Minecraft

I have fond memories of playing with Industrial Craft 2 and a few other tech mods back in a day. Do you guys know any good modpacks with IC2 in them? Don't really care about MC version, as long as its fun
I haven't played it but everyone says Enigmatica 2 Expert is a great modpack. I do know that AE2, Mekanism, EnderIO, and Immersive Engineering are great tech mods. However if you haven't played any modpacks in a while and you decide to play an expert pack, you should be aware that expert means progression is gated through a quest system which forces you to progress through the mods in a certain way, for example Mekanism may be locked behind producing rubber from IC2.

You may also want to look into modpacks with Gregtech, it's similar to IC2 and has a lot more development. The timeline of inspiration goes: Factorio was inspired by Buildcraft, which got obsoleted by IC2, which got expanded and replaced by Gregtech. Also Create was inspired by Factorio, completing the circle of modded Minecraft to Factorio.
https://forum.industrial-craft.net/user-post-list/5415-kovarex/
Posts by Factorio creator kovarex on the Industrial Craft forum talking about how he was inspired by modded Minecraft.

Omnifactory and Nomifactory are factory automation skill tests centered around gregtech, Monifactory is the modern port for 1.21. I'm playing Monifactory at the moment, it's quite good.
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Gregtech New Horizons is cock and ball torture. Beware of that modpack.
 
Good shit so far, I've barely been getting some kind of production line set up in a void world base for polyethylene. The overworld base is getting too cramped, might need to grab that optional mod for cross-dimension power transfer.
I watched a few of Threefold's Monifactory videos and it looked like a lot of fun, my only other experience with Gregtech was playing TerraFirmaGreg (seriously) with my friend for a few hours. That's a pretty okay pack but I'm not a big fan of the survival elements, Minecraft combat and mechanics are much too simplistic for me.

As for base building, I recently completed All the Mods 9 To the Sky. My base was a total mess that I put no effort into, being more concerned with figuring out all the various mods and making them work. Initially I was using Refined Storage as a storage/logistics solution, but it quickly became apparent that the autocrafting left something to be desired due to how simplistic it is. For example it's quite absurd to try automating the Powah energizing orb with Refined Storage. I switched to Applied Energistics 2 and it was as simple as locking crafting until the result is returned in the pattern provider.

Monifactory is much less chaotic (no shitty magic mods) so it's easier to focus on efficiency and building to make it look nice, if that's your thing. I don't care for building myself so I just decided to make a lawn base, but also to keep it structured and organized. It's a bit hard to go from early game manual crafting to automation, but if you make proper use of level emitters, you can pretty much passive everything and do whatever you want. You can definitely see the difference between these bases.

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top down view

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heavy use of the pipez mod, very simple and easy to understand

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despite the power of ae2, I still couldn't figure out how to automate project E. rftools crafters can do it

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ae2 terminals, including extendedAE, MEGA cells, and applied flux. no I am not going to use channels, ever

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autocrafting. the many individual molecular assemblers are there to make millions of 1k storage components and redstone from mystical agriculture

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magic mods fucking suck

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there's something cathartic about avoiding all of create's bullshit by just using pipez to route items instead of belts

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mystical agriculture is a perfectly balanced resource generation mod

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powah is a perfectly balanced power generation mod

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mekanism is completely broken. 200m rf/t without even trying. brine -> lithium production from kitchen sink water

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heavy water -> deuterium production

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tritium into solar neutron activators, mixed with deuterium to create D-T fuel for 200m r/t in a fusion reactor. that's literally all it takes. of course the supercritical phase shifters also need an absurd amount of energy to create antimatter, but once you make the reactor it's pretty much done.

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I have no comment or defense for this fissile fuel production. it's pathetic but you don't really need much for polonium and plutonium.

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various mekanism contraptions

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you only need about 2 block spaces to automate powah with ae2, compared to the nightmare shit you have to cobble together for refined storage

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a winner is you!

As for power transfer, I recommend the AE2 addon Applied Flux, which lets you store and transfer it in your AE2 network. Combine with the quantum rings for cross dimensional transfer, which naturally work due to AE2's spatial IO (seriously look into spatial IO if you haven't already, very cool and underused part of the mod). I was also considering how I was going to power an ender air gas collector -> distillation tower for radon gas, so I was thinking about installing Applied Flux anyway. I think at the point where you're considering building in multiple dimensions is a fairly balanced point at which to install interdimensional power transfer.

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I understand nothing in those images other than they probably took untold hours.
Basically you can think of it like the crafter that mojang just added, except it makes stuff automatically for you and you don't have to engineer a redstone abomination with 5000 comparators, observers, note blocks, and water streams to make it work.

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I mean, I don't know about you, but my base really doesn't compare to this!
 
Guy dropped peak just to shit on the Minecraft trailers.
Basically you can think of it like the crafter that mojang just added, except it makes stuff automatically for you and you don't have to engineer a redstone abomination with 5000 comparators, observers, note blocks, and water streams to make it work.

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I mean, I don't know about you, but my base really doesn't compare to this!
What in the God damn?
 
What in the God damn?
Basically redstone is just too complicated, and there's no real point to it - which of course is the point of Minecraft in the first place. But the sandbox naturally lends itself more to exploring and building than it does to technical achievement. (Also Mojang is retarded and keeps patching technical features they see as bugs, see the copper bulb fiasco) So there was never any impetus to improve redstone's intuitiveness, accessibility, or function.

How do you craft an item with the crafter? You put items into it and it drops the crafted item. But immediately you run into problems, because the game gives you no way to naturally and easily filter the input, or program a recipe into the so called "machine", so you have to build an actual machine in redstone to compensate for how dumb the crafter is. Which is what you see in that screenshot, item sorters, item counters, redstone signals to block input based on what you want to craft, and a hundred other circuits besides. Not to mention the lack of logistics solutions in the game, hoppers are total shit for moving items.

Let's compare that to a crafter from a mod created in 2014, EnderIO. I had never used this crafter before, but it was immediately obvious to me how it worked.

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You teach it the recipe on the left, then you input the items and it just works.
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How you get the items into the crafter is a bit more complicated, but still quite easy to understand, and nowhere near as byzantine as vanilla.
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You simply stock them in an interface hooked up to Applied Energistics, which is a very robust logistics and automation mod. The items stored in your network will be pushed to this interface if they exist. It's basically just a small chest.
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Then you can configure the input/output of the crafter itself.

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The back of the crafter is set to pull items from the interface, and the top is set to push the crafted item to an inventory above it.
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So that's basically all there is to automatically crafting something in a decade old mod. It's very easy, intuitive, and powerful. No complicated redstone circuits or water streams to transport items, unlike vanilla:
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The redstone control for the EnderIO crafter instead comes in the form of level emitters from Applied Energistics:
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Level emitters output a redstone signal, and you can program them to only do this if the amount of items in your Applied Energistics network storage are below or above a certain limit.
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Combine this with the crafter's redstone control, allowing you to program it to only activate with a redstone signal, only activate without a signal, activate regardless of a signal, or never activate.
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In this case, I have it set to only output a signal if the amount of item cards is below 32. If I take them out of the network, then the crafter will automatically turn on and craft more of them. I just need to keep redstone dust, lapis, nether quartz, gold nuggets, and vacuum tubes (gregtech item) stocked in my network storage, and the crafter will just run forever.
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But what is the point of this? I need these item cards to filter input and output of another logistics mod, LaserIO, which allows me to easily and efficiently produce other items passively when combined with level emitters and interfaces.
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All in service of progressing through the circuit tiers of gregtech, which necessitates more and more complicated items and recipes which will put your factory to the test. It's basically like a video game if you think about it.

And what is the point of autocrafting in vanilla? Well I took those screenshots from this video, wherein the creator builds a machine to craft any item in the game. This is large, complicated, and ultimately serves no easily discernible purpose. There is nothing in vanilla Minecraft that requires you to do any of this, and if you needed a lot of stone bricks for a build you're working on, it would be easier and simpler to just bulk craft all of them yourself, without even using the crafter. Basically it's just a novelty. Minecraft has always had this problem, which is why I never play vanilla anymore. Or maybe I'm just autistic. Vanilla sucks. Mojang sucks. Microsoft sucks.
 
Holy shit he actually made the funding goal? And then some?
I thought this was gonna be a genuine flop when I first saw it. Because even though his case was really compelling, he's literally up against Microsoft.
Still while 150k ain't something to sneeze at, he is up against Microsoft. Lets hope he's able to at least hit a dent in those assholes.
 
Been looking at a mod again recently that came out almost a year ago called "The Dawn Era." Basically it adds prehistoric animals to the game (I'm a sucker for it), they were well modeled, animated, unique mechanics, what's not to love?
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Well the default spawning, it was really bad and needed to be tweaked manually. Played it for a while and was interested in new updates. As it turns out, the mod author said "fuck it" and cancelled any updates, deciding instead to make a sequel of sorts rather than just update the original mod. I believe it was going to be called "Ancient Nature." Well, as it turns out once again, the creator (owner?) _X1sh_ was around 15 years old and uh...as we all know teenagers can be quite volatile and silly. A furfag by the name of "Chips":

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decided he needed to be cancelled because _X1sh_ dared to be anti-furry, say the word nigger, and other no-no things. One actually concerning thing was _X1sh_ bragging about raping children which...I'll be honest just sounds like edgy teen speak. Screenshots and proof? What are you a bigot? The only actual thing I can really confirm was that he ran a discord like...well, a discord, basically banning anyone who he didn't like which is basically what every dicksword owner does. He also apparently didn't pay his artists and whatnot much of a wage which...I mean it's a fucking Minecraft mod what did they expect? People also got pissy that donations to the mod were going to help fund both the regular mod and a Bedrock port (no I'm serious, people felt "scammed" that donations to the mod weren't exclusively towards the java version). The owner replied:
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TL;DR "Being terminally online with a bunch of shit-talking faggots whining in my ear every day over the slightest problems is not for me, I'm going to go touch grass permanently. Be happy, live life." Though I believe he has some involvement with the Marketplace addon after he handed the mod to Mushroom Co. or whoever.
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A good mod down the drain due to the mod owner not separating his accounts when shitposting (again I have not seen a single piece of evidence to any of chips claims other than people just being mad that he said mean things on the internet, I have only seen him say nigger once) as to not piss off the tranny, furry zoomers into cancelling him. Funny thing is, no one ever cared so long as the mod was updated or remade or whatever. Most people still don't even know and are wondering what the hell happened to the mod. Well there you go, the guy got sick of the faggotry and left.
 
Anyways i wanted to show off 2 cool mods i discovered that aren't new, they just managed to fly under my radar til recently (both came around 2016). There's Nature Overhaul, it gives plant-life and trees various lifespan ticks and they're completely configurable but thats not the main part im interested in, the thing that's in this mod is that it RESTORES THE OLD BETA FIRE SPREAD.
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Yes if you go into the config files, set the fire die rate to false and ticks to 0 and fire growth rate to true and tick rate to 1, it will spread exactly like the OG minecraft fire did before it was officially released and the second mod lets you place gunpowder in the world and it lights off in a trail when you light it off with fire.

Here's a demonstration of it:



Nature Overhaul with Mo'Burnables:



Nature Overhaul:
1.7.10
1.12.2

Place-able Gunpowder:
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1.12.2

 
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I mentioned what Microshit should have done was hire Squared Media to make the MC movie since they've made multiple MC movies before but now I'm glad they didn't so people could shit on them.
Tbh CaptainSparklez, Bootstrap Buckaroo and TryHardNinja shat all over Mojang/Microsoft 13 years in advance
The animation is a little stiff but I would much prefer it over the Live action crap
 
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Made a huge modpack a bit ago and worked out a lot of the major bugs (jank as fuck water and chunk fuckery), found this structure right next to my spawn (and a big ass floating village that I couldn't reach without building upwards or using something else) so I decided to clear it and make it my home. I eventually did and prevented hostile mob spawns with "Feral lanterns" and "Mega Torches" from the Torchmaster mod (former slowly spawns invisible lights around a decent sized area, the latter prevents hostile mobs within a huge area, redundant but I rather not live in the dark and Ferals are cost effective). The golems are from Extra Golems, more specifically they're Froglight golems that produce their own light...I found them cute. The yellow torches are Interdiction Torches from Reliquary Reincarnations (an update of that old Reliquary mod I loved back in 1.7.10, devs just vanished), very fucking broken. Little did I know that there was an underground...

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Spawn shenanigans dictated that this structure would be flooded by spawning in some underground river or some shit, it was fucked, it had a working elevator using redstone but the water fucked it up when I used it, there's no stairs down but the waterfall works.2024-12-09_00.51.14.png
Scuffed.
At this point I should mention that as soon as I got down here I've been hearing Warden heartbeats. I decided to try some of those overused "Parasite" type mods, most notably Spore, Skulk Horde, and a new one called Prion. I've used them before but not extensively and not in survival until now. Mostly seeing how I can balance them to make them not too strong but strong enough for most of the enemies I have in my modpack. And before you ask, yeah I've no idea what I'm doing and it's a shit modpack.
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I'd figured I'd go left (night vision, forgot to mention) since I see something broke the structure generation again, probably another structure.
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I'll be honest it's probably safer in there, the heartbeats are growing louder.
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Motherfucker, that's that Skulk Tomb shit that unleashes the main content of the mod, right next to my new home, right next to spawn. I'm almost tempted. But maybe another time. I'm a bit annoyed due to the fact that the structure broke this hard, especially considering I have "Sparse Structures" which is "supposed" to prevent this issue. Unless I'm retarded and didn't do the config properly which I might. There's another version of that mod on Modrinth that's more updated so I'll probably switch to that one.
 
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Any recommendations on non-SRP infection mods ?
I assume you mean infection mods that aren't Scape and Run and not just any other mod? Fungal Infection is probably the highest quality one by far. I haven't gone around to testing the Sculk Horde mod too much but aside from making Sculk more common and seemingly removing the limit where it can spawn thus allowing it to spawn on the surface (raincheck on that one) it allows you to decide when the infection starts, as opposed to every other infection I've seen just starting immediately or automatically in a few days. It's quality isn't bad either. Dawn of the Flood is a newer one and so far it seems to be of good quality, but I haven't tested it at all yet, and as you can tell by the name it is a Halo mod. There's a few more out there that I've heard of but as far as I'm concerned they're just trying to cash in on the "infection" train, like that Prion mod that had a good presentation trailer but the mod is poorly made.
I've seen a mod advertised often months ago on plebbit called "Mi Alliance." I just chalked it up to a Reddit mod much like how Stray is a Reddit game so I know nothing about it but it looks unique. There was a Scape and Run "inspired" (more like a poorly made rip-off) infection mod that I only ever seen in the end game areas of Deceasedcraft but I don't know the name.
 
There's a guy I've been keeping an eye on called JJThunder (Curseforge link, he might be moving to Modrinth). For those who don't know who he is, he makes terrain generation mods such as King of the Nether and King of the Hills. King of the Hills is especially interesting for its namesake, hills and mountains, but it does add some cool minor things which you can see in the link. Turns out that this was a prelude to the insanity that was to come, as 3 years later he created an absolutely PC obliterating (if you're running ultra high render distances and Distant Horizon/other LOD mods) terrain Generation mod called To The Max, which is his King of the Hills mod on sterioids:
And this one is a new update which is even fucking crazier:
Yeah, Chunky ain't going to save your ass, that's assuming it can pregenerate more than 100-300 chunks a day.
The downsides to all this? Aside from obvious performance issues, you practically need an LOD mod to experience what it has to offer. And as you can tell by the sheer size of the terrain, it makes traveling take much, much longer than it used to, not that you'd want to travel very far for the sake of your PC when it's trying to generate chunks, and probably your hard drive, but if it can handle it I recommend some form of vehicle mod. I can't imagine how structures might fair in this mod compared to something like Lithosphere, Tectonic, Terralith, etc. Assuming they even spawn of course. Funny thing is, it's actually a Data Pack, not even a mod, so it's probably easier to get working and to tweak. The reason I bring him up is because, like how King of the Hills is a prelude to To the Max, he made a new nether generation mod a week ago which is basically the To the Max version of King of the Nether called Hell is Fire:
Goes without saying, these types of mods are pretty much exclusively for vanilla+ mod packs, especially ones without many structures or anything that affects terrain generation. Truthfully, while I know it's not even close to a 1.0 release (alpha test if anything), so far it doesn't really look as interesting compared to To the Max and you're better off with a few other Nether overhaul mods instead. Anyway, nothing else to say, just huge terrain generation overhauls that'll make your PC cry, mostly because of how unoptimized Minecraft is on a good day. I also plan on writing a small report on another big terrain overhaul mod later if anyone is interested.
 
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Alright, I've been fucking around in mods without a clue of what i'm doing for long enough, I might as well ask: is there a stable version for modding that most good mods will continually support? A lot of the mods I like either refuse to update anything before the most recent version or backport once and then forget about it. I've heard a lot of talk about 1.12 and a beta version I can't remember the number of, but I don't know why.

Additionally, is there anything specific I should know about making packs to get the best out of it?
I've been kind of blindly adding whatever I like to custom modpacks (sometimes based on a specific theme) and not thinking further about it beyond possible conflicts or performance/generation problems. I know about all the forge/fabric/faggot bullshit, it's very dumb (especially now that people are abandoning Forge without forewarning so I have to go and check which packs have stopped updating for Forge and which are still going), but given what I just read about TDE (damn shame that is, I was actually looking forward to that mod-- saw it a few days ago and told myself I'd wait a bit because it looked like a very polished proof-of-concept) that clearly isn't the only thing making Minecraft mods a pain in the ass to deal with. So is there anything else I need to know?

Oh, and for reference, I tend to prefer biome-generation overhauls and exploration-focused stuff. New bosses/dimensions are kind of lame to me, and I really really dislike most tech/automation mods, and I just really like new structures or features that fit into the game. Stuff like Farmer's Delight, Towns and Towers, or any biome addition/vanilla+ mod. YUNG's packs or Repurposed Structures, stuff like that.
 
Something I found recently, I remembered one of you really liking the Amplified world generation setting for Minecraft (I think it was bigoogabaloogas) so yeah, there you go.
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(As you can see they're using Distant Horizons because God damn)
It takes the Amplified world gen and drastically increases the world height to y=2032, it also adds "vertical biome transitions" meaning you can climb up and down and will probably enter two completely different biomes. And yes it does work with some biome mods, just be wary of terrain generation mods and structure mods as those will probably break shit, with structures it'll probably just look jarring. Would recommend a grappling hook or otherwise traveling mod that makes climbing much easier.
 
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(Double post for topic separation)
Alright, I've been fucking around in mods without a clue of what i'm doing for long enough, I might as well ask: is there a stable version for modding that most good mods will continually support? A lot of the mods I like either refuse to update anything before the most recent version or backport once and then forget about it. I've heard a lot of talk about 1.12 and a beta version I can't remember the number of, but I don't know why.
Ahh, now that's a good question. "Version chasing" as /mmcg/ calls it is very common, your best bet is either to go towards a relatively high (at the time of writing this) Minecraft version like 1.20.1 as there are still lots of mods being updated and maintained on that version compared to 1.21. Alternatively as you said, you can stick with 1.12(.2) as that's the version where most mods ever made were...well, made (I'm just guessing really) so there's a lot of history with it as well as a lot of mods that are stable and fleshed out. 1.7.10 and 1.16.5 are probably right behind that. For the beta version, it's mostly just nostalgia and mods that either bring beta features to modern Minecraft or something like Better than Adventure which is "what if Minecraft developed with Beta as it's main influence" which is probably what you're thinking about. I'd personally stick with either 1.20.1 for more support (for now) or 1.12(.2) for a solid foundation (though you'd be suprisied how many refuse to update past a certain version, I've seen some 1.2.5 mods still updated to this day, same with 1.19)
Additionally, is there anything specific I should know about making packs to get the best out of it?
Set a theme and stick with it as strictly or loosely as you want. I don't know about you but I hate it when there's tech in a high fantasy modpack just as much as I hate it when someone shoves some high fantasy mods when I want to make a particle accelerator and orbital strike a village. When advertised as a modpack that contains both I don't mind as that's what I'm downloading it for. Apply this mentality to your own modpacks and really, and I mean really, think about what you think is "essential." Is this armor mod that is far stronger than this armor mod really needed? This mod has poor/immersion breaking design, but is it really good? Am I going to use this specific mod a lot or is it just a minor addition that I'll barely notice it gone? And most importantly, what do you find fun? This is your modpack after all, just be prepared to mass remove mods if it gets too bloated or causes issues such as performance. Speaking of which, while I'm loath to recommend Plebbit, the user scratchisthebest commented on a "performance list" with some insightful comments. Goes to show you that just because something claims to give people "better performance" doesn't mean it actually does, in fact it might just do the opposite.
 
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