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Packman Begins

What does "Overpowered" mean when everything is considered "Overpowered" ?

File Details

Packman Begins v 0.3

  • B
  • Mar 21, 2018
  • 1.06 MB
  • 42
  • 1.10.2

File Name

Packman Begins-0.3.zip

Supported Versions

  • 1.10.2

Added Mods : None

 

Removed Mods : Ars Magica 2, I removed it because of all the issues it had, If I had kept that mod in the modpack it would cause too many issues, and since it is not vital to the pack I can remove it without changing the core functionality.

 

Config Changes :

 

Extra Utils 2 : Disabled the Quantum Quarry, it is a major lag source and there are other options for obtaining resources in a more stable way.

Morpheus : Made it so that only 1% of the players on the map need to sleep for the night to pass
Blood Magic : Disabled the Night imperfect ritual and the poison one

Draconic Evolution : Disabled the Celestial Manipulator, disabled the big reactor explosion

ProjectE : Added EMC for some additionnal items

Roguelike Dungeons : Reduced their spawn rate by a LOT, so they are less intensive to run, and they give more of a sense of uniqueness.

MiniMoos : Lowered the spawn rate, because... Seriously, why were there so many cows? Did the cows come home?

 

That's about it for this update, as I said I have no plans on adding new mods, and from my testing I saw that removing Ars Magica 2 made the pack less intensive on the RAM usage by a lot, so that's another improvement I guess :)