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Luke616

Magiculture 2 Beta - Future Mod Additions/Deletions

Jan 28th, 2018
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  1. MAGICULTURE 2
  2. ON THE FUTURE OF THE PACK
  3.  
  4. There are a number of mods in-development for 1.12 which I am keeping my eyes on. There are also a number of mods out right now which I am not looking to add, and a few mods in the pack currently which I am considering removing before the final release.
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  7. WIP/not yet updated mods I would consider adding to the pack:
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  9.  
  10. - Thaumcraft 6 - TC was one of my favorite mods back in 1.7, and I think that its aesthetics would compliment this pack perfectly. Back in my 1.7 pack I went overboard and config'ed aspects for almost every item/mob in the game, and I would probably do something similar for this one if given the chance. Link: https://www.patreon.com/posts/thaumcraft-6-0-16410367
  11.  
  12. - EnderIO - Love this mod, perfect fusion of magic and technology that I desperately wish this pack had. Link: https://minecraft.curseforge.com/projects/ender-io
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  14. - Vehicular Engineering - New Immersive Engineering add on featuring a return from the original artist. Planned to have trains and boats and that just sounds too cozy to pass up. Link: https://www.patreon.com/Hazard
  15.  
  16. - Electrobob's Wizardry - Absolutely adore this mod after discovering it when updating the 1.7 version of magiculture. Is simple and works fantastically with roguelike dungeons and tougher mobs. I get real rpg dungeon crawler vibes when playing with this and I love that. Link: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/2818029-electroblobs-wizardry-the-expandable-rpg-magic-mod?comment=181
  17.  
  18. - Bewitchment - New Witchery port in the works for 1.12 - Witchery has always been a brilliant fusion of nature and magic and I loved the 1.7 version. If this becomes mostly feature complete and bug free I will heavily consider it. Link: https://github.com/Um-Mitternacht/Bewitchment
  19.  
  20. - Wizardry or Ars Magica - Two very similar mods, the first being quite buggy and in early alpha in 1.12 and the latter being a 1.7 mod with a 1.12 port in the works. Ars adds loads of neat bosses and a cool spell levelling system. Would only add one or the other. Links: https://minecraft.curseforge.com/projects/wizardry-mod , https://minecraft.curseforge.com/projects/ars-magica-2
  21.  
  22. - Genera - Really neat Celtic style magic mod featuring faeries and such. Quite buggy and early in development but I am keeping my eye on it. Link: https://minecraft.curseforge.com/projects/genera
  23.  
  24. - Blood Magic - ADDED for version 0.2.0.0!
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  27. Current 1.12 mods I am NOT considering adding at this time:
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  29.  
  30. - Forestry - Honestly, I don't care much for forestry. It is quite large, adds many systems that nobody uses, the pack doesn't need 3 different mods that add bees, bees tend to be a pain in the butt for relatively minor gain.
  31.  
  32. - Evilcraft and Abyssalcraft - Two really cool mods, but not the direction I wanted to go with this pack. Definitely the opposite of cozy and for a while I was calling this "Cozycraft".
  33.  
  34. - Immersive Railroading - To be honest, I just really dislike the models for this mod. Would rather wait for a modern port of Traincraft or for Vehicular Engineering to come out.
  35.  
  36. - Twilight Forest - Really enjoyed this mod back in the day but I wanted to avoid mods that add new dimensions. In short I just don't think it's necessary.
  37.  
  38. - Biome Bundle - I think BB is super cool but it bombs my framerate and makes worldgen much slower. I'd like this pack to play nice on servers and lower-end PC's if possible. Also BB is incompatible with other biome mods and Quark realistic worldtype is very nice.
  39.  
  40. - Biomes O Plenty - BoP is very nice but I think the number of biomes it adds are unnecessary. I've been enjoying the Quark realistic + Traverse worlds a whole lot and don't think that tripling the biome count would add enough to the experience to justify adding another large mod.
  41.  
  42. - Magical Crops - This mod breaks the balance of the game and adds too much grind and microcrafting for my liking. I prefer the way Attained Drops approaches plants which grow drops: small, simple to use, and easy for me to gate behind high-level farming skill. Heh.
  43.  
  44. - Croparia - Similar to magical crops - this mod could be so damn good if it just kept itself simple. A magical crops-like which adds 151 crops and 4 dimensions - way too big for a pack which I wanted to keep relatively light.
  45.  
  46. - Harvest Festival - Fun but rough around the edges, and tends to monopolize any pack that it's in. I don't want players to feel like they are playing harvest moon with a minecraft skin - I want them to feel like they're playing minecraft with expanded agriculture systems and a wealth of new magic content.
  47.  
  48. - Tinker's Construct - Super fun (and large) mod which, in my opinion, breaks the balance of almost every other mod that adds tools. If I was considering adding this mod, I would have done so long ago.
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  51. Current mods in the pack I am considering removing:
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  53.  
  54. An update which removes a major mod such as one of these would warrant a new major version (aka 0.2.x from 0.1.x). After the official release (1.0.x), removal of mods will no longer occur except in extreme cases. Also, I would prefer not to remove large amounts of content without adding something in return - so the potential removal of current mods would depend on if there was something new for me to add in return.
  55.  
  56. - Roots 2 - Is no longer being maintained, and the original author has stated that it will not be given to a new maintainer. As a result, myriad bugs which exist in the most recent version of this mod will likely remain unfixed. Compared to other magic mods in the pack, this mod adds comparatively little. It's in-game documentation is also quite poor and provides inaccurate information about a number of features.
  57. - REMOVED as of 0.2.0.0
  58.  
  59. - Embers - Is no longer being maintained, and the original author has stated that it will not be given to a new maintainer. This mod has a serious memory leak issue which causes massive lag when embers setups are left to run on servers, in addition to many minor bugs. It also has extremely poor in-game documentation. The biggest issue with removing this mod is that it would effectively remove copper, tin, etc. deposits from worlds. If Immersive Engineering is able to retro-gen ores this would not be an issue.
  60. - REMOVED as of 0.2.0.0
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