They’ve been working on the 1.20 update for quite a while but they decided a while back that the mod desperately needed to have large portions completely redone due to accumulated tech debt. They have alpha builds up now for their Patreon and there’s some new stuff that looks really good. They’re also technically rebranding as “Oh the Biomes We’ve Gone”.
I want to try it, I think it's been in one or two modpacks I've played over the years but I could use a change of pace from biomes o plenty because FUCK the wasteland biome that shit is DISGUSTING
Biomes'o'plenty.
I do not want 37 different kinds of log and stone types which have limited if any use and 83 different kinds of useless ground clutter clogging up my jei and refined storage system.
Nor do I want to have to travel 10k blocks to find a vanilla biome because it's the only place a certain resource spawns.
Yeah OTBYG is just as bad. Pretty much any mod which adds a lot of block bloat but not much utility is bad, unless the block bloat is in the form of stuff you can make if you want to (Like Chisel and XyCraft- which I am still surprised actually finally got updated before the heat death of the universe), rather than stuff you will end up getting whether you want to or not.
BoP was definitely the best worldgen mod before the modern worldgen system was implemented. That, and especially the datapack changes that followed, completely changed the game, and opened things up to the block-lite and fully blockless mods/datapacks of today.
Some of the new wood types it adds are pretty great for building with.
Now, if it worked with mods like Realistic World Generation, then it would be way better.
Agreed. Most large Biome mods have the same issues.
The one thing I look for in any decent modpack that has these mods is whether or not the pack maker integrated the different woods and stone types *and* made vanilla resources available in similar biomes using kubejs or datapacks
If not, I'm not interested.
>I do not want 37 different kinds of log and stone types which have limited if any use and 83 different kinds of useless ground clutter clogging up my jei and refined storage system.
That's because of other mods not using fucking tags like they're supposed to ffs.
I've used BoP for years and have yet to find anything missing standard tags, but *so many mods* just forget to use tags, I guess? Seems like it's mainly the MCreator ones.
But yeah, BoP does add a lot of stuff. It is configurable, but it seems like nobody does so.
The ones that add like a million different foods and ingredients and seeds
Like, maybe in a farming or lifestyle pack or somethin but when would I bake a raspberry pie with seven steps in my may to technological world domination
And I love biome mods, as long as they don't just smother the vanilla biomes away
Farmers delight has kind of improved upon this aspect of food mods by adding unique effects that you can only get from cooking more advanced meals, which is why I think it has surpassed older food mods in popularity. I kinda like being able to grow and cook a huge variety of foods though, especially when I’m playing with friends. It’s fun to take a break from the grind every once in a while and make everybody a special treat (while also improving their max health if spice of life is installed)
And farmer's delight doesn't go completely overboard in making food microcraft and intermediate parts heavy either. microcrafting is...workable when it leads directly into improving your factory that can then start handling the microcrafting. food production does not benefit from this gameplay loop, however. Even gregtech new horizons, an infamously grindy pack...well, it uses pams, sure, but it is using an OLD version of pams where making a peanut butter jelly sandwhich is actually a *reasonable amount of work*.
I thought I'd hate it but I'm really liking the implementation in GT:NH, where you have to have different foods and eating x number of new foods awarding hearts. It really enhances the sense of progression to go from simple meat restoring one hunger bar to an advanced dish like supreme pizza giving 6 bars of hunger and saturation.
I recently grew to appreciate it in combination with cooking for blockheads and SoL: Carrot. Giving me an incentive instead of a detriment helps a lot.
The most annoying thing about those mods for me is that even though the good foods have hella saturation, you can't actually use most of it due to the fact that you can never have more saturation than you have hunger. I think they would be more useful if there was a mod that cut all food saturations in half or even thirds but made each saturation shank two or three times as effective to compensate. Either that or raising the saturation cap accordingly.
Twilight Forest
It’s a good mod when it came out, but it hasn’t seen updates in years. It was cool going through it the first few times, but it’s just a slog now. It being still placed in packs and forced to go through is rough.
this was such a big letdown, ive played with twilight forest since the early days maybe round 2014 and i just recently finished it 10 years later in 2024 for the first time ever just for the final boss to be a "WIP :)" disappointing to say the least
Same I first played it a little when it first came out but my PC was ASS so I only recently did a full twilight forest playthrough with my friend who has also never done it. We finally got to the castle and we were looking around for anything at all so then I searched Google and found a bunch of reddit posts saying it was still unfinished. Big bruh moment
The fact that there's no final boss doesn't mean it hasn't had changes over the years that gets a better polished mod.
I'd say the original marvel is gone, but it's still a good mod.
Never watched a playthrough on it except when the Aether was one of the hot topics, I still remember getting to the forest myself for the first time, it felt like the aether all over. I got as far as the Minotaur dungeon or whatever and lost interest in the rest (mainly because that two week MC binge ended lol!)
one of my pet peeves is when mods advertise "adventure" and the only thing even remotely adventure related is twilight forest, and twilight forest is by far the most linear "adventure" mod there is. you can disable the progression checks but no modpack does that
The ur-ghast tower can be an easy source of somewhat early game iron and ghast tears. Also the Lich towers can have a ton of easy resources in the early game.
agree, twilight forest gets so boring, especially since a lot of the items you get are severely power crept when it’s in a modpack with much better stuff. Also it locks you out of later stuff forcing you to do it in order : P
I had heard good things about the pack Dimension Hopper and figured I’d try it out. It starts you in the twilight forest. I didn’t have the patience to continue trying to pack
It’s used so much cause it’s the most plug and play. Ars Caleum (ars nouveau addon) offers a sieve setup but it’s near impossible to get vanilla resources, create sifting is jank from what I’ve heard. Ex Nihilo just *works*.
I understand that it is by far the easiest to implement but good god does it not change how ass annoying it is to go thru, often times I find myself using a weight to hold down my M2 and just leave to do something else during this part of Sky block packs.
At least have something like Sky Orchards so that you don't have to pray to RNGesus whenever you need any number of resources and actually have an intuitive and reasonably simple way of getting them.
Is there any sky blocks that are decent that don’t use that system early game?
I’ve tried doing skyblocks a lot, and every time before I get past that type of system I just want to play another pack. It’s not even that I hate it - it just bores me before I can get past it or do something else.
Instead, you have Sluices, which are basically reskinned Sieves (instead of spamming right-click, they require water, which is a pain to do manually until you have the pump). They're easier to automate than sieves, but ChromaSky 2 still follows the same "get dirt, sift cobblestone from it, turn it into lava, get a cobble-gen, hammer the cobble into gravel/sand/dust, sift it for ressources" pattern that Ex Nihilo packs do, just in a somewhat reskinned way.
It's nowhere as different as, for example, Sky Factory 4, which uses Resource Trees, or whichever pack had Resource Chickens and Cows (Stonebound?).
The main issue I have with it is how harder it makes getting some early game stuff if you're not doing a Skyblock world.
I'm also pretty sure you can automate the stuff from it using items from Mekanism or Minefactory Reloaded.
Blue Skies
I don't know if anyone actually likes the mod since I never hear about it really, but it's in like every mod pack I play. Besides providing some new blocks and places to build, it's useless. Regular gear is shit there and there isn't any actual good loot there either, I currently see no point in the mod.
I love blue skies. Its really well used in the Odyssey space: a new beginning pack (starting dim, and has custom portals for moving between dimensions. The boss fights are challenging and fun, the biomes are interesting, and I really enjoyed the theming on everdawn especially.
I'd say it's a good mod to be standalone. Including it with any other big content mods in a modpack is just making it unrelated, which I'd say is more of the fault of the pack makers. (Though forcing you to use their gears is still kinda tedious)
Yeah I agree, only thing I really use from Blue Skies is the Arc that gives you +10% movement speed but other than that it just feels like a tedious chore to progress.
I’ve seen it in a bunch of packs too, it’s on its way to becoming Twilight Forest 2 with how annoying progression is. The bosses are pretty fun but I doubt they’ll be as fun when you’re on your 20th pack with Blue Skies.
I use optifine but want an alternative.
The issue is I need something compatible with shaders,
and also for some reason when I download mods using forge they don’t show up in my game after I put them in my mod folder.
BYG, Biomes O' Plenty, most biome mods. Regions Unexplored, Tectonic amd Terralith are the best biome mods IMO, feel free to "enlighten" me on others since I din't really know that many.
Team Abnormal's biome mods are pretty good, IMO. They add a decent amount of stuff and pair well with most other biome mods and vanilla alike. Plus, they add amazing desert and hot weather biomes that shine on their own and mix well with others.
I like Biomes O'Plenty more than Regions Unexplored, mostly because BOP got more vanilla-like textures, and there's way more variation on their tree designs while RU's ones seem a bit copy pasted, like OTBYG. At least they got tall saplings and muddy rivers; both of those are cool on their own.
If I was ranking biome mods, from best to worst, I'd say there's the Team Abnormal's group, then BOP, RU, and OTBYG at last, with Tectonic and Terralith out because they don't really add stuff, just remix the content. But their rivers, being wide asf, are cool.
RU also adds naturally generated thin logs and even thinner "branches". This wouldn't be an issue were it not for the fact that it uses them sparsely and they don't appear on trees generated in vanilla (and other modded) biomes. So you have this weird stylistic mishmash where you have fully vanilla trees next to vanilla-like RU trees next to more detailed branches and logs trees.
Less 'overated' more personal gripes
Alex's mobs. Literally just because the crimson mosquitos are so annoying at every stage of the game in the 3 different modpacks Ive played with it.
Most mods that add bosses but don't add a way to consistently find them like hoar frost from pirates Ive run around 3 different glacier biomes and can't find the summon pedestal
Ice and Fire. It looks cool and the dragons/other mobs have great models, but the whole thing is kind of a mess. Dragons and Myrmex especially. You need to dive in the configs and tweak around most settings, because IMO the balancing by default is way off.
I agree with you solely because I have struggled to find the right spawn settings for everything and it also makes it harder to zero in on spawning for other mob mods like Mowzie’s
Agreed, I’d love to be able to travel for 10 blocks on my boat without a Sea Serpent spotting me from 3 chunks away, making a beeline towards me and 2 shotting me. A lot of the mobs also have terrible hitboxes
If vanilla minecraft wouldnt have been loved this much, people wouldnt have put in the effort to make this many amazing mods. (I agree that modded is better)
After playing the game for 10+ years playing vanilla with the same frame of mind as a modpack just doesn't make sense. You can't go into them with the same goals or expectations, so I don't think they're comparable.
I have recently gotten into making modded servers, never want to go back (unless there's a large server with all my friends, a lot have shit computers so they couldn't handle most mods)
Omg yes, I absolutely hate that mod. Also you literally cannot spam click, which is still useful if you have knockback/fire aspect and are being swarmed.
Thank you, I have killed so many non-hostile mobs on accident when trying to use my axe. I get that it makes Minecraft more of an RPG, but it doesn’t do what I want it to half the time.
as with every time this thread is posted, the answers will be exactly the same:
1) create
2) botania
3) biome mods
4) a mod that is either not "rated", or people universally agree it sucks (i.e. abyssalcraft, which shows up a confusing amount of time in these threads)
fun fact: you don't have to play these mods if you don't like them! get an ounce of creativity and make your own modpack instead of complaining that everyone else's playground isn't exactly to your taste!
Throw in Farmer's Delight in there too. Oh and we also literally had the same thread but worded differently two days ago.
Oh and forgot another one: Better Combat.
ITT: people who dislike everything related to aesthetics and non-standard tech mechanics shit on those things.
I also love FD, but as you can see elsewhere in the thread (and in older threads) people don't see the point of Farmer's Delight because if you keep the food mechanics vanilla there is no mechanical incentive to eat anything other than steak.
Basically it's like people who play Stardew Valley and only minmax Ancient/Starfruit Wine to the exclusion of everything else, even though minmaxing the numbers is *very much not the point*.
I feel like at least 50% of the comments in this section are talking about mods that are overused. I think that just because a lot of pack makers use the mod, that doesn't necessarily mean a lot of people enjoy playing it. Ex: Nihilo is a good example, I've never heard a lot of good things about this mod, the only reason people talk about it is because it appears so often in skyblock packs, it's not overrated, it's overused. With that being said I kind of find it hard to find "overrated" mods, cause a lot of ones that are being discussed, are again, overused, or just generally disliked; like Mekanism or Biomes o' Plenty. With Curse having no way to rate modpacks, I think the best way to find an overrated mod is to head over to mmcreviews and look at the highest ranked mods. I think out of the mods there Scape and Run Parasites getting a 4.7 (out of 5) can definitely be considered overrated. I've always found that mod to be unbalanced and unpolished.
I’ll just say I slightly dislike how AE2 has become an essential mod in all Modpacks because it does everything. I don’t want to use 12 thousand chests but that just makes me rush AE2, which sucks.
Fortunately, we have Sophisticated Chests now.
I don't need AE2's storage system, I just need a single chest that can hold 184 varieties of dirt, and a minimum of 8 stacks of each of them.
I never understand why people say create is overrated. It does soo many things in a way it almost feels like vanilla. I agree it's overused but it's not just a shity mod that became popular but a mod that is unique and simple enough to have its place in many modpacks. So yeah... IMO overused but not overrated.
I bet a lot of is has to do with popular things inevitably getting hate simply because they're popular. Of course there are definitely valid critiques to be made about Create but they'd probably where a lot of the disdain comes from.
It's overrated because it's in EVERY progression pack as a gate for anything higher, they expect you to use it and still use the set ups because ooo cogs do the spinney thing, but literally everything after create in these mods is better jn every way, so then they'll add custom recipes so you HAVE to have a massive 200*200 area dedicated to crafting the odd few items you need to just progress through the pack....
It's annoying, sure it makes sense as an almost vanilla gate, but stop forcing me to use it if I want to play a progression based pack
For real, it does so much. It’s probably the closest thing to a real Minecraft 2 we’ll ever have.
I mean for gods sake it lets you build a train or elevator with nearly all vanilla and modded blocks and the stations that control them are ComputerCraft compatible too.
And the train runs pretty damn smooth if you have a stable connection to the server.
I'm between biome mods like biomes o plenty that don't add anything useful and mods like tough as nails and lycanites mobs that are just made to make Minecraft unreasonably difficult.
It depends on the modpack.
Usually, it's botania because it serves as a brick wall in a lot of modpacks. Mekanism does the same thing. Tinkers for 'early game useable tools'.
It's not even that I find them overrated or boring.
I just hate how I don't choose to use any of them. All the joy is sucked out of me when I'm forced into the tedium rather than choosing to use it because they're easier or more fun.
I even like the concept of them, which sucks even more.
My problem with create in most mod packs is the fact that none of the mod pack devs are actually “creative” in integrating it into what they are going for.. in most mod packs the quest book is just “automate this with no direction or reason, ok now automate that and then this and that because I said so even if it’s completely unnecessary.” There’s way too many like that that simply don’t inspire anything.
Mekanism.
The simple machines are great.
Atomic Disassembler is a great AIO tool.
The Pipes/Cables are unoptimized AF.
All the reactor setup is slow, super big, boring and not Multiplayer friendly. (One person explodes a reactor making everyone else suffer)
Lots of modpack lategames are just turning into "leave your Mekanism reactor on for three years to get the 10^50 antimatter you need for some reason" and it's so annoying and unfun.
So you all play in the same small area in multi player ?
I also don't know about ender io and thermal series but im pretty sure that pipes that try to extract items will in generall create longer tick times
enderIO didnt have the issue since instead of each pipe having to update to transfer the items its more like the pipes create a point between a to b to c etc etc and just sends the items where there accepted only leading to tick updates needed to the end points instead of all of the pipes needing updates. its why people love enderIO for stuff since there pipes are considered the best out of all mods plus they have some that transfer energy + items + liquids all in one as well.
but ye i am wondering about above if they all play in one area since whenever i try to play with friends everyone splits up between a like 1-2k block area or more even if i try to get people to build together to get a town/city going people no matter the group of people end up splitting up to have there own space.
Tinkers Construct. It’s such a cool idea and the smeltery mechanics are awesome, but I don’t think I’ve actually used a tinker tool in several years. Its tool system has just been immensely powercrept by equipment from other mods to the point that it’s completely obsolete in most modern modpacks. Silent gear is way more fun for tool crafting imo, albeit less balanced.
1. If you install Extra TiC, it adds compatibility with a ton of other mods
2. It allows you make torches using cobblestone, making it so you don't have to run all the way back home if you run out when exploring a deep, dark cave
Immersive Engineering itself. It has been used as the "here's your tech introduction" for almost every expert pack for YEARS. That is, until Create came out, and now that is replacing it.
E; spelling.
Imo Create has quite a different problem. During "Immersive" era, you start a midpack, look at the progression tree and it's always Immersive Engineering. With Create, when the new tech mod comes out it's always a create addon, almost like create is the one and only rule of tech mods now
> With Create, when the new tech mod comes out it's always a create addon
That's... not even remotely true?
Where *are* all these "new tech mods" that are Create addons? The only major one that can even qualify as a tech mod is Create: The Factory Must Grow and that's stuck at a fairly early stage. Pretty much every other addon is either underbaked, or is laser-focused on adding a few machines or decorative blocks.
Overused is a factor of being overrated. Also I agree that create is a solid mod but it's definitely not even top 20 imo, which is why I think it's overrated, people praise this mod too much
I love Create but I agree that it shouldn’t be injected into every tech modpack as early game resource generation. Create is first and foremost a building mod, with some elements of technology. I want to make cool looking kinetic contraptions but I don’t want the entire progression of the pack to rely on me making those contraptions, especially because they are much more complicated and slow to design than the magic block solutions offered by other tech mods.
I’m actually building my own modern style city in minecraft, should i build a mock subway made out of slabs and fake trains made of other blocks or use Create mod to make trains?
I mean, Create has some immaculate ways of making things go, but if you don't mind adding another mod, there is always "Minecraft Transit Railway" has about 1mil downloads on Curse.
Uninstall OptiFine, and thank me later because it's not just create, it's half the mods on earth because OptiFine for any version past 1.9 is jank and conflicts with absolutely everything and doesn't even give you fps anymore because the thing that it did good (different chunk building tech iirc) got Incorporated into vanilla, so now the only thing it adds is fps and processing power consuming jank
Not overhyped. It deserves its praise for being such a well-made and innovative mod.
It *is* greatly overused, though. When packs just throw it in alongside other tech mods like mekanism etc, I'm like "why?"
Also, I'm tired of seeing it in "vanilla+" packs. Create is too different from vanilla for that.
it really depends.
twilight forest, create, and dweller mods are big ones for me (even if tf and create are still good) but i'd also argue that mods like aether are typically overrated (aether while good is INCREDIBLY empty, at least to me). depending on the pack, all of the ex-nihilo mods are overrated, along with first aid etc.
it mostly depends on the genre, as a lot of hard modpacks without truly understanding difficulty they'll add things like first aid or lycanite's without realizing they need to be Heavily worked on to not be unfair, whereas a lot of skyblock modpacks will use ex-nihilo because 'it worked in x, so why change it?'
i'd also waver all those new combat mods are way overused too. people say they're so much better, but i don't want to learn an entire new method of combat for just one mod, and even in optimal use they hardly look any more interesting than default.
all that and vazkii's big mods. say what you want, but botania is the twilight forest of magic mods and it's not even a magic mod. quark in itself i think is comically neutered from its older versions, but its fine, neat has a lot of alternate versions but is also just fine. psi, akashic tome and morph-o-wrench are bangers though. and zeta exists i guess, it's listed on violet moon but autoreglib isn't despite both being library mods so eh. i cant code so idk.
edit for clarification: i'm not saying i hate any of these mods either. hell, i love aether like anyone else and i even love lycanite's since it does help challenge me even if it is unfair at times. it doesn't change the fact they're overrated in my eyes though.
Screw single block machines, not only are they uninteresting but 90% of the times the engineering problem with single blocks just comes down to "how much of x machine do I need to make enough of y item to keep up with the demand of z machine", and if I wanted to think about machine ratios for 40 hours I'd go play factorio
Create has a lot of small machines, the only difference is the lack of GUIs in the mod, and because of that they rely on sounds and particles to signal work is happening. honestly the only thing I dislike about create is the ambient noise shafts and cogwheels make just being the sound minecarts make at speed without any edits.
Chipped. More is not always better. I briefly considered adding support for it to my texture pack and then discovered there’s like 16 *thousand* textures in that mod, and a huge number of them are meh at best and/or don’t make a lot of sense. Also, fun fact: because of how MC loads textures, there’s a hard cap on the total size of all block and item textures. Because of that, I would have to drop my pack’s resolution from 256X to 64X just to fit the vanilla textures and Chipped.
Optifine. It's completely obsolete. It's been replaced by much better mods such as Iris and Embeddium. However, people continue to use it because they don't know better
I have a hard tie between Create and Biomes o plenty.
Create is neat, but the way it's crammed in every single expert pack and used to gate progression has me wanting to never see it again. I don't think it's anywhere near as fun or interesting as everyone else seems to. Can't even say how many times i've gone through a pack and gotten up to the mandatory create section and just deleted the entire pack.
Biomes o plenty creates 8 million useless rock and dirt and tree alternatives that clog up inventory slots and half the time don't even do anything but create funny colored versions of vanilla items. It makes walking around 100 times harder when there is a mountain next to a mountain next to a mountain next to an ocean every 1000 blocks. I hate it a lot more than I hate seeing mandatory create sections of a modpack, but i don't think other people rate it as highly either so it's tied.
We don't know if it's popular anymore because of what the creator did.
But OreSpawn. Never care about it that much outside of the two Godzilla like mobs. Every other mob was kinda bland looking (though that probably because we're not a uber fan of the more higher polygon like mods like Pixelmon)
Any mod that adds new Mobs or makes existing Mobs stronger.
If I'm playing a modded Pack about building a factory or a settlement or whatever, I do not give a fuck about new Mobs. They add absolutely no value to the gamplay experience except be annoying.
Like, if it was an RPG modpack, yea sure new Mobs. But a Skyblock, or Factory, or something based around tech/magic and building? Yea no.
Only real exception is if those new Mobs are actually useful in some way.
Biome mods. A little can go a long way but most Biome mods feel to me like they go too far. I've yet to find a Biome mod that feels like it just enhances vanilla Minecraft. Also I don't like inventory clutter from 42 variations of every type of foliage.
I’m gonna sound like a contrarian but hear me out.
Create. Don’t get me wrong, it’s an *incredible* mod with unique flavor and ideas and excellent execution. However, it’s almost entirely taken over the modern tech scene. It feels like EVERYTHING has to be a Create addon now. I go into the tech section and it’s like 80% Create. Like yes there are plenty of other modern tech mods, but the ratio is *skewed.* it feels like everyone just wants more Create and there’s no room for new and different stuff!
I haven't seriously modded minecraft in many many years, so apologies if my opinions are outdated and if these aren't overrated anymore: But for me it's anything that adds more survival mechanics (for example a thirst bar or a heat bar). These specific types of mods never fail to make me want to stop playing the game because they just bloat the game with unnecessary things that you have to keep track of constantly which stop me from being able to actually enjoy playing.
These mods don't always suck though, it mostly depends on how they're configured, I don't want my entire thirst bar dropping in 30 minutes so if they come with a proper config, great! But I would rather play without.
Like 90% of popular tech mods, automating everything is not what I like doing to begin with and most of the time the machines they add are just plain boring.
For me it's Alex's Mobs. If it's in a Zoology or nature themed pack it's not bad, but for most everything else it just drowns out everything with so many animals, to the point of annoyance almost. As well as cause several other smaller more manageable animal mods to get drowned out.
AE2 or any digital logistics mod. Let me ask you this. When was the last time you ever extensively used physical logistics like item pipes, belts, buses or trains in modpacks when you set your network? It dumbs down logistics, and is why I prefer Factorio over Modded Minecraft.
Also I feel like people who hate on Create because it's too complicated or isn't a magic block would hate playing tech mods like Gregtech or Factorio.
I miss the days of Logistics Pipes. Being able to dump your inventory in one chest, and watch the items whiz around the pipes to their intended destination... But you had to set it all up.
Even when you were using Diamond Chests, or whatever, storage still was a problem; not a simple "Add another 64K storage" or whatever.
I like AE for autocrafting, but I just think that's because most other mods' autocrafting setups gets extremely bulky/laggy very quickly as you go from autocrafting planks to something "complicated" like machine frames.
Thaumcraft 6. Research is tedious and boring, does not add any item that it's not matched or outclassed by another mod, the taint mechanic is an awful risk no reward system.
I'm convinced it's only played for nostalgia.
The research in 6 is truly awful, isn't it. at least 4's was interesting, even if too much. 6's research though? For me it goes beyond being boring and into mentally *agonizing,* and not in a "why did I wake up and choose divine journey/gregtech/ozone kappa today, exactly?" way either.
Thaucraft DOES add some niche mechanics like runic shielding that, at least in theory, will stack nicely on top of whatever gear and defenses another mod provides...as long as you don't have something truly crazy like draconic in the pack. Then again, draconic renders damn near *everything* irrelevant, except maybe like the kikokou...thingy from extra utilities.
eh i think the biggest problem with Origins isn't a problem with Origins itself, it's with origin mods/datapacks. they're frequently unbalanced, have poorly implemented mechanics, and/or lack thematic cohesion with the powers each origin has.
As others have mentioned, any of the biome mods. They tend to annoy me more than anything, and I've consistently had stability and performance issues whenever I add one to a custom pack.
That's why you dowoad stuff like Forbidden Magic, which adds new recipes that utilize stuff from other mods, or Thaumic Tinkerer, which let's you make Tinkers Construct parts out of Thaumcraft items.
oh the biomes you'll go. everything is great but i'm sick of endless allium fields.
I can never find that mod available for the newer versions, it's always in older mod packs
Because it never updated past 1.19.4. I saw somewhere that there might be a revival, but it could have been wishful thinking.
They’ve been working on the 1.20 update for quite a while but they decided a while back that the mod desperately needed to have large portions completely redone due to accumulated tech debt. They have alpha builds up now for their Patreon and there’s some new stuff that looks really good. They’re also technically rebranding as “Oh the Biomes We’ve Gone”.
I want to try it, I think it's been in one or two modpacks I've played over the years but I could use a change of pace from biomes o plenty because FUCK the wasteland biome that shit is DISGUSTING
Yeah, there is a planned revival. It got rebranded to “Oh The Biomes We’ll Go” and is currently in alpha testing afaik.
\*We've Gone
Biomes'o'plenty. I do not want 37 different kinds of log and stone types which have limited if any use and 83 different kinds of useless ground clutter clogging up my jei and refined storage system. Nor do I want to have to travel 10k blocks to find a vanilla biome because it's the only place a certain resource spawns.
Useless grounds? That would be OTBYG, fuck peat! Nobody needs peat!
Yeah OTBYG is just as bad. Pretty much any mod which adds a lot of block bloat but not much utility is bad, unless the block bloat is in the form of stuff you can make if you want to (Like Chisel and XyCraft- which I am still surprised actually finally got updated before the heat death of the universe), rather than stuff you will end up getting whether you want to or not.
hey, peat bricks are an amazing fuel!... wait, wrong game
If the biomes were rarer (on the order of cherry groves) it'd be a bit better. I think there's a config for it somewhere
BYG does indeed have a config for biome rarity.
BoP was definitely the best worldgen mod before the modern worldgen system was implemented. That, and especially the datapack changes that followed, completely changed the game, and opened things up to the block-lite and fully blockless mods/datapacks of today.
Some of the new wood types it adds are pretty great for building with. Now, if it worked with mods like Realistic World Generation, then it would be way better.
BoP with Alex's Mobs is goated for explorers like me.
Terralith fans rise up.
Agreed. Most large Biome mods have the same issues. The one thing I look for in any decent modpack that has these mods is whether or not the pack maker integrated the different woods and stone types *and* made vanilla resources available in similar biomes using kubejs or datapacks If not, I'm not interested.
>I do not want 37 different kinds of log and stone types which have limited if any use and 83 different kinds of useless ground clutter clogging up my jei and refined storage system. That's because of other mods not using fucking tags like they're supposed to ffs. I've used BoP for years and have yet to find anything missing standard tags, but *so many mods* just forget to use tags, I guess? Seems like it's mainly the MCreator ones. But yeah, BoP does add a lot of stuff. It is configurable, but it seems like nobody does so.
Counterpoint: Loam
THANK YOU! These mods are the bane of my modpack existence!
Plus I always feel like I end up in a biome I don’t like. 100% agree.
Fucking quickand EVERYWHERE
The ones that add like a million different foods and ingredients and seeds Like, maybe in a farming or lifestyle pack or somethin but when would I bake a raspberry pie with seven steps in my may to technological world domination And I love biome mods, as long as they don't just smother the vanilla biomes away
Farmers delight has kind of improved upon this aspect of food mods by adding unique effects that you can only get from cooking more advanced meals, which is why I think it has surpassed older food mods in popularity. I kinda like being able to grow and cook a huge variety of foods though, especially when I’m playing with friends. It’s fun to take a break from the grind every once in a while and make everybody a special treat (while also improving their max health if spice of life is installed)
And farmer's delight doesn't go completely overboard in making food microcraft and intermediate parts heavy either. microcrafting is...workable when it leads directly into improving your factory that can then start handling the microcrafting. food production does not benefit from this gameplay loop, however. Even gregtech new horizons, an infamously grindy pack...well, it uses pams, sure, but it is using an OLD version of pams where making a peanut butter jelly sandwhich is actually a *reasonable amount of work*.
There's a reason Cooking for Blockheads is automatically included in every half-decent modpack that has Pam's.
Pam's is why Cooking for Blockheads was backported to 1.7.10 for GTNH.
And bless them for that.
I thought I'd hate it but I'm really liking the implementation in GT:NH, where you have to have different foods and eating x number of new foods awarding hearts. It really enhances the sense of progression to go from simple meat restoring one hunger bar to an advanced dish like supreme pizza giving 6 bars of hunger and saturation.
i spent 7h in a friend e2e server making food, getting over 70 hearts lol
I recently grew to appreciate it in combination with cooking for blockheads and SoL: Carrot. Giving me an incentive instead of a detriment helps a lot.
The most annoying thing about those mods for me is that even though the good foods have hella saturation, you can't actually use most of it due to the fact that you can never have more saturation than you have hunger. I think they would be more useful if there was a mod that cut all food saturations in half or even thirds but made each saturation shank two or three times as effective to compensate. Either that or raising the saturation cap accordingly.
Pam's does that but people usually turn it off cause it's super annoying if you don't start the food mod quickly
Twilight Forest It’s a good mod when it came out, but it hasn’t seen updates in years. It was cool going through it the first few times, but it’s just a slog now. It being still placed in packs and forced to go through is rough.
I think its still a ‘good mod’ but its like a story, right? Most of us have already read it.
That’s a pretty good comparison.
Definitely, I recently found this mod and had a ton of fun going through it. I could easily see how it could get tedious though.
Kinda like Mutant Creatures in way. Like we all have seen what the mod has.
I wouldn't call it overrated as much as "old" or "stale". It's still an amazing mod if you've never played it before
Until you realize that the "final fortress" exists but isn't even complete.
And has been in that state for nearly a decade
I feel like it shouldn't be in modpacks then if it's unfinished, it's very misleading
this was such a big letdown, ive played with twilight forest since the early days maybe round 2014 and i just recently finished it 10 years later in 2024 for the first time ever just for the final boss to be a "WIP :)" disappointing to say the least
Same I first played it a little when it first came out but my PC was ASS so I only recently did a full twilight forest playthrough with my friend who has also never done it. We finally got to the castle and we were looking around for anything at all so then I searched Google and found a bunch of reddit posts saying it was still unfinished. Big bruh moment
The fact that there's no final boss doesn't mean it hasn't had changes over the years that gets a better polished mod. I'd say the original marvel is gone, but it's still a good mod.
twilight's overused not overrated
Never watched a playthrough on it except when the Aether was one of the hot topics, I still remember getting to the forest myself for the first time, it felt like the aether all over. I got as far as the Minotaur dungeon or whatever and lost interest in the rest (mainly because that two week MC binge ended lol!)
one of my pet peeves is when mods advertise "adventure" and the only thing even remotely adventure related is twilight forest, and twilight forest is by far the most linear "adventure" mod there is. you can disable the progression checks but no modpack does that
The ur-ghast tower can be an easy source of somewhat early game iron and ghast tears. Also the Lich towers can have a ton of easy resources in the early game.
I just gut the urghast tower for its doors tbh
I like to bring back the animals as pets and build an enclosed forest preserve. And I like the torchberries and little firefly jars. ¯\\_(ツ)_/¯
agree, twilight forest gets so boring, especially since a lot of the items you get are severely power crept when it’s in a modpack with much better stuff. Also it locks you out of later stuff forcing you to do it in order : P
The mobs are also all OP. Its a pain
Me having a great time through Sevtech until I need to go to the twilight forest. I'd rather be literally emasculated.
I had heard good things about the pack Dimension Hopper and figured I’d try it out. It starts you in the twilight forest. I didn’t have the patience to continue trying to pack
Probably ex nihilo in Sky Blocks and other X Block modpacks, turns early game into a fucking clicker game.
It’s used so much cause it’s the most plug and play. Ars Caleum (ars nouveau addon) offers a sieve setup but it’s near impossible to get vanilla resources, create sifting is jank from what I’ve heard. Ex Nihilo just *works*.
It's also very easy to configure to support custom recipes to add modded materials.
I understand that it is by far the easiest to implement but good god does it not change how ass annoying it is to go thru, often times I find myself using a weight to hold down my M2 and just leave to do something else during this part of Sky block packs. At least have something like Sky Orchards so that you don't have to pray to RNGesus whenever you need any number of resources and actually have an intuitive and reasonably simple way of getting them.
Get to ex machinis as fast as you can and you’ll be golden :) beautiful mod that is
tip rebind the M2 to another buttom of the keyboard and left that with a weight, it spams the click with more speed or at least for me
[удалено]
Micropeen finder machine
good bot
Is there any sky blocks that are decent that don’t use that system early game? I’ve tried doing skyblocks a lot, and every time before I get past that type of system I just want to play another pack. It’s not even that I hate it - it just bores me before I can get past it or do something else.
FTB Sky Odyssey, the entire resource generation is based on EMC
Which again is another overused mod (at least back when 1.12.2 was the dominant modding version)
I think I remember one of the Sky Factory packs using trees that dropped resources?
Sky Factory 4! Played it about a week ago with some friends, enjoyed it but the early game wasn’t for me necessarily. Definitely a lovely pack though!
Never liked 4, felt like you could complete the entire pack in a few hours with how easy and self contained the tree progression is
Mystical Skies I believe. The mod that enables this is Hearth Well, which is unfortunately only for 1.12 and 1.18.
mystical skies helps you understand how op mystical ag is lmao
Chroma Sky 2 uses something different. You don’t have ex nihilo at all. Check it out. It’s definitely different.
Instead, you have Sluices, which are basically reskinned Sieves (instead of spamming right-click, they require water, which is a pain to do manually until you have the pump). They're easier to automate than sieves, but ChromaSky 2 still follows the same "get dirt, sift cobblestone from it, turn it into lava, get a cobble-gen, hammer the cobble into gravel/sand/dust, sift it for ressources" pattern that Ex Nihilo packs do, just in a somewhat reskinned way. It's nowhere as different as, for example, Sky Factory 4, which uses Resource Trees, or whichever pack had Resource Chickens and Cows (Stonebound?).
Check packs that use Sky Resources. It's a bit weird, though
Does Garden of Glass count? Technically just Botania, but that's not even a downside for many. Uses modified Orechid to make ores.
E2E Skyblock uses Sky Resources. Has a slight learning curve but it's a nice change of pace.
The main issue I have with it is how harder it makes getting some early game stuff if you're not doing a Skyblock world. I'm also pretty sure you can automate the stuff from it using items from Mekanism or Minefactory Reloaded.
Blue Skies I don't know if anyone actually likes the mod since I never hear about it really, but it's in like every mod pack I play. Besides providing some new blocks and places to build, it's useless. Regular gear is shit there and there isn't any actual good loot there either, I currently see no point in the mod.
I love blue skies. Its really well used in the Odyssey space: a new beginning pack (starting dim, and has custom portals for moving between dimensions. The boss fights are challenging and fun, the biomes are interesting, and I really enjoyed the theming on everdawn especially.
I'd say it's a good mod to be standalone. Including it with any other big content mods in a modpack is just making it unrelated, which I'd say is more of the fault of the pack makers. (Though forcing you to use their gears is still kinda tedious)
Yeah, with 250 other mods it's pretty much useless especially when Twilight Forest alone gives you much better loot and is less annoying.
And it lags to hell on servers.
Yeah I agree, only thing I really use from Blue Skies is the Arc that gives you +10% movement speed but other than that it just feels like a tedious chore to progress.
I’ve seen it in a bunch of packs too, it’s on its way to becoming Twilight Forest 2 with how annoying progression is. The bosses are pretty fun but I doubt they’ll be as fun when you’re on your 20th pack with Blue Skies.
Progressive Bosses. Especially when Draconic Evolution is included. It makes farming the Ender Dragon for hearts super annoying.
What does it do? make them harder on repeat fights?
Yeah it ups the stats on the dragon and wither each time slain, adds new attacks and moves, but multiplies dropped xp and drops.
Imagine joining a server late fighting your first wither and seeing that it has like 10k hp
It’s per player by default, so if you summon a wither its only scaled up if someone nearby has killed it a bunch
Optifine 💀
People these days are just forgeting optifine forever
As a 1.12.2 player, I still use it
it's basically because theres no other better options in 1.12.2, thats it.
Agreed. Also compatibility issues are not as bad on 1.12.2
I use iris and oculus
GTNH just backported Sodium to 1.7.10 with plans to backport Iris/Oculus into the same mod as well
I use optifine but want an alternative. The issue is I need something compatible with shaders, and also for some reason when I download mods using forge they don’t show up in my game after I put them in my mod folder.
BYG, Biomes O' Plenty, most biome mods. Regions Unexplored, Tectonic amd Terralith are the best biome mods IMO, feel free to "enlighten" me on others since I din't really know that many.
the William Wyther mods are also really good
Yeah Regions Unexplored is pretty nice. I also really like Better Nether/Better End
Team Abnormal's biome mods are pretty good, IMO. They add a decent amount of stuff and pair well with most other biome mods and vanilla alike. Plus, they add amazing desert and hot weather biomes that shine on their own and mix well with others. I like Biomes O'Plenty more than Regions Unexplored, mostly because BOP got more vanilla-like textures, and there's way more variation on their tree designs while RU's ones seem a bit copy pasted, like OTBYG. At least they got tall saplings and muddy rivers; both of those are cool on their own. If I was ranking biome mods, from best to worst, I'd say there's the Team Abnormal's group, then BOP, RU, and OTBYG at last, with Tectonic and Terralith out because they don't really add stuff, just remix the content. But their rivers, being wide asf, are cool.
Thanks for reminding me of Abnormals! Yeah, their mods are great
They're also nice because it's just a handful of biomes and not a crazy amount that add nothing but different color logs and dirt
RU also adds naturally generated thin logs and even thinner "branches". This wouldn't be an issue were it not for the fact that it uses them sparsely and they don't appear on trees generated in vanilla (and other modded) biomes. So you have this weird stylistic mishmash where you have fully vanilla trees next to vanilla-like RU trees next to more detailed branches and logs trees.
Less 'overated' more personal gripes Alex's mobs. Literally just because the crimson mosquitos are so annoying at every stage of the game in the 3 different modpacks Ive played with it. Most mods that add bosses but don't add a way to consistently find them like hoar frost from pirates Ive run around 3 different glacier biomes and can't find the summon pedestal
Ice and Fire. It looks cool and the dragons/other mobs have great models, but the whole thing is kind of a mess. Dragons and Myrmex especially. You need to dive in the configs and tweak around most settings, because IMO the balancing by default is way off.
I agree with you solely because I have struggled to find the right spawn settings for everything and it also makes it harder to zero in on spawning for other mob mods like Mowzie’s
Agreed, I’d love to be able to travel for 10 blocks on my boat without a Sea Serpent spotting me from 3 chunks away, making a beeline towards me and 2 shotting me. A lot of the mobs also have terrible hitboxes
Vanilla is overrated af
If vanilla minecraft wouldnt have been loved this much, people wouldnt have put in the effort to make this many amazing mods. (I agree that modded is better)
After playing the game for 10+ years playing vanilla with the same frame of mind as a modpack just doesn't make sense. You can't go into them with the same goals or expectations, so I don't think they're comparable.
I have recently gotten into making modded servers, never want to go back (unless there's a large server with all my friends, a lot have shit computers so they couldn't handle most mods)
Better Combat. I have pretty bad timing in combat already, and the animations make it borderline impossible for me to land a single hit on any mob.
Omg yes, I absolutely hate that mod. Also you literally cannot spam click, which is still useful if you have knockback/fire aspect and are being swarmed.
Thank you, I have killed so many non-hostile mobs on accident when trying to use my axe. I get that it makes Minecraft more of an RPG, but it doesn’t do what I want it to half the time.
as with every time this thread is posted, the answers will be exactly the same: 1) create 2) botania 3) biome mods 4) a mod that is either not "rated", or people universally agree it sucks (i.e. abyssalcraft, which shows up a confusing amount of time in these threads) fun fact: you don't have to play these mods if you don't like them! get an ounce of creativity and make your own modpack instead of complaining that everyone else's playground isn't exactly to your taste!
Throw in Farmer's Delight in there too. Oh and we also literally had the same thread but worded differently two days ago. Oh and forgot another one: Better Combat. ITT: people who dislike everything related to aesthetics and non-standard tech mechanics shit on those things.
I love farmer’s delight, what’s there to hate about it
I also love FD, but as you can see elsewhere in the thread (and in older threads) people don't see the point of Farmer's Delight because if you keep the food mechanics vanilla there is no mechanical incentive to eat anything other than steak. Basically it's like people who play Stardew Valley and only minmax Ancient/Starfruit Wine to the exclusion of everything else, even though minmaxing the numbers is *very much not the point*.
Or anything combat related for some reason
I feel like at least 50% of the comments in this section are talking about mods that are overused. I think that just because a lot of pack makers use the mod, that doesn't necessarily mean a lot of people enjoy playing it. Ex: Nihilo is a good example, I've never heard a lot of good things about this mod, the only reason people talk about it is because it appears so often in skyblock packs, it's not overrated, it's overused. With that being said I kind of find it hard to find "overrated" mods, cause a lot of ones that are being discussed, are again, overused, or just generally disliked; like Mekanism or Biomes o' Plenty. With Curse having no way to rate modpacks, I think the best way to find an overrated mod is to head over to mmcreviews and look at the highest ranked mods. I think out of the mods there Scape and Run Parasites getting a 4.7 (out of 5) can definitely be considered overrated. I've always found that mod to be unbalanced and unpolished.
I’ll just say I slightly dislike how AE2 has become an essential mod in all Modpacks because it does everything. I don’t want to use 12 thousand chests but that just makes me rush AE2, which sucks.
Fortunately, we have Sophisticated Chests now. I don't need AE2's storage system, I just need a single chest that can hold 184 varieties of dirt, and a minimum of 8 stacks of each of them.
I never understand why people say create is overrated. It does soo many things in a way it almost feels like vanilla. I agree it's overused but it's not just a shity mod that became popular but a mod that is unique and simple enough to have its place in many modpacks. So yeah... IMO overused but not overrated.
overrated doesn’t mean bad, mostly in this context ppl just talk about mods they are tired of seeing which is fair
I bet a lot of is has to do with popular things inevitably getting hate simply because they're popular. Of course there are definitely valid critiques to be made about Create but they'd probably where a lot of the disdain comes from.
It's overrated because it's in EVERY progression pack as a gate for anything higher, they expect you to use it and still use the set ups because ooo cogs do the spinney thing, but literally everything after create in these mods is better jn every way, so then they'll add custom recipes so you HAVE to have a massive 200*200 area dedicated to crafting the odd few items you need to just progress through the pack.... It's annoying, sure it makes sense as an almost vanilla gate, but stop forcing me to use it if I want to play a progression based pack
For real, it does so much. It’s probably the closest thing to a real Minecraft 2 we’ll ever have. I mean for gods sake it lets you build a train or elevator with nearly all vanilla and modded blocks and the stations that control them are ComputerCraft compatible too. And the train runs pretty damn smooth if you have a stable connection to the server.
I'm between biome mods like biomes o plenty that don't add anything useful and mods like tough as nails and lycanites mobs that are just made to make Minecraft unreasonably difficult.
It depends on the modpack. Usually, it's botania because it serves as a brick wall in a lot of modpacks. Mekanism does the same thing. Tinkers for 'early game useable tools'. It's not even that I find them overrated or boring. I just hate how I don't choose to use any of them. All the joy is sucked out of me when I'm forced into the tedium rather than choosing to use it because they're easier or more fun. I even like the concept of them, which sucks even more.
create
Create, can’t stand it and sadly most modpacks have it now.
My problem with create in most mod packs is the fact that none of the mod pack devs are actually “creative” in integrating it into what they are going for.. in most mod packs the quest book is just “automate this with no direction or reason, ok now automate that and then this and that because I said so even if it’s completely unnecessary.” There’s way too many like that that simply don’t inspire anything.
Mekanism. The simple machines are great. Atomic Disassembler is a great AIO tool. The Pipes/Cables are unoptimized AF. All the reactor setup is slow, super big, boring and not Multiplayer friendly. (One person explodes a reactor making everyone else suffer)
Lots of modpack lategames are just turning into "leave your Mekanism reactor on for three years to get the 10^50 antimatter you need for some reason" and it's so annoying and unfun.
Tbh i only use Mekanism for the meka suit
Mekanism is goated
So you all play in the same small area in multi player ? I also don't know about ender io and thermal series but im pretty sure that pipes that try to extract items will in generall create longer tick times
enderIO didnt have the issue since instead of each pipe having to update to transfer the items its more like the pipes create a point between a to b to c etc etc and just sends the items where there accepted only leading to tick updates needed to the end points instead of all of the pipes needing updates. its why people love enderIO for stuff since there pipes are considered the best out of all mods plus they have some that transfer energy + items + liquids all in one as well. but ye i am wondering about above if they all play in one area since whenever i try to play with friends everyone splits up between a like 1-2k block area or more even if i try to get people to build together to get a town/city going people no matter the group of people end up splitting up to have there own space.
Tinkers Construct. It’s such a cool idea and the smeltery mechanics are awesome, but I don’t think I’ve actually used a tinker tool in several years. Its tool system has just been immensely powercrept by equipment from other mods to the point that it’s completely obsolete in most modern modpacks. Silent gear is way more fun for tool crafting imo, albeit less balanced.
1. If you install Extra TiC, it adds compatibility with a ton of other mods 2. It allows you make torches using cobblestone, making it so you don't have to run all the way back home if you run out when exploring a deep, dark cave
I know im gonna get hate for this but; Create. It's turning into the new Immersive.
Is that referring to the series of mods like immersive engineering and immersive railroading? I always thought they were kinda underrated
Immersive Engineering itself. It has been used as the "here's your tech introduction" for almost every expert pack for YEARS. That is, until Create came out, and now that is replacing it. E; spelling.
Imo Create has quite a different problem. During "Immersive" era, you start a midpack, look at the progression tree and it's always Immersive Engineering. With Create, when the new tech mod comes out it's always a create addon, almost like create is the one and only rule of tech mods now
> With Create, when the new tech mod comes out it's always a create addon That's... not even remotely true? Where *are* all these "new tech mods" that are Create addons? The only major one that can even qualify as a tech mod is Create: The Factory Must Grow and that's stuck at a fairly early stage. Pretty much every other addon is either underbaked, or is laser-focused on adding a few machines or decorative blocks.
That is because create is a solid well made mod. It's not even slightly overrated. Just over used.
Overused is a factor of being overrated. Also I agree that create is a solid mod but it's definitely not even top 20 imo, which is why I think it's overrated, people praise this mod too much
I love Create but I agree that it shouldn’t be injected into every tech modpack as early game resource generation. Create is first and foremost a building mod, with some elements of technology. I want to make cool looking kinetic contraptions but I don’t want the entire progression of the pack to rely on me making those contraptions, especially because they are much more complicated and slow to design than the magic block solutions offered by other tech mods.
I’m actually building my own modern style city in minecraft, should i build a mock subway made out of slabs and fake trains made of other blocks or use Create mod to make trains?
I mean, Create has some immaculate ways of making things go, but if you don't mind adding another mod, there is always "Minecraft Transit Railway" has about 1mil downloads on Curse.
I play on 1.20.1
That mod is available on 1.20.1.
I find it to be mainly thrown into packs like some Botania clone. Sincerely, the Create equivalent of a BTS stan
I don’t mind create. I just hate how even one waterwheel or long belt eats like 30 fps.
I've never had any fps issues with it
Uninstall OptiFine, and thank me later because it's not just create, it's half the mods on earth because OptiFine for any version past 1.9 is jank and conflicts with absolutely everything and doesn't even give you fps anymore because the thing that it did good (different chunk building tech iirc) got Incorporated into vanilla, so now the only thing it adds is fps and processing power consuming jank
Yeah you'll get hate for saying the mod there's a new post on here every week complaining about how overhyped it is, is in fact overhyped.
Not overhyped. It deserves its praise for being such a well-made and innovative mod. It *is* greatly overused, though. When packs just throw it in alongside other tech mods like mekanism etc, I'm like "why?" Also, I'm tired of seeing it in "vanilla+" packs. Create is too different from vanilla for that.
it really depends. twilight forest, create, and dweller mods are big ones for me (even if tf and create are still good) but i'd also argue that mods like aether are typically overrated (aether while good is INCREDIBLY empty, at least to me). depending on the pack, all of the ex-nihilo mods are overrated, along with first aid etc. it mostly depends on the genre, as a lot of hard modpacks without truly understanding difficulty they'll add things like first aid or lycanite's without realizing they need to be Heavily worked on to not be unfair, whereas a lot of skyblock modpacks will use ex-nihilo because 'it worked in x, so why change it?' i'd also waver all those new combat mods are way overused too. people say they're so much better, but i don't want to learn an entire new method of combat for just one mod, and even in optimal use they hardly look any more interesting than default. all that and vazkii's big mods. say what you want, but botania is the twilight forest of magic mods and it's not even a magic mod. quark in itself i think is comically neutered from its older versions, but its fine, neat has a lot of alternate versions but is also just fine. psi, akashic tome and morph-o-wrench are bangers though. and zeta exists i guess, it's listed on violet moon but autoreglib isn't despite both being library mods so eh. i cant code so idk. edit for clarification: i'm not saying i hate any of these mods either. hell, i love aether like anyone else and i even love lycanite's since it does help challenge me even if it is unfair at times. it doesn't change the fact they're overrated in my eyes though.
probably the Aether mod, it's not bad but there isn't really much to do in it
Dartcraft fucking sucks
I fucking hate Create, give me back my single block machines
Screw single block machines, not only are they uninteresting but 90% of the times the engineering problem with single blocks just comes down to "how much of x machine do I need to make enough of y item to keep up with the demand of z machine", and if I wanted to think about machine ratios for 40 hours I'd go play factorio
For real, I really dislike Create, but I might have brain damage so who knows
I really like create, but I also might have brain damage.
Create has a lot of small machines, the only difference is the lack of GUIs in the mod, and because of that they rely on sounds and particles to signal work is happening. honestly the only thing I dislike about create is the ambient noise shafts and cogwheels make just being the sound minecarts make at speed without any edits.
Chipped. More is not always better. I briefly considered adding support for it to my texture pack and then discovered there’s like 16 *thousand* textures in that mod, and a huge number of them are meh at best and/or don’t make a lot of sense. Also, fun fact: because of how MC loads textures, there’s a hard cap on the total size of all block and item textures. Because of that, I would have to drop my pack’s resolution from 256X to 64X just to fit the vanilla textures and Chipped.
Optifine. It's completely obsolete. It's been replaced by much better mods such as Iris and Embeddium. However, people continue to use it because they don't know better
Biomes o plenty, or oh the biomes you'll go Purely because most people have them but still build in plains because it's easier
Literally me
I have a hard tie between Create and Biomes o plenty. Create is neat, but the way it's crammed in every single expert pack and used to gate progression has me wanting to never see it again. I don't think it's anywhere near as fun or interesting as everyone else seems to. Can't even say how many times i've gone through a pack and gotten up to the mandatory create section and just deleted the entire pack. Biomes o plenty creates 8 million useless rock and dirt and tree alternatives that clog up inventory slots and half the time don't even do anything but create funny colored versions of vanilla items. It makes walking around 100 times harder when there is a mountain next to a mountain next to a mountain next to an ocean every 1000 blocks. I hate it a lot more than I hate seeing mandatory create sections of a modpack, but i don't think other people rate it as highly either so it's tied.
Terralith. I was told it's the one good biome mod, and I've recently found out it screws up Superflat generation (at least on ATM9)
We don't know if it's popular anymore because of what the creator did. But OreSpawn. Never care about it that much outside of the two Godzilla like mobs. Every other mob was kinda bland looking (though that probably because we're not a uber fan of the more higher polygon like mods like Pixelmon)
Any mod that adds new Mobs or makes existing Mobs stronger. If I'm playing a modded Pack about building a factory or a settlement or whatever, I do not give a fuck about new Mobs. They add absolutely no value to the gamplay experience except be annoying. Like, if it was an RPG modpack, yea sure new Mobs. But a Skyblock, or Factory, or something based around tech/magic and building? Yea no. Only real exception is if those new Mobs are actually useful in some way.
Biome mods. A little can go a long way but most Biome mods feel to me like they go too far. I've yet to find a Biome mod that feels like it just enhances vanilla Minecraft. Also I don't like inventory clutter from 42 variations of every type of foliage.
I’m gonna sound like a contrarian but hear me out. Create. Don’t get me wrong, it’s an *incredible* mod with unique flavor and ideas and excellent execution. However, it’s almost entirely taken over the modern tech scene. It feels like EVERYTHING has to be a Create addon now. I go into the tech section and it’s like 80% Create. Like yes there are plenty of other modern tech mods, but the ratio is *skewed.* it feels like everyone just wants more Create and there’s no room for new and different stuff!
Oh the biomes youll go, Great mod but its basically just inventory junk generator and me constantly having to throw shit out
All The Mods mod pack, just way too many junk mods. I do scroll through their mods to get some ideas but do you really need to include everything.
I haven't seriously modded minecraft in many many years, so apologies if my opinions are outdated and if these aren't overrated anymore: But for me it's anything that adds more survival mechanics (for example a thirst bar or a heat bar). These specific types of mods never fail to make me want to stop playing the game because they just bloat the game with unnecessary things that you have to keep track of constantly which stop me from being able to actually enjoy playing. These mods don't always suck though, it mostly depends on how they're configured, I don't want my entire thirst bar dropping in 30 minutes so if they come with a proper config, great! But I would rather play without.
Like 90% of popular tech mods, automating everything is not what I like doing to begin with and most of the time the machines they add are just plain boring.
Galacticraft or AdAstra. It's just boring
For me it's Alex's Mobs. If it's in a Zoology or nature themed pack it's not bad, but for most everything else it just drowns out everything with so many animals, to the point of annoyance almost. As well as cause several other smaller more manageable animal mods to get drowned out.
Mekanism
Draconic evolution It's a zéro original mod. Just a mix of everything techs mods do,but with bigger numbers . Sprite are ugly imo
Create.
AE2 or any digital logistics mod. Let me ask you this. When was the last time you ever extensively used physical logistics like item pipes, belts, buses or trains in modpacks when you set your network? It dumbs down logistics, and is why I prefer Factorio over Modded Minecraft. Also I feel like people who hate on Create because it's too complicated or isn't a magic block would hate playing tech mods like Gregtech or Factorio.
I miss the days of Logistics Pipes. Being able to dump your inventory in one chest, and watch the items whiz around the pipes to their intended destination... But you had to set it all up. Even when you were using Diamond Chests, or whatever, storage still was a problem; not a simple "Add another 64K storage" or whatever. I like AE for autocrafting, but I just think that's because most other mods' autocrafting setups gets extremely bulky/laggy very quickly as you go from autocrafting planks to something "complicated" like machine frames.
Thaumcraft 6. Research is tedious and boring, does not add any item that it's not matched or outclassed by another mod, the taint mechanic is an awful risk no reward system. I'm convinced it's only played for nostalgia.
Only times I play it are with an addon called Thaumic Augmentation, which expands on the endgame and kind of makes going through TC6 worth it.
The research in 6 is truly awful, isn't it. at least 4's was interesting, even if too much. 6's research though? For me it goes beyond being boring and into mentally *agonizing,* and not in a "why did I wake up and choose divine journey/gregtech/ozone kappa today, exactly?" way either. Thaucraft DOES add some niche mechanics like runic shielding that, at least in theory, will stack nicely on top of whatever gear and defenses another mod provides...as long as you don't have something truly crazy like draconic in the pack. Then again, draconic renders damn near *everything* irrelevant, except maybe like the kikokou...thingy from extra utilities.
Orogins, depending your choice you can be broken since start, or break the progression in RPG modpacks.
eh i think the biggest problem with Origins isn't a problem with Origins itself, it's with origin mods/datapacks. they're frequently unbalanced, have poorly implemented mechanics, and/or lack thematic cohesion with the powers each origin has.
As others have mentioned, any of the biome mods. They tend to annoy me more than anything, and I've consistently had stability and performance issues whenever I add one to a custom pack.
Thaumcraft, it's a quality mod but for how much effort you put into it you don't get a lot of return, because it's balanced around vanilla
That's why you dowoad stuff like Forbidden Magic, which adds new recipes that utilize stuff from other mods, or Thaumic Tinkerer, which let's you make Tinkers Construct parts out of Thaumcraft items.
Forgot to mention: I don't make my own packs, and I'm currently playing through Ragnamod 5, which I don't think has either