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Packman Begins

What does "Overpowered" mean when everything is considered "Overpowered" ?
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Packman Begins v 0.3

File namePackman Begins-0.3.zip
Uploaded
Mar 21, 2018
Downloads
55
Size
1.1 MB
File ID
2543485
Type
B
Beta
Supported game versions
  • 1.10.2

What's new

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 :)

 

This mod has no additional files