File Details
Sejaseju I v1.0
- R
- Feb 8, 2026
- 98.00 MB
- 11
- 1.20.1
- Forge
File Name
Sejaseju I-1.0.zip
Supported Versions
- 1.20.1
Release v1.0 - Soft Relaunch
After creating the modpack on Minecraft version 1.18.2 I decided it would be better to move the pack to 1.20.1 for more updated mods. In doing so, I broke the pack in many different ways (KubeJS errors, bad config changes, etc.) So this version, 1.1.0 is my relaunch of the project. This version will be better maintained, better configured, etc.
Forge version 47.4.10
PLEASE PLEASE PLEASE PLEASE ALWAYS BACKUP YOUR SAVES BEFORE UPDATING. THIS DOESN’T JUST GO FOR MY MODPACK BUT ALL MODPACKS.
With that being said, here is a comprehensive list of all configuration changes I made to balance the pack the way I want it to be.
Reworked the TaCZ Gun recipes (again) - First off, the attachment recipes had not been changed at all, now they have. Second the guns underwent a HUGE “nerf” you could say, making them even more difficult to craft than before. My goal is for guns to be a mid to late game piece, and you can only obtain guns by going through one or multiple tech related mods. I also added Elite X gun mod which will give you more guns.
Added Immersive Vehicles - Immersive Vehicles was always going to be a part of this modpack. I originally intended for it to be a sort of “content drop” but then I realized how stupid that was. It is now a part of the modpack.
SOON: The recipes for the vehicles (cars, planes, etc.) are extraordinarily expensive. Planes especially are meant to be something that players work TOWARDS not for.
Added & Configured many magic mods - Mods like Ars Nouveau and Hexerei are in the same boat as Immersive Vehicles. They were always going to be a part of the modpack but as content dropped. They have both been configured and balanced, however expect more changes to these mods in the upcoming future as I see fit.
Configured all tech based mods AND added Applied Energistics 2 - AE2 has always been a mod I’ve been on the fence about when it comes to adding. For this I just said “screw it” and added it. Expect changes to be made where I see fit for the mod. I also added Create: The Factory Must Grow and changed around some ore generation for other mods like Mekanism.
Eureka! Ships! - This was a mod that was originally added to the 1.20.1 port when I changed the modpack over to the stated version. However, it is still technically new so there it is.
Ad Astra - Again, this mod was MEANT to be in the pack, it was supposed to be a dumb content drop, that’s no longer the case. I will note, this mod was not touched in the config, so EXPECT changes to come BASICALLY next update to it.
Coming very soon: Questing - Questing was something that I wanted to add into this version, however I want to make sure that EVERYTHING else added to the pack works and fits properly into the pack first. (This way I don’t have a quest that’s actually impossible or very hard to do for little gain)
PLEASE READ: If you run into any problems with the pack please leave a comment or DM me on discord with your problems. I want this pack to be perfect for everyone who plays it.
If you read all of this, thanks! :)

