This pack has a lot of mods. 705 in-game, as of writing. There's a lot more than I can feasibly explain, so take the description below with a grain of salt. It's outdated and poorly written, and is there only because CurseForge requires it. Want to know what's in the pack? Check the mod list.
(Too much for your PC? Get BasedCraft Lite, available on Modrinth.)
Through the addition of Galacticraft and Extra Planets, you can explore other planets and build space stations around said planets. With mods such as Thermal Expansion, Ender IO, Immersive Engineering, Buildcraft, etc. you can build massive factories and automate everything. With AE2, you can easily store and access massive quantities of items, as well as store factories in spatial storage. With Techguns, you will no longer use puny bows and arrows, and instead SMGs, snipers, and death rays. Reject your humanity and become even more powerful by becoming and android using Matter Overdrive. Don't want to lose all of your humanity? Install various cybernetics with Cyberware and ReWIRED. If you're on a server, use the Good Ol' Currency mod to construct an in-game economy. Want to use magic, but don't want to stray too far from technology? With the addition of Hunger Overhaul, Spice Of Life, and Tough As Nails, carefully manage hunger, thirst, and temperature. Use blood to power magical rituals using Blood Magic. Become a bee keeper and exploit the products of your bees. Assemble boats, airships, and submarines using Davinci's Vessels. Protect your base with turrets and fences from Open Modular Turrets and Open Modular Passive Defense. Use Sync to construct clones that allow you to respawn, even in hardcore mode. Deconstruct items into their base elements, then construct them into other items using Alchemistry. Use the power of the stars to fuel magical crafting to make your life easier using Astral Sorcery. Build custom dimensions with RF Tools Dimensions, then exploit the resources within them. Launch various warheads at your friends using ICBM - Classic. Craft end-game gear with Draconic Evolution.
CurseForge doesn't let you include Optifine in your pack. If you want it, you'll need to add it manually. I'd recommend it for performance, though expect some visual issues—nothing significant, but sometimes things don't render properly.
If your game crashes part way through loading the mods, you likely need to assign more RAM to your game. 8GB is usable (when using the additional fixes listed below), but 10GB is necessary to get decent performance. 12GB is recommended. On my setup, it takes about 9 minutes to startup, but that will vary depending on your hardware. CPU and hard drive speeds both effect this. Your first start will also take considerably longer than any future runs.
It's highly recommended that you follow this guide for setting up OpenJ9. It provides a significant performance boost over the normal Java setup, and works both for servers and clients. Be aware that if your pack is being opened through Curseforge, you'll need to select the Java path each time you open the launcher. To use the custom runtime on a server, you'll have to provide the server with a path to the java.exe file. You can find guides for this online.
Additionally, you'll want to use custom JVM arguments (this is also where you define how much RAM you allocate). DO NOT DELETE THE JVM ARGUMENTS THAT CURSEFORGE ADDS BY DEFAULT. Make sure to set minimum and maximum RAM allocation to the same number, as it can slightly improve performance. Add the following after the existing arguments: (-d64 -XX:+AggressiveOpts -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+CMSConcurrentMTEnabled -Dsun.rmi.dgc.server.gcInterval=1800000 -XX:+UnlockExperimentalVMOptions -XX:+ExplicitGCInvokesConcurrent -XX:MaxGCPauseMillis=50 -XX:+AlwaysPreTouch -XX:+UseStringDeduplication -Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true -XX:-OmitStackTraceInFastThrow -XX:+OptimizeStringConcat -XX:+UseAdaptiveGCBoundary -XX:NewRatio=3 -Dfml.readTimeout=90 -XX:+UseFastAccessorMethods -Xss4M -XX:+CMSConcurrentMTEnabled). The following you'll need to adjust based on you hardware/settings: (-XX:ReservedCodeCacheSize=[half of your max RAM allocation]m -XX:ParallelGCThreads=[the number of threads your CPU has]). JVM arguments are something you should experiment with, as there are plenty of options available. I've simply given what works for me, though this may not work for you.
Please check the guides before posting questions or reporting bugs, as they may be explained there.
Feel free to comment any suggestions and post any issues in the issue tracker.
my computer runs this pack fine
on the main menu
In reply to acatboi0:
To be fair, even that's an achievement for some.
In reply to ERROR_CODE509:
i had to double my allocated ram for that, my ram usage was at 95%
Hey ERROR_CODE509 if this modpack has over 600 mods then how on earth is it only 13mb!?!? I own a modpack Called obesecraft and it’s 500 something mb and it has 206 mods
In reply to fortinator88:
It's due to the way Curseforge requires you to do things. You (to my knowledge) can no longer upload packs with all the mod files contained within, and instead have to upload an import file of sorts. It's basically just a modlist that lets you import all the mods directly into the Curseforge launcher (or some others, such as ATLauncher). To upload a pack to Cursefroge, all you actually need is a manifest.json and a modlist.html. The overrides folder (which technically isn't required for a modpack, but basically is) contains, well, overrides—things like configs and mods that aren't available on Curseforge, in this case Galacticraft and it's constituents.
Over on Modrinth, BasedCraft Lite is something like 400Mb because it does actually contain all the mod files, rather than the Curseforge pack that doesn't. I actually had a lot of problems getting the pack on Modrinth because it was so large—it used to be around 850Mb, but when I had to remove ~80 mods due to licensing, it shrunk a lot.
As to the actual size of this pack, its something in the range of 1-2Gb. It'll probably start around 1.5Gb then rise to about 2Gb after you run it once, since it caches a bunch of stuff—that's why packs take longer to start the first time you run them.
In reply to ERROR_CODE509:
man that's crazy I've never seen a modpack so big this is kind of crazy. And I thought that Obesecraft was big but man this really blows it out of the water. It must be a nightmare to configure everything. Anyway, I'm going to give this a try
In reply to fortinator88:
Eh, it wasn't that bad to configure. I just kinda tweaked things as I went and made some changes based on suggestions from other people—certainly helped that I've spent unhealthy amounts of time playing my pack.
Great pack but... oh my god the default HUD is so crowded. Why do I need biome and XP displayed in two different places on my HUD?
In reply to Vinyly:
Yeah, the default HUD is pretty bad. I'd imagine if you use anything other than small HUD size it's probably unusable, it's just kind of a consequence of having so many mods. Didn't realize biome and XP were on there twice, definitely something I need to fix.
In reply to ERROR_CODE509:
Yeah xD. I play on a large HUD size, so it was a lot of stuff on the screen. I also wanted to ask, what mod adds those 4 grey bars at the bottom left and bottom right of the screen? I was trying to tweak the HUD for myself and I got stuck for an embarrassing amount of time trying to figure it out.
In reply to Vinyly:
That would be Mine and Slash adding the four bars you're referring to.
Hey there o/,
Really impressed with your pack! I would like to share a few constructive criticisms/issues/suggestions from me. The Akashic Tome does not spawn, so when you start the game, you are faced with a whole Hotbar of books (minor inconvenience). HEI doesn't automatically start turned on (like showing in inventory), so you have to create a bind for it in the controls menu to turn it on since its default bind (CTRL+O) is conflicting with other ones. I also find the "Animated Crosshair" mod to be a hindrance. Once I accidentally toyed with it, I faced countless bugs to my crosshair. It would have been nice to see one of my favourite mods, "Portality", in the pack, just a cool mod I recommend. Same with Nuclearcraft. However, it is quite a large content mod and could cause many issues. Now I believe the biggest suggestion I have is removing duplicate ores. I have compiled a list that contains most, if not all, of the duplicate ores I could find. Something that goes hand in hand with this is the Environmental Tech config. Check it out for suggestions of ores and to add to/remove from.
The vast majority have the common mod of Thermal so consider turning off the spawning of the mods listed. This list does not include extraterrestrial ores (Extra Planets, Galacticraft, any Dimension mod etc), No End and No Nether ores. The way I created this list was through the use of a Digital Miner from Mekanism and the Ore Dictionary filter ore*. Also, is there a discord for this pack? Really interested in learning more about how you optimised it as I am trying to do the same for my own projects! Sorry for the wall of text. If you have any questions, don't be afraid to ask me on discord which I can happily leave here if need be. Hope you found this helpful!
In reply to minimalistjack:
Hey, great to hear you like the pack. The issue with the Akashic tome and all the guide books is something I need to work on for sure, just haven't got around to messing with the starting inventory yet. On my local in-dev version of the pack, I've added Bind Tweaker, which will allow me to deal with the keybind conflict you mentioned—problem is that I have to learn ZenScript, so could be awhile before I can fix that. I've also removed Animated Crosshair, as it was kinda just a novelty that I've had problems with in the past.
As per your request, Portality and Nuclearcraft (the non-overhaul version) have both been added to the pack. Neither seem to cause any noticeable problems, so I'm completely fine adding them—more content is more content, so I see no reason to complain (plus it got me to a nice, clean 666 mods loaded). I got rid of most of the duplicate ores—probably missed a few, but I ain't perfect. No Discord for this pack as of writing, but if you'd like you can DM me at ᒷ∷∷𝙹∷_ᓵ𝙹↸ᒷ 509#6793 (EDIT: Username has changed since this post).
Not too busy as of late, so I should hopefully be able to push out the update within the next day or two. I appreciate the suggestions, certainly found it helpful.
In reply to ERROR_CODE509:
Awesome to hear! I will be eagerly awaiting the next update. Well done for keeping the pack well maintained and responding to suggestions with haste! Hopefully, one day you will also be able to get all the mods from the curse version onto the modrinth version. If I do find some more suggestions, I will hit you up one discord for sure! I might wait till the newer version of the pack you will eventually release comes out since you probably fixed a number of issues anyway.
Many Thanks
In reply to minimalistjack:
Update just went through now—hope you enjoy it man.
I've tried this but and it seems to be quite fun but I can't get to play it without lag, and not fps like lag but like TPS lag on SinglePlayer so idk with that, If anybody has any clue I would be very grateful
In reply to TDOAOfficial:
Yeah, unfortunately that's one of the biggest issues at the moment. After the game has been running for a little while (20 to 30 minutes in most cases), TPS usually improves a bit and most block lag disappears—fairly certain this has to do with caching and recipe calculation. Disabling/removing Tick Dynamic can also help, so you might consider trying that as well. Aside from that, allocating more RAM, overclocking your CPU, and ensuring you're using the custom Java runtime is about the only advice I can give.
EDIT: Setup an issue in the issue tracker since this is probably going to be an ongoing problem, feel free to look through that since I included some extra details: https://www.curseforge.com/minecraft/modpacks/basedcraft-ultimate/issues/3
In reply to ERROR_CODE509:
Thanks for your answer, I didn't know about trying to leave it for that 30 min and it definitely seems worth a try
Have a great day!
holy shit. i have nothing but respect for you releasing this publicly, having the knowledge of what JVM args do what, and on top of all that, having guides on how to make every aspect of this abomination work. Truly the modpack dev we deserve
In reply to vinNyFAn666:
I'm humbled by your words. Thanks for the support my man.