Zekromaster

One Year Of Modded Minecraft - Modlist

Jan 6th, 2017
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  1. ======== MODS WITH LORE AND CITY NAME ========
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  4. == "LARGE" MODS OR MODSETS (Some mods are addons or too small to have a city of their own)==
  5. - RotaryCraft + ReactorCraft + ElectriCraft (I plan on this city to be the most advanced tech city of this "realm", having achieved incredible technological feats like Fusion Reactors, or Bedrock Extraction. It also has its own space program.) - Reika City
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  7. - Immersive Engineering + Immersive Integration (The IE city is a Mars colony. Scientists from RC who got sent there as part of a testing program with some resources and built a city from the ground up) - Ares
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  9. - Extra Utilities (The ExU city is part of a nexus of three underground cities. It's the most singular of them all, made by both scientists and magicians who got expelled from their own cities for "normal" crimes and not for their research) - Esilia
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  11. - Blood Magic + Forbidden Magic (The Blood Magic city is the second of those three underground cities, made by magicians who got exiled for their dark magic. It also has a Thaumaturgical district, which keeps in contact with criminals and dark magicians from the main Botania and Thaumcraft cities) - Sanguigna
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  13. - ICBM + RFTools (The research done by those of the RFTools city was deemed dangerous, and it indeed may be. There are two main branches of research on which the exiled scientists from this third undeground city work: one dedicated to mass destruction weapons, and one dedicated to mass construction weapons - the second as a way to escape the first) - Balistica
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  15. - Thaumcraft + Thaumic Tinkerer (This is the main magical city. A medieval fort that almost entirely lives through magic.) - Prodigiosa
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  17. - Botania (A city built near Prodigiosa, inhabitated by hippie-like people, which still keeps in contact with the main fort) - Giardinfiorito
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  19. - IndustrialCraft 2 Classic (The moon colony, with some futuristic stuff but nowhere near Reika City) - Schio
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  21. - RailCraft + Railcraft Cosmetic Additions + Steve's Carts 2 (The main trading center of the region {Yes, all this tech but cities are connected through carts}) - Capitalia
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  23. - Flaxbeard's Woundrous Steam Power (Venus colony, just as Ares, scientists sent to Venus and now inhabitating it) - Vaponere
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  25. - AcademyCraft + MineFactory Reloaded (Long story short, scientists got sent to Pluto and found ESPers, so they worked together to make Technology and ESPer powers work side by side. {Yes, I'll power everything through Imag Flux => RF Converters. No, no Imag Silicon on Pluto. Suspend your disbelief, I'm not going to start from scratch with every planet}) - Ade
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  27. - Avaritia + Draconic Evolution (This is where the real crazyness takes place. Built on [DATA EXPUNGED] by crazy scientists that were sent to the planet a long time ago, it's the result of giving some of the most intelligent minds of Earth, such as [REDACTED], [REDACTED] and [REDACTED], a planet and allowing them to do whatever they want with it. It's existance is known only by the highest ranks of [REDACTED]'s intelligence, and [REDACTED] secretely sends materials to them. It is kind of the "ultimate experiment", transforming an entire planet into a technologically advanced nation) - [DATA EXPUNGED]
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  31. == BIG MODS THAT WON'T HAVE THEIR OWN CITY OR WILL BE USED FOR OTHER STUFF ==
  32. - Applied Energistics 2 (Some cities will have their own AE2 Network) {Channels disabled}
  33. - GalactiCraft 3 + ExtraPlanets (The main launch system is in Reika City, but the Moon, Mars, Venus, Pluto and [DATA EXPUNGED] will host colonies. Some other planets will host small colonies, or will be used for resource gathering, but the important stuff is there, unless I decide to add mods during the year. Which I may do.)
  34. - Steve's Factory Manager (Will use it for automation, useless on its own)
  35. - Refined Relocation (Like above but for simpler cases)
  36. - Portal Gun Mod (There's a Testing Facility in Reika City. And it's a cool mod.)
  37. - Computercraft (Mostly for decoration)
  38. - Compact Machines (So that I don't ruin the overworld to make my "basic" systems) {Upgrade item moved to Emerald}
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  43. ======== SIMPLY USEFUL MODS ========
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  45. == SMALL MODS ==
  46. - Iron Chests
  47. - Chisel
  48. - JABBA
  49. - Carpenter's Blocks
  50. - Ye Gamol Chattels
  51. - Ender Storage
  52. - Hunger Strike
  53. - Thermal Dynamics {Mostly Fluiducts}
  54. - Dense Ores
  55. - Ex Nihilo + Ex Astris {Getting Nether and End materials, reduce scarcity a bit}
  56. - Crafting Pillar Mod (Decoration)
  57. - Realistic Terrain Generation
  58. - Recurrent Complex
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  60. == UTILITY MODS ==
  61. - JourneyMap
  62. - Tweaked Inventory Tweaks
  63. - NEI + NER + NEI Addons
  64. - WAILA + WAWLA + WAILA Harvestability + WAILA Plugins
  65. - Ore Excavation
  66. - Automatic Ore Dictionary Converter {So I don't have to bother with configuring oregen. And yes, I'll keep all the oregens, as any mod adds as much of a resource as it needs and having more mods using that resource without generating it just makes that resource more scarce}
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