NTB Delta Emerald

(1.12.2) Things?±

$$$ワタカモエ$$$'s

NOT THE BEAST - DELTA EMERALD [1.7.10]

A relatively lightweight modpack based heavily on the Direwolf 1.7.10 pack, to favor some subjectively higher quality mods and to give the user a good first experience without being overwhelmed. Intended to be a tiny bit less scatterbrained.

 

the added mods:

  • Thaumcraft - Automagy: has been added, as it has excellent synergy with ComputerCraft and OpenPeripherals- I also can't resist the Buildcraft pump replacement and the anti-gravity waterproof redstone. A lot of good utility in general.
  • Thaumcraft - Forbidden Magic: has been added, an extremely light but quality mod, adding a lot of good cross-mod with blood magic and Botania- neither of which are included by default, and may be added by the user as personal preference permits.
  • Tinker's Construct - ExtraTiC: has been added, for both novelty/aesthetics and to lament the ineffectivity of voidmetal TCon tools =^)
  • Veinminer: for efficiency. I understand that Veinminer somewhat undercuts the point of TCon tools, but it allows for a fairly painless game where one can focus on building rather than hunter-gathering. Remove as desired.
  • Optifine*: intended to improve performance. And it lets the small render distance crew see the sky i.e. me
    *Optifine is not included in the pack physically and must be added by you, the user. The bureaucracy strikes again.

 

the removed mods:

  • Bibliocraft: Removed because it can be somewhat superfluous despite its synergy with Forestry, and this pack is designed to be relatively small and easy to run on lower-end laptops and other weaker devices.
  • Buildcraft & Industrialcraft: great historic mods and lovely overall, but functionally overlapped wholly. Thermal Expansion devoured buildcraft like a good black plague, even though I can never say I won't miss the original highly obtrusive quarry framework.
  • Biomes O' Plenty & Naturia: I find my inventory and AE2 system filling up with items from these mods often with no foreseeable use, and I find it frustrating. Coral reefs and bamboo forests are admittedly stunning, but not ultimately justifiable.
  • Blood Magic: I'm sure many of you disagree with this, and I support you completely for adding it back in. Blood Magic has a somewhat arduous startup for the return of essentially just getting to move nodes, and a few other processes easily replicated by multiple other mods in the pack. I may ultimately be a hypocrite and re-add this, as the lack of node moving mechanics in Thaumcraft 4 can be supremely frustrating.
  • Botania: has an extremely large amount of unique and exciting features, but I do not agree with the aesthetics. That, and the ground flowers are rather invasive and cluttering early-game. Petty, I know. add as desired.
  • Ender Zoo: How someone can make Ender IO and then turn around and make Ender Zoo is a mystery to me. Ender Zoo has always been the bane of my existence and I am wholeheartedly unapologetic. I will slap you if you re-add this. Be Wary
  • Factorization: As far as I am aware, all functions are completely overlapped by other mods present.
  • EnderTech: functions overlapped or trifling
  • FlatSigns: trifling
  • Hats: fun and good, but ultimately trifling
  • Gendustry: detracts from the original feel and gameplay of bees. Genetic functions overlapped by Binnie's Mods
  • JABBA & Iron Chests: please use AE2. please.
  • Modular Powersuits: I promise, I love how cheap these are- but the satisfaction from a fully enchanted voidmetal robe is so much greater.
  • Morpheus: trifling
  • Nuclear Control 2, Obsidiplates, Redstone Arsenal, RFTools, Steve's Carts 2, Translocators, Compact Solars, Dense Ores: arguably trifling and frequently overlapped
  • PneumaticCraft: a prejudiced removal ultimately fueled by ignorance. From what I have seen and heard, mostly overlapped. And the colored seed plants frustrate me like none other.
  • Project Red: Automagy adds a lot of redstone support found here. Also, the lighting module doesn't actually add colored light(s), it adds lights with colored block textures. One of the greater letdowns experienced
  • Railcraft: ultimately, a series of functions that I never see receive any use. The steam boilers/oven multiblocks are wonderful and fun, but not net justifiable.
  • Twilight Forest: an extremely great mod! Please add this in if you have the processing power, it is an experience.

    Please send your feedback and thoughts in the comments! I welcome challenges, suggestions, corrections, and discussion by way of my heavily biased judgments-
    Especially by those with technical knowledge about how performance altering some of the removed mods are, and by all means please submit any optimal java argument suggestions.

The NTB Delta Emerald Team

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