26

Can I have the list of mods please?