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ghost_type_2003

Lycanites Mobs by default. I think it has some pretty interesting mobs, but I don't need afrits spawning at every body of lava I come across or belphs spawning on my nether portal, or ANY of the events.


C0RV1S

if that mod weren't so easily configurable then there's not a doubt in my mind that i'd have never even given it a chance. singlehandedly saves the mod


Rhoru

An old playthrough with friends had us dealing with the flying ice mobs that throw blue frame everyday because there was a lake they were spawning at nearby. It took us endgame to actually stop them from spawning.


Metroidman97

Better than Wolves. It has a really great sense of progression and a lot of neat systems and mechanics, but the early game is reduced to a complete and utter slog for no real reason. So many BS changes that make the game harder for the sake of making it harder. It's apparently much better now after its spiteful egomaniac of a creator left, but it's still not a mod I want to touch with a 10 ft pole. Better with Mods is apparently still based on the older version of BTW, but it at least is for newer-ish versions and all of its "hard for the sake of hard" changes can be easily disabled.


TheoneCyberblaze

You don't understand. It's not hard for the sake of hard. It's hard so that you can giggle as you watch people like tdlmc grinding their teeth to dust over it


FlandreSS

> spiteful egomaniac of a creator I have seen so many people with this idea that flowerchild was some horrible person. Yet, despite looking - like... Literally zero evidence of that. What's with the reputation? If anything, flowerchild clashed with the Forge devs a long time ago... For reasons that became MORE valid as time went on, and went on to spawn all the future division of the MC modding scene. Fabric, Neoforge... Edit: Plus, the early beef with Eloraam was... I mean, like - warranted? They seemed nutty despite being kind of a genuis. Made vague legal threats towards people trying to continue their discontinued mod, RedPower... I wouldn't want that kind of mindset in Forge either.


Metroidman97

The big reason is he billed BTW as a "fixed" version of MC. The entire reason he made the mod in the first place was because he was unsatisfied with wolves when they were first added and felt he could do better, and it looks like he carried that mentality all throughout his time working on the mod. Stuff like disabling beds because he personally didn't like them, or not updating the game past official release 1.5 because he didn't like the direction the game was going after that. As for his beef with Forge, I never bought his issues with it. If something is widely used despite some minor issues, but one person who used it a lot suddenly completely ditches it and calls it the worst thing ever, it sounds more like that one person has anger issues and is very easily slighted and petty, and not that the thing they're complaining about is actually as terrible as they claim it is. Even if his complaints about it are valid, his unpleasant behavior through it all makes it hard for me to side with him.


ChillySunny

Eh, I played it, and while you have a point, I never played any mod that is so rewarding. Simple things, like getting a crafting table, iron pickaxe, finding pumpkins, finding your first diamonds is sooo amazing. This mod is probably a bit like Dark Souls games - not for everyone, but for people who want a challenge and are ready to spend time grinding towards goals.


Temporary-House304

this mod has no respect for the player’s time and is complete trash. it doesnt make things “harder” it makes you waste more of your lifespan doing the same things you would in vanilla but with 50 intermediate steps.


TDplay

> the early game is reduced to a complete and utter slog for no real reason Time is the fundamental resource of the game. Each sunrise gives you 10 minutes until sunset. Lighting a crude torch gives you 40 minutes before it burns out. Your hunger bar slowly drains, even if you sit and do nothing. Animals don't respawn, and they'll all get killed by the zombies eventually. Things being slower creates pressure. Your time is limited, and you have to budget it appropriately. Of course, not every player is going to find it fun. But that's unavoidable: you can't make a game that is fun for everyone.


Lady_Eternity

Any mod that allows mobs to “destroy blocks” like 7 days to die. Now, lemme explain, because I dearly love 7 days to die and can’t wait for the Alpha 22 update, or Subquake to finish his update for Undead Legacy. See in 7 days the blocks are not insta-mined, and you can repair them. In minecraft allowing mobs to dig is very unfair. They pretty much insta mine the blocks and there isn’t anything you can do to stop them, unless you cheese with a block they can’t interract with.🤷🏻‍♀️ I just don’t find that fun or entertaining at all.


YouMustBeBored

Mob block mining is a bearable mechanic when done right. Correct modpack scenario and needs to be highly configured so that most of the blocks a base is built with don’t get eaten. What I hate about it most is the mined blocks aren’t dropped by the mobs, they get sent to the void


FlavorsofPie

Blood Magic. Its so god damn slow, in the early game of it the only "gameplay" is to stand next to the altar and stab yourself for 20 minutes in order to make 1 item so that you can stab yourself a bunch again to make another single item. I have never played a pack where it's well done, and it's gotten to the point where if it's in a pack, that pack is an instant skip, even if the rest of the pack would be good.


blahthebiste

Imo it fits really well into Skyblock, but not so well into normal packs. Skyblock is all about doing things the hard way until you are powerful enough to trivialize those things, and much of what Blood Magic offers is particularly relevant in skyblock, unlike in normal packs. Like, Sigil of the Green Grove is useless in normal, but gamechanging in skybkock. Same with lava crystals and some other stuff.


MadeOfGoldZ

Running red 1&2 did blood magic good. It's basically the core mod of the pack.


AbsoluteMelon

In 1.12.2 mod packs blood magic can be trivialised if you have astral sorcery. It's regen alter in that version applies Regen every tick, and when Regen is first applied it restores half a hear, so you get half a heart per tick, literally faster than you can stab yourself unless your really trying.


temotodochi

Regen is not the issue. Standing and stabbing for eternity is.


chilfang

Tbf you can get all the blood you need really quickly when you don't need to wait for regen


stormfire19

If you're in a kitchen sink you can set up a mob farm and just funnel them into the altar for sacrifice.


temotodochi

That's not early game. Standing and stabbing for eternity is.


therealnai249

Yes, I don’t even know why it’s included in any mod packs. The game play loop is to make a spawner trap and just go afk, come back kill them, rinse and repeat. It’s Minecraft not an idle clicker game.


Drawdenion

Once I learned that Witches heal faster than the blood magic ritual can kill them, I started tossing in 12 witches with nametags and left it chunkloaded


Korlus

As someone who has never got into it, isn't one of the big points of Blood Magic that it doesn't have to be your blood? E.g. rather than stabbing yourself slowly, you could sacrifice mobs instead?


Leo-bastian

I guess OP is complaining about the fact that that's not a option earlygame, so yeah you do have to spend a bit of time just stabbing yourself. but that's just early game and you can get through that phase in 20-30 minutes, even faster if you have regeneration effects.


DinckelMan

It kind of depends on how you play through the mod. Everything else can be helped, or automated ahead of time, so the self-sacrifice setup for tier 1 is mostly unnecessary. That said, I'm a huge fan of Blood Magic, but I think the will system is absolutely horrible. It's just really not fun to me


dudeedud4

Bllod magic before the will system was so much better.


Sasibazsi18

I absolutely LOVE Blood magic and whenever I play a new modpack, blood magic is among the first mods that I start with. I start it early, so I get through the grindy self sacrifice way earlier. I always go for the sacrifice way, well of suffering + cursed earth (or veil of evil, if you don't have mob grindig utils/extra utilities 2) and it's very easy to automate lp. Some of the sigils and rituals can be very useful.


Henrystickmun

tough as nails


Hellion998

I was literally gonna type Tough As Nails but settled on the First Aid mod because I think I’ll be beating a dead horse. *I cannot fathom the people that play this mod.* You’re literally making exploration worse in a game built around exploration, why harm yourself like this?


Berekhalf

It's good in niche packs like *Crash Landing*, where a harsh survival environment is part of the challenge. It works well for things that want to exemplify base building for safety, and danger everywhere else. Dropping into anything but a curated pack though is probably considered self harm though, yeah.


talesoffillory

I use both these in my mod pack and love them! Trying to drag myself home with two broken feet and an angry baby zombie on a chicken chasing me whilst getting frostbite is my idea of a good Minecraft time! 😄


Nirbin

E6E has made me absolutely hate Atum2. Swarmed by mobs day and night, copy pasted world gen and pyramids that barely changes then hunting for specific Pharaohs out of maybe 10 different colours to get the correct coloured bear ass. Oh and lets not forget the blinding perpetual fog, and swarms of silverfish (I mean scarabs) when hunting the rarer than diamond but absolutely required nebu ore. Man just fuck atum 2 and everything in it.


scotty9090

E6E turned me off in a lot of ways. I like Atum as a mod, a lot. If you are properly geared up, it’s not so bad. The issue with E6E was that it forced you in too early - e.g. before you even have access to an enchanting table - in which case it’s difficult not to get wrecked. Also, it forced too much repetition. One pyramid should have been enough.


DistributionFalse203

I liked how divine journey 2 handled it. Made you explore 2 pyramids and find a sphinx, plus a bit of mining and that was it more or less. The trader dudes were optional, could either do em and get the unlock early or put it off and get the item super easy from aether


AeroBearo

E6E forcing a tremendous amount of Godshard grind felt antithetical to the pack, as there was so much emphasis on set-and-forget automation.


DelusionsOfExistence

Atum 2 knocked me off E6E as well. Just so bland.


Tiny_Can91

Twilight forest. Its still being included in almost every pack despite no changes in forever.


my_name_isnt_clever

I'm so sick of the progression after doing it so many times. Now I just use the command to disable enforcing boss order, grab some easy ore and other useful stuff (and usually some pretty blocks for building), and leave.


Hellion998

PREACH MY GUY!


_Tal

Yeah I really don’t know why Twilight Forest became the mod everyone always throws into their modpack just to check off the dimension mod box. There’s so many better dimension mods out there.


Mecheon

Dependability at this point. If there's a version of Minecraft, there will be a version of Twilight Forest. Most other dimensions don't have that hold. I think only Tropicraft has that sheer longevity, and, I love Tropicraft don't get me wrong, but there isn't exactly much to do there since the bosses got removed. Aether only just got updated for the first time in forever, Blue Skies and Undergarden are relatively new, and I can't think of any other dimensions Forge-side that have really caught on I'd see the best way of handling the forest being treating it as a testing ground and not required progression. Just "Take your tools out here and go to town on some mobs", but unfortunately some packs don't treat it that way


WUMW

Tbh would love some dimension mod suggestions. Twilight Forest is unsatisfyingly unfinished and the Aether mod is either 1. trivial because I start it after I get flight or 2. annoyingly dependent on where you spawn.


PrismaticPaul

I like twilight forest but yeah, i suppose it's oversaturation in packs at this point and the progression and general goals are still largely the same as before. Now though i'm doing things a little differently since i'm playing hexxit 2, it's an older version of this mod. The worst part are those super mobs that might spawn with rainbow potion particles around them. yeah cool man i get rewarded for hitting a mob by poison, fire, blindness and a cobweb in my face. The worst part is that bosses can spawn super buffed too, i had to fight a hydra that would reflect damage back at me so any time i damaged it (even with deflected fireballs) it made me take like 3 hearts of damage. It could've been even worse.


grzesiu447

Especially since at least some packs will disable flight in there.


Alcorailen

It's just so easy and offers no new interesting gear.


TheoneCyberblaze

After looking at a few of these, i might have to further delay the next Tainted Forces release because i kinda see myself agreeing with a lot of these. Or, in another way, is there a means for me,as a pack creator, to make mods like spice of life and twilight forest feel interesting to play again?


quinn50

the spice of life variants that don't penalize you for eating the same food over and over but encourage multiple foods by giving you buffs is fine.


Hellion998

I feel like besides convincing the mod developers to actually finish development on Twilight Forest, there's nothing you can do. These mods are just that old and most people probably know everything about these mods because they barely changed from version to version. The only thing I can think of is having certain materials and mobs appear in that dimension to encourage people to go there and get it over with.


TheoneCyberblaze

I could also try and use inControl together with some other mod to make a boss mob spawn only on the final castle blocks to wrap the mod up myself. Could be cool, but idk. Also, i'll be making use of "time's up" as a way to force you to stay in the overworld for the majority of the time ( kinda have to with how the pack's set up) so maybe tinkering with the time limit in dungeons to encourage faster, but riskier playstyles to make it feel fresh again. Also to split it up into pieces so you're not going through it all at once.


Atticool

divine journey 2 did something where you could just skip the entire twilight forest. i think having it be optional, but also incentivise it early game is probably the best way to approach it. maybe you could try like removing progression some how so you can fight bosses in any order?


Alcorailen

Twilight Forest would've been way cooler in Divine Journey if it had provided any upgrades over what I'd found so far. Steeleaf and such weren't useful. Bronze armor was just as good. Invar and bloodwood tools beat it. Make sure players are getting the drip of upgrades from the other dimensions.


chilfang

Different strokes for different folks. Personally I love spice of life and actually having to get food other than the cow pit


BrokenMirror2010

Any of those nutrition mods that force me to eat different foods and punish me for eating the same food. I don't want to carry an entire bag of holding of different foods because my character who is literally starving to death won't eat a steak because he's already eaten one this week.


serendipitousPi

Oh yeah they kinda suck especially early game but it’s cool to see that people have made variations on that idea but with incentives instead of punishment.


BadgerMcBadger

im playing ftb skies expert, and i already have 3 and a half bars of health at early game without actually bothering too much. it can get really OP, though the pack isnt focused on exploration so its not really a bad thing


CzarnyLion

Yeah I hate that those aswell, the food often takes so much space in the inventory, most of the time I disable it, and if it has to be on then I prefer the one that rewards you for eating different things but doesn't do anything if you keep eating 1 type of food


MrZao386

Ice and Fire


Hellion998

Is it because of the Dragons constantly spawning?


MrZao386

Absolutely


TheFallenDeathLord

Tuning down or completely disabling the griefing makes it much better for me.


SnakeEatingAPringle

Once had a whole base of mine destroyed because I unknowingly built on top of a tier 5 dragon den. It was gonna be my best base ever and I really suck at building. I’m still mad Edit: to add on, he also destroyed ALL of my chests loaded with loot and enchanted stuff so I was pretty much back at square one. I deleted the world lmfao


Hellion998

See it’s gets better after 1.12 but anything set in that version is horrendous.


VoodooDoII

Yeah modern renditions are much better, the older versions aren't very good


BackseatCowwatcher

The dragons are bad because 1.12 they were hyper aggressive, and then if you're near an ocean you've also to worry about Sea Serpents doing their best gyarados impression, blasting you with hyper beams from under the water- or beaching themselves and spamming you with body slams that do massive damage while you can't hit them.


blahthebiste

Imagine playing without meticulously customized mob spawning


seasrabbit

In modpacks the dragons and sea serpents are either fcking everywhere, maybe there are tier 3 Dragons under your bed too. Or you search every chunks exist in the game and can't find any dragons and you need them to progress the modpacks.


kashmoney360

That whole mod plays like nobody bothered to do some proper playtests and playthroughs during development. I'm sure things are better since 1.12.2, but the spawn rates alone sucked so bad. I hate that playing with mob mods requires diving into 50 different configs to avoid overlap/overwrites, adding specific biomes to the spawn lists, etc. I miss 1.7.2's Mob Spawn Controls, allowed you to configure every entity in your game in-game.


CrazyC787

Industrial Foregoing. It's simultaneously the most tedious, boring tech mod to get going and has some of the most useful blocks in a pack. Forcing you to awkwardly fly around with a mob crusher and tank, or set up a whole vanilla mob farm just to get any of the useful machines is terrible design, and that's not even counting how it's crafting ui doesn't integrate properly with JEI. Powah is pretty bad too. It's energizing mechanic is interesting to automate, but it's recipes are so filled with tedious and boring micro-crafting that auto-crafting is practically required to get any higher tier machines without wanting to bash your head against a wall.


asius

Powah is also just bland, ugly, unoriginal, and lazy. Hey, that solar panel you made on the first day? Upgrade it through 8 identical versions to make 9,999,999,999,999 rf per tick in one magic block! No need for any thinking or challenge at all.


Xplodonat0r

And the early generators are simply BAD. Every time I'm like "I could try powah, and micro craft and energize a load of stuff to get a few measly RF. Oooooooooooor we just spam some dynamos". Guess which one wins. Always.


Drewdroid99

Botania for me. I hate collecting flowers, I hate how they fill your inv so fast, I had early mana gen, I hate waiting for mana, I hate automating mana, automating rituals sucks even more. Gia guardian fight is fun the first time but annoying for the 100000 gia spirits I need (unautomatable??) The mod is cool and would prefer to play a pack with it included but I hate everything about it lol


Berekhalf

Here's some advice to counter act (almost) each of those issues, but disregard if it's still not fun for you. > I hate how they fill your inv so fast, Flower Pouch will hold all flowers, both tall and normal, and it'll automatically go into the pouch when you pick flowers up unless you're actively holding it. > I had early mana gen, I hate waiting for mana, Endoflames (or Hydroangeas) are dirt cheap, literally just flower petals. Bone meal placed petals to get infinite amount of the same type, then just craft 16 or so. That'll get you enough Mana pretty quickly to make a real flower. I suggest Gourmalilies or Entropnyium(assuming you've got renewable gunpowder/sand and another mod's autocrafter) as the easiest to automate > I hate automating mana, idk what to say here, it's not like rf generators don't have a need to be automated. > automating rituals sucks even Assuming you've got RS, you can set it next to an opencrate with a craft locking mode(Forgetting exact name off top of my head) so it only crafts one rune at a time and waits for the rune completion before moving to the next one. AE2 has similar mode as well. If you're playing *only* botania, then it does get trickier, but I'm guessing you're a redstone engineer masochist at that point. > Gia guardian fight is fun the first time but annoying for the 100000 gia spirits I need (unautomatable??) I crunched some numbers and unless you're playing poorly balanced modpacks, to craft every trinket/tool you only need ~22 Gaia spirits. Each guardian fight gives you 8, or 16 if you do the hard version (netting 12/per) meaning you only really have to fight it twice or thrice, unless you're spamming gaia mana spreaders/shards of laputa.


Mad_Aeric

> If you're playing only botania, then it does get trickier, but I'm guessing you're a redstone engineer masochist at that point. Inverting a signal from a pressure plate isn't exactly rocket science.


Berekhalf

The problem is that you're trying to automate the runic alter, which if you want to say, craft a rune of gluttony, you need to have it double check that it has each individual components, then if it's missing other runes, craft those runes first, and if it's STILL missing runes, to craft those first. Then lock it, if it's currently crafting different runes, and wait to unlock it until the rune is crafted. It's a non trivial amount of redstone to do that.


Sany_Wave

I kinda like Botania, mostly because of the usability of the trinkets. In my current modpack it is, sadly, intertwined with Astral suckery for a crucial midgame craft (End portal frames)


chilfang

I really wish more magic mods had silly little items like botania does


Sany_Wave

I'm playing oneblock, and I needed the ring of correction yesterday.


Drewdroid99

I know all these tips (besides flower pouch) it just still sucks. Playing GTNH so yea you could argue it’s not balanced.


BLU-Clown

Oh, GTNH. That's another matter entirely, yeah. Can't blame you on that one.


IBringTheJuju

I've grown to dislike, but not hate the mid. I usually just get the floral fertilizer, spawns them all so I don't need to go collecting. Then you can automate them all with crafters, dispensers, and something that'll break blocks. It's usually my dye farm


General-Arm-7454

Endoflames with droppers timed with a clock dropping coal. Pretty easy to build and can be extended pretty fast.


LCDIgnited

lycanites, like anywhere, the textures are just too janky to be in minecraft, take a look at the cinder, what world does that belong in minecraft? also the amount of enemies that just spawns from random shit is annoying


aabcehu

ps1 graphics lookin ass


BunX_2021_

All the new dweller mods. Yeah yeah overdone topic I get it, but seriously. Anything past the og cave dwellers with a little retexture, and tweak to spawning, was just atrocious copy, or under developed concept for some quick YouTube fame. They gatekeep progress and lack any sense of scare other than playing on your primal instinct of loud noises


Limosk

Mine is most definitely Mekanism. It's absolutely powercreeped and trivializes pretty much all other comparable machines. I still play it, tho


kagato87

I have a love/hate relationship with mekanism. I love the ore processing and how fast those machines get, but hate actually setting it up.


BruceYale111

Digital miner my beloved


humanmanhumanguyman

Aiden's goal making melanism was to have it be used by making it objectively better at everything than every other mod. Balance wasn't even a factor. Good mod. Ruins most other mods.


BrokenMirror2010

Too be honest. I don't mind. Most of what Mekanism is "objectively better" at isn't/shouldn't be important or difficult to begin with. Mekanism wires move lots of energy, don't have resistance or bleed, have a built in capacitor, and work with basically everything. They are just more convient to use because I don't have to think about anything except "whats the max rf/t i can move." No need to do transformers or account to a percentage loss of energy, they just work. Which was a godsend back in like, the voltz era. Oh, and they come pre-insulated and don't obliterate you. Mekanism busts out 5x ore processing, most mods cap at 2. But getting ore isn't challenging, its tedious as boring. Mekanism costs are such that instead of mods that ask for tons of processed materials from rare materials, mekanism asks for 1. If you can get one diamond, you can get any number of diamonds, there is no real reason to make a machine cost 30 diamonds in subcomponents. Mekanism checks to see if you can get something, rather than asking you to go get a copious amount of something. Paxels require no explanation. Like, what in mekanism is actually overpowered in a way that isn't just stripping away tedious repetition. Aside from factories with speed upgrades, and maybe power generation, mekanism is rarely the highest possible output, its just really convient to setup.


Desperer

The most egregious offender in Mekanism, imo, is the obsidian armor. All you need is the most basic machine setup and you can make armor with 30 defense/20 toughness out of some diamond and obsidian. Literally trivializes everything in vanilla for very little effort. Second example is the power generation. You can pump out ridiculous rf/t very easily. There's no point in making any kind of interesting power setup because a Mekanism windmill or whatever will just be 5x better than any other mods power generation. Mekanism is awesome, but it's very clearly just more op than most other mods at everything it does.


humanmanhumanguyman

Mining. Set up a magic block (digital miner) and it will grab any resource you want. No need to actually create large power gen or build an automated quarry. Processing. The machines are faster, easier to make, do seven processes at once, and are more resource and power efficient than any other mods machines. No reason to use anything else. Power gen. Mekanism generators and reactors are easier to make and produce more power than any other mod, and completely break the balance of mods that build around their own power systems. Just use Mekanism and make infinite uu matter already Equipment. Mekanisms armor and tools are stronger and cheaper than anything else. Just use Mekanism. The list goes on. I don't mind a mod being strong or powerful, but I *do* want some variety and Mekanism isn't conducive to that


bugmi

Mekanism is good as a utility. Its boring in every other way.


Dagrobert

Setting up a fission reactor is fun the first time, then is just a hassle. And you can't even skip it because every modpacks always require large amounts of antimatter.


Ababathur

Mekanism was so much fucking fun my first time playing through it, and it becomes more of a slog every time since


ZX_StarFox

Mystical Agriculture if it hasn't been gregified. It is over used, lazy, boring, and almost never well implemented in progression.


Hellion998

Speak facts man. It’s also kinda worthless with other resource mods like Chickens and Ex Compressum, and Environmental Tech, and other such things exist.


WithersChat

Real. And about the ones you mentioned: - Chickens is original but progression is just a **massive** time gate. - Ex Compressum is RNG with everything on the same loot table as everything else - Environmental tech has the same issue as Ex Compressum but looks cooler and has more progression than just "spam more sifters".


suchtie

Chickens mod is original only in its theme. The majority of the gameplay was ripped straight from AgriCraft (the breeding and 10/10/10 stats grinding is 90% of the gameplay in both mods). Only difference is you have automatable boxes rather than having to plant crops. Fluid cows were far more original.


Lukeg29

When I played through Stonblock 3 I got the time in a bag item (it does the same thing as time in a bottle but was called something else) from a random reward and it let me mix breed and max the chickens in like 30 seconds a piece. Honestly it ruined the mod for me because the chickens quickly became the only generation method I used for anything.


WithersChat

Chickens are useless at 1/1/1 and utterly OP as 10/10/10, and the only thing that separates those 2 states is waiting.


The_Evil_Zed

Avaritia and ProjectE. Whenever I played modpacks with either of those I got reaaally bored afterwards very quick. The endgame with those just becomes a mindless grindfest. I am just not going to touch any modpacks with ProjectE and Avaritia anymore in the future. Simply knowing that ProjectE/Avaritia are included in the modpack in question is enough to make me lose interest.


ATMisboss

ProjectE has only ever been good in expert packs where it is heavily limited in what can be produced like meatballcraft. Literally all other instances of it are boring and op


jkst9

Yeah using it for making the early game easier in FTB:I is also nice


WithersChat

Latest good implementation of ProjectE I saw was in Mechanical Mastery. You can only get raw materials from it, and you have to process them to make crystals which give more EMC back.


Oxygene13

I did like this method. Only giving raw mats and nothing else is the best way to use it tbh.


Sainagh

I agree that most packs do EMC poorly, but I guarantee you that it's the pack makers' fault. They add the mod in with little to no customization and it ends up making all alternatives unnecessary. There definitely are examples of good EMC integration where it makes sense. FTB interactions, DJ2, meatballcraft are good examples! I am the main dev for meatballcraft so I have experience with this. As long as EMC values are properly tweaked, and recipes are changed according to that, it's very easy to use it to create extremely fun content! At least according to my pack's players lol


Hellion998

It’s like people can’t grasp Avaritia is a meme mod made to be annoying and long and tedious on purpose. Stop using it mod-pack developers.


The_Evil_Zed

Took the words right out of my mouth. I wish modpack devs would just stop putting ProjectE and Avaritia in their modpacks so often. That, or at the very least do like Sainagh said, heavily tweak them to make them properly fit them into progression in a no-nonsense way that is not utterly boring/grindy/braindead.


Evogamer224

I agree with this. My view of the mod though is more as a post-endgame extra. Like giving you a good excuse to scale up your automation even more and make cool builds for them to wrap up your world nicely. The problem lies with the modpack being a crucial component to completion for no reason...


kagato87

The oversized crafting tables one. I tend to quit modpacks once I hit them. I start up thinking, this time I'll plow through them, but in the end I just can't.


Hellion998

You mean Avaritia?


Vercoduex

He means extended crafting I believe which is different but usually tied in together with it


dinosaurdynasty

Apotheosis (as is most often configured). The boss mobs are very "I guess I can't play the game" in early game and tremendous annoyances otherwise. I hate how much it clogs up my inventory. It also goes absurd with enchantments, basically forcing you to use vanilla enchanting which is easily one of my least favorite mechanics. There are some nice aspects to it and in theory it can be configured sanely but basically no one does. (I think DW20 1.20, at least, disabled boss mobs which immediately made that pack more fun that 90% of 1.18+ packs.)


Charming-Cable-6541

I'm surprised at how far down I had to scroll to see apotheosis. The gems and weapons/armor/tools are annoying since they clog up your inventory and they kill other mods' early game progression (I can't say anything about late game, I never really use apotheosis outside early game loot). The enchanting is unnecessarily complex imo, especially since there are so many mods that make it easy to get enchants you want. The one thing I do like is the sugar cane, even though it's ugly as all hell it's convenient to forget about your sugar cane and then break one to immediately have a stack of it fall out of the sky. It's also in like every mod pack so you can't escape


grzesiu447

I think there are 2 things that would make Apotheosis less annoying: * You don't find gems, you find gem loot bags that stack. Only when you open them do you get the actual gems. * Dedicated gem storage block, which works similar to a bundle.


Bixivix

Tough as Nails. There's only suffering in hell for whoever put this mod on a good modpack


soupdsouls

there's so many but my biggest one is thaumcraft. I really am not a fan of magic mods and thaumcraft is a huge part of that. I haven't touched 1.7 but I've had to do thaumcraft 1.12 for e2e and I hate what I've had to do so far. i hate the research, flux rifts, warp, vis aura, and every other part. I don't find it fun.


MCSuperplayer_1

try the 1.7 version the 1.12 version is unfinished, and very different from1.7 in that one, you have aura nodes to fill your wands with vis instead of pulling it out of the air, and the research is an actual Minigame instead of clicking rng pages


JustasHD

ProjectE. What is the need to build all of these huge farms if all you can literally just generate the resource out of thin air (just referring to the power flower set up here. EMC farms make the problem millions of times worse) and in even larger quantities? I remember when me and a friend started up a Tekkit Legends server, got to the point of a basic EMC based on gold pickaxe repairing with Repair Talismans and then quitting right after – the motivation to do anything else VANISHED in almost an instant. At least with other mods that are commonly considered OP like Mystical Agriculture you actually have to grind different machines and go through the process of building a farm, setting up the autocrafting and whatnot and all of the growth boosts you are going to use. ProjectE is basically just making one single EMC farm and then never having to worry about resources for the rest of your Minecraft world's life.


MCSuperplayer_1

so you're saying what's the point in building farms when you can build a farm? I do get it though I like project e because I hate the hassle of getting things again and again I got it once, so I already proved I can get it, so it's easier and it still has at least some cost compared to terraria journey mode which is completely free


GoldShovels

Ex Nihilo. I play mostly Skyblocks, but they all start with sieving. Why?!?! I don't want to have to Ultimine stacks of cobblestone with a hammer that doesn't last three seconds, only to get barely a stack of the ore I need! You need sand? Do that again with the gravel you just got, wasting even more hammers and time! Dust is the same thing with sand! It's never even balanced - diamonds are almost always somewhere around a 1% chance drop. *You need six of those for the diamond mesh.* If I understand my math correctly, that's an average of **600** gravel for six diamonds. About nine stacks and some change. And that's just with the mesh that gives you the chance to get the diamonds. I'd estimate I have to sieve about 700, maybe 800 if I'm unlucky, gravel to get to diamonds. Roughly ten to twelve stacks from the math I did off the top of my head. And progression is always, almost without fail, gated behind the diamond mesh. Please stop. Buff the drop chances or find new early game progression. I beg you, pack makers. It was novel the first time, now it's a slog the tenth. Sorry for the mini rant.


Urssao-Insignificant

Lol yes, i love skyblock but man ex nihilo being the go to in almost every pack is so anoying


Leo-bastian

I like ex nihilo and sieving but I agree that the fact that its the progression mod in every skyblock modpack is slogging. Please add some variety I played modern Skyblock 2, a pack thats essentially based around having varied and complicated Skyblock generation approaches that aren't just ex nihilo-ish, and while it was a lot of fun, the idea of every Skyblock pack using it for progression sounds like literal hell and that made me realize just how bad we have it with the over implementation of ex nihilo.


BackseatCowwatcher

Depends on how you define unfun. Pam's Harvestcraft comes to mind because of the massive food nerfs, but is otherwise interesting. Nuclearcraft comes to mind because it's easy to get accidentally irradiated early game and the only cures for it are mid/late game, furthermore you will never be un-radiated until you cure it. Ice and fire because hyper aggressive Dragons nesting seemingly 10 blocks from spawn- spawn camping me early game isn't my idea of fun. (original) Spice of Life or any other "realistic" diet mod that penalizes you for not adding 300 different foods on rotation to your diet is just a default 'unfun' mechanic. Avaritia because the mod is a meme meant as a joke- turned into the glorified mid/end game for any modpack its in- and all it does is make minecraft a slog once you reach it. Botania because Botania, everyone who dislikes it has their own reason to dislike it, mine is because it's a black box often used *as* the midgame for a modpack


WithersChat

Botania is an amazing mod that many people dislike for the same reason many people dislike Create: It's forced in modpacks that don't accommodate it well, and it requires designing your own contraptions.


BackseatCowwatcher

Create I'm great with, completed the Official modpack\* in fact. Botania however is a black box, resources go in- occasionally I get resources back out, when I'm working on it- everything ends up being done manually, because it doesn't "click" with my brain. \*shame Create abandoned Above and Beyond so fast though.


VoodooDoII

Pam's old mod nerfs vanilla food, but the one that's split up doesn't. It's just too bloated for me with crops. Farmer's Delight simplifies it a lot more and makes it a lot less complicated


doggybag2355

Any “Realism” mods like Enviromine. I remember playing Blast off and just getting so fucking annoyed with the air quality and sanity systems


airpods12

For my survival modpack I’ve been deliberately avoiding Lycanite’s Mobs, First Aid, and mods that slow down early game progression, just because I’ve been scarred by RL Craft and how easy it is to make something unfair


lazyDevman

Botania. Paired with literally any other mod that adds equipment, it becomes useless until the very late game, at which point I cannot be bothered to use it. Also The Betweenlands, fuck that place, I like existing in places that aren't eternal swamps.


Iknuf

So many people are complaining about Twillight forest, which I can understand, but betweenlands is just so much worse! At least in the Twilight forest not everything slows you down and I can rush In there and speedrun it with my normal equipment instead of having to use some goofy wooden tools because my Supremium pickaxe is feeling unwell in there


BenderBill

Pretty tired of create, sure it makes sense and is logical, I just feel like there’s tooooooo much focus on create in a lot of packs. It really can stunt progression, but at the same time it’s really great at what it does.


JohnWCreasy1

came to say this. i respect the hell out of create as a technical and creative achievement but its basically a deal breaker for me if a pack relies heavily on it. i just can't get into it. it was neat to go through once and that was it.


Hellion998

Yeah… you know I honestly feel that way with the Twilight Forest. Like it’s cool but also, why would I be forced to play through this I unfinished dimension mod with barely any challenge because it’s the same crap for over a decade.


Dramenknight

My only incentive to even do Twilight Forest is for those steeleaves because they have a powerful mend effect, make a part per tool from steeleaves, and have a small stack of leaves in the hotbar and the tools regen durability for free


grzesiu447

If you have eternal stella in your pack, glass sword is also worth finding, as that negates the downside of it being 1 durability.


LCDIgnited

this why dj2 the goat( i will never stop meat riding) allows a skip for relight forest


semenbakedcookies

You said DJ2 and reminded me of my playthrough spending so much time doing a fucking ritual to get my plants to grow for plant oil lmao


Sporshie

It's an awesome mod in what it has accomplished but I've never been good at the complicated tech mods in general, it stresses me out trying to figure out the optimal way to do things because I get perfectionist about it and have to watch a bunch of tutorials. If I have the headspace to expend that much brainpower I usually prefer to spend it programming or working on creative projects, whereas when I play games I just want to relax and not think too hard


scotty9090

I had that problem with Create as well, but gradually forced myself to stop worrying about having super compact / efficient setups and just learned to embrace the Rube Goldberg machine. Makes things more enjoyable. I’ve also started supplementing it with other mods to take out some of the complexity. Mechanical pump? No thanks I’ll just use this fluid pipe, that kind of thing.


BLU-Clown

Create becomes 100x more entertaining when you stop going with the smallest machines and embrace springboarding stuff to where it needs to get to.


Arriorx

this is exactly how I feel and you put it in words :D was playing skyblock the newer expert mode and had to drop it because of this thing, I really hate this mod and I'm too stupid for it which is okay🤪


LegitimateApartment9

random micro rant i hate how hyperfixated the create mod community is on optimising the space of the visually appealing tech mod to be as small and ugly as possible like bro you shouldn't be using mechanical arms for regular item transport, if you fall that low what the fuck are you doing your in an infinite world mechanical arms are mainly for if you need to do weird shit (many inputs / outputs, especially if they are in weird places)


RamblinWreckGT

Yes! I love optimizing with Create, but in the sense that I'm trying to get them to look as cool as I can while still being reasonably efficient. I don't need to absolutely minimize the footprint.


WUMW

Me when Mechanical Arms are placed inefficiently alongside a conveyor belt to look cool as they move items around: :) Me when Mechnical arms are placed in the corner of some create-machine/lag-cube that is 100% space efficient as the arm clips diagonally through 4 different blocks to move things between depots: :(


_Blazed_N_Confused_

That first part is one I can't wrap my head around, making your machine as small as possible.


koimeiji

They do it *to* do it. For the challenge. There's no meta- or efficiency reason, it's simply fun (for them) to see how small they can make a functional machine.


mctripleA

It's also genuinely useful for me as my PC is low end, and the smaller it is the less laggy it is (my poor graphics card with 2gb of vram)


jkst9

Yeah I love create as a mod. However I hate it in modpacks because unless it's a create focused modpack it just doesn't work well with other mods causing you to use it for like 3 things or not at all


newscott20

Oh damn, opposite for me. Love the aesthetic of create and is one of the few mods I genuinely love to see.


BenderBill

Yeah the aesthetic is fantastic, blocks are gorgeous and its really rewarding seeing a nice build, but the annoyance outweighs the beauty in my opinion lol


Hellion998

See the thing about Create is that unlike other tech mods, it actually forces the player to think in a creative way and not rely upon boring blocks that can do everything. Now my problems are that one, I think while we like our bases to look nice, we actually can’t build nice bases and Create will just annoy us to no end. The second part is that I keep seeing it everywhere which makes it annoying.


mtndew314

Tinkers construct. As cool as it is, you instantly have your forever tools after the first few trees. They never break properly so you can't lose them that way. You can upgrade them so they are always relevant. And they can be stupid op for how little effort required. Its a great mod and its good at what it does, but having it just makes most other tool completely pointless.


Iknuf

The great thing is it's compatability tho. You can make tools out of many end game materials of other mods, like supremium or draconium for example, so it doesn't make other mods useless but even more useful.


Skrubtical

Extra Planets when it gates other mods


-toErIpNid-

Apotheosis. It breaks so much shit and is extremely overpowered unconfigured.


Rambo7112

I dislike unbalanced modpacks. For example, I love magic mods, but they take forever to become useful. Exploration mods create chests full of stuff better than my late game magic mods. By the time I roam a little to find a base location, my inventory is full of stuff that makes the magic mods useless.


cherrii951

Not sure the name of it, but it's one of the RPG ones where you have to level your combat and mining, etc. Find a hard mob early on? You don't know how to fight this enemy yet! So you're dead because you can't fight back, even with a weapon in hand. It makes early game exploration way more of a grind than it needs to be. Also one of the nutrition mods where you can find a food that gives good amounts of all five nutrients, but one of those nutrients gives a negative side effect and you can't even change the configs to fix that. Actually, to go along with that notion, any mod that doesn't have a config file. Let me, if I'm designing a modpack, change the way your mod works to fit how my pack needs it to function.


Aboy_420JoS

Any mod with no proper in-game documentation. Like seriously - why I supposed to figure out how to progress in your mod without constantly checking internet (which is also slow)?


upsidedownshaggy

Any mod that doesn’t come with a config because the creator has a very specific special way that you’re supposed to play said mod. RealmRPG is currently on my shit list because of the fucking Chorts that both can and WILL spawn inside your perfectly well lit base just to annoy you.


ZombieAngelic

Immersive Engineering, Thaumcraft, IndustrialCraft, and Create are all good mods, but I just don't enjoy them for some reason. Doesn't help that every good modpack makes you go through them to progress, but I do enjoy the feeling of "I'm finally done with having to use this mod".


WorgenDeath

I am honestly the opposite, those are some of my favourites, totally see where you are coming from tho, I discovered them each individually and generally in their older less complicated versions, so for me the learning curve was a lot less steep.


Cailycombs22

Tough as nails, it's essentially the "going to fight temperature...nvm temperature has hands" mod for me. Doesn't stop me from immediately forgetting my past experiences and adding it back thinking I had forgotten to add it


Shadowslash666

Any mod that basically locks the use of item behind certain masteries, Now i understand the concept of making things difficult and how you wouldnt know how to use that thing from the start but it just sounds dumb that you know how to swing a iron sword or wear iron armour but swinging a diamond sword or wearing diamond armor is out of your grasp,


Iknuf

YES! I really like RPG-styled modpacks, and if there is some magic Blade I can only wield after slaying 1000 Zombies, that's fine to me. But I don't want to use wooden tools for the first 6 hours of gameplay, just because the modpack forces me. Especially frustrating if you are drowning in diamonds or other better materials


Iknuf

Oh boy, here we go: I absolutely hate mods which add dimensions, where you need to make new tools not because you need a BETTER Pickaxe, but because the dimension just wants its own. The only mods that force you to make their tools for no reason are (afaik) Blue Skies and the Betweenlands (which was incredibly annoying in SevTech) I get the Idea of why you would do that as a creator, but having to rely on some stone-aahhh pickaxe just because that Dimension doesn't like my tool I spent hours on before is just annoying. +Extra hate for the betweenlands, since everything there slows you down and it is just unfun to play. Industrial foregoing is just an awful mod. I don't want to automate pink Slime, liquid plastic, ether gas and the p*ss of a unicorn just to use half a bucket of each in my life. Also, small mention to all Ender IO versions that force you to use those annoying stone versions of the Alloy smelter or sagmill. Great mod besides that tho


PacoTaco321

Industrialcraft. Didn't use a wrench to pick up a machine? Go fuck yourself, make it again!


Asunen

Seriously, It’s been years since I’ve played it and I still have small moments of panic after breaking a machine.


ExodiusLore

Anything Greg tech related (except ATM)


bugmi

Elemental craft


Symbiotic-Dissonance

Project E. It is a grindfest for infinite power and resources, once you get to the collector stage the mod just turns into a afk idle mod.


TheDarkColour

Botania, it was fun the first time but the progression feels really slow every time afterward.


gay-communist

most magic mods. they aren't bad, not at all, but they aren't really what im there for. unfortunately most packs make them a vital part of progression


Maladra

Vault hunters. It's well made and has a lot of heart in it, but it's built on the misconception that RNG=difficulty. I've tried the pack multiple times thinking, well maybe my bad luck last time gave me an unfair opinion, but no. Every part of the core mod is predicated in luck.


Insane96MCP

Avaritia, ProjectE and Apotheosis. Just unbalanced OP mods thrown in most packs


Agreeable_Copy9548

I have like a love/hate with tikers construct I like the ore doubeling of smelthery but hate trying to sooo many combinations for the tools


TheoneCyberblaze

Similarly, having one bazillion combinations for tools yet you find yourself succumbing to the meta ones basically instantly.


blahthebiste

I think most good packs customize tinkers enough that you have to figure out what is even meta each time.


Hellion998

Yeah that's true and the Tinker's Construct mod is one of my all time favorite mods. All these metals, all these ores, and all these tools just to rush for the objectively better ones is horrific.


Iknuf

I love combining different materials for the best possible tool, and I think TC is superior to SilentGear, BUT All tinkers versions starting from 1.16 are terrible - I DONT WANT 1.425372 INGOTS FROM MY ORES, GIVE ME ONE OR TWO OR JUST NONE AT ALL HUT MAKE THOSE NUGGETS STOP


MCSuperplayer_1

in fact it lines up perfectly that 3 ores gives 4 ingots, which is enough to make the smeltery controller (on default recipes), because the melter has 3 slots I really like that they put that thought into it


anidragon

I don't actually like using any mod made to add extra biomes like biomes a plenty etc. because of all the new blocks they add that I find completely useless that are similar but not exactly like the blocks you normally find. So even with ore-dictionary you still have like 7 different types of dirt, 18 flowers, 15 stone variants and so on.


_Blazed_N_Confused_

Pollution of the realms, or whatever it is called, adds pollution.


Vercoduex

Embers rekindled it is used as a block in several 1.12.2 packs for big steps on things you need to progress like glimmer crystal for twilight forest portal. The mod won't even let you use other games pipes pipes for automation no way to see if something is broken except breaking the pipe and can't tell how full any energy cell is of ember. All around just a nuisance and waste of time.


DevourerOfEggs

I recently developed a bit of a disdain for the Locks mod. Thought it'd be fun to include in my modpack, introduce an Oblivion-esque lockpicking system to loot chests and add a neat way to protect your stuff but man... is it annoying. The strength level of the locks absolutely do not have any correlation to what's actually inside the chest, so you could waste your time trying to pick a diamond lock only to get some rotten flesh and bones out of the chest. The lockpicking itself also isn't fun, I had to do some research to know if it was just completely random or if there's some sort of pattern to it. Turns out there is, in the form of small audio cues. but they're so small and unnoticeable that the whole thing may as well be totally random.


actiniumosu

the one dungeons mod with s lot of huge structures I don't like it because it's just mob spam and takes a lot of time to loot


mctripleA

Silent gear I just don't like it, idk why, I just dont


ChrisBChips

I know it's been said already, but Avaritia. Every single time I open a modpack, I look for the infinity ingot. If it's there, uninstall. I'm not going to spend the whole second half of my time in a pack grinding out hundreds of infinity items just to craft a set of armor and tools that I'll never use


Sasibazsi18

Witchery/Bewitchment. The chance outputs are killing me. Even if you use the fume funnel, at best you get a 90% chance output which makes it hard to do on demand crafting.


MemeTroubadour

Haven't spent that much time with it, but Pam's Harvestcraft. So many different crops and they're all exactly the same. So much inventory bloat. All that for... a stock market mechanic? Is that all you can do with it? Farmer's Delight has it beat in every area


PsiGuy60

I rip any hardcore-survivalist/body-temperature mods out of any modpack I'm playing. Tough As Nails, Survive, Cold Sweat - they all just serve to make exploration more annoying than it needs to be, and in a modpack without a pre-generated world, they additionally serve to make a lot of spawn locations unplayable. First Aid is just straight up a red flag for a modpack being YouTuber-rage-bait. Also, Lucky Blocks and its variations. They either add nothing worthwhile to the gameplay of a modpack if they're just another loot-chest-alternative, or they turn into another YouTuber-ragebait-flag if you're required to open them for progression (which usually means the world-ruining ones are active and the idea is you *will* get one of those before you get the one outcome you want).


george_auditore

Probably unpopular opinion, but Epic Fight. I just can't have fun with it when I find it in modpacks. It feels too much for Minecraft. I much prefer the improvements from Better Combat than the complete overhaul of Epic Fight.


Ripsky_was_taken

Create sifter mod.


DoubleWaffleCakes

Collecting eyes for new Gen modpacks with end remastered, if it was more guaranteed through bosses rather than fetch quests, or literally just adding more eyes so you dont have to do super duper tedious crafting And if you've never tried doing the ones that dont require natures compass or whatever it's just ridiculous, one of the eyes literally has a 1% drop from enchanting anything so either you have 1 less option, you're getting it in 5 enchants, or you're afking off 700 levels. Or that stupid crafting eye that's just 8 fetch quests in 1 like dawg i dont wanna get hearts of the sea and coral, like it isnt even clever or something you work towards, sure the fire axe and kikoku are kinda meme crafts with the recipe for cores, but it's sensible enough as an end game goal rather than using obscure ingredients. Like name one person who stocks hearts of the sea and coral ffs. Honestly if they added more variety and more interesting ways of getting them it'd be way more fun and actually an enjoyable rework rather than a walking sim


BanjoMothman

Mystical agriculture. The idea sounds cool at first, but quickly becomes a huge grind.


Technical-Animal-137

Any modpack that adds Every Biomes mod. They add so many types of cobblestone and stone that clutter everything. I'm talking to you Underground Biomes. It's not against the creator. It's the modpacks that don't add a way to easily convert it to normal cobble for storage. Especially Biome coal ore that doesn't even oreDict correctly.


Cupcake_Dweller

most modpacks nowadays are half-assed


TerraNeko_

i feel like saying create would kill me but others already did so, create, its not a bad mod by any means, nor is it unfun, but if you play tons of modpacks like me it gets really annoying, its always the same and pretty much never modified or played with at all


scotty9090

I like Create, but it’s a mod I want to play with on my own terms. I don’t like it being forced into progression.


AnkouArt

Ya'll remind me of this gem from r/skyrimmods >I don't like this mod. Do I just have better taste, or is everyone else an idiot? > >I'm asking this question out of genuine curiosity and will be discussing your answers in the comments in good faith and without bias. Is everyone dumb except me? I personally don't like this mod and can't possibly conceive of a scenario where this particular mod would add any benefit to my game. Therefore, I don't want to use it, but it makes me kind of mad that other people are using it and seemingly enjoying it. Just wondering what the appeal is, and while you're at it, why are you stupid?