What mods do you run alongside GregTech 6? (1.7.10)

Wondering what sort of layout people play, do you run purely GT6, GT6 with addon’s (Qwertech, weapon works) or an assortment?

I’m currently running the following:

Mod List

Ars Magicka 2 1.4.0.009
AnimalsPlus 1.2
AnimationAPI 1.2.4
AntiqueAtlas 4.4.4
AppleCore 3.1.1
AquaTweaks 1.0
Automagy 0.28.2
AutoSapling 1.1
Backpack 2.0.1
BetterFoliage 2.0.16
BetterFps 1.0.1
Betterrain 0.15
Betterrain Core 0.15
Bibliocraft 1.11.7
Buildcraft 7.1.23
CodeChickenCore 1.0.7.47
CoFHCore 3.1.4-329
CraftHeraldry 1.1.3
CynosLootableBodies 1.3.7
DynamicSUrroundings 1.0.6.0
Enviromine 1.3.124 (Physics disabled)
Et Futurm 1.5.5
ExtendedPotions 1.2
fastcraft 1.25
Forbidden Magic 0.575
gregtech 6.09.00
HardcoreDarkness 1.7
Hide+Names 1.1.8
Industrialcraft-2 2.2.828 experimental
InventoryTweaks 1.59
ItemPhysic Full 1.2.4
Mantle 0.3.2b
Mekanism 9.1.1.1031
Metallurgy 4.0.9.148
MetallurgyCore 4.0.5.30
MutantCreatures 1.4.9
Natura 2.2.1a2
NodalMechanics 1.0-7
NoteEnoughIDs 1.4.3.4
NotEnoughItems 1.0.5.120
OpenComputers 1.7.1.1127
OpenModularTurrets 2.2.11-245
Optifine HD_D1
PlantMegaPack 4.33
PlayerAPI 1.4
primitivemobs 1.0c
ProjectRed 4.7.0pre12.95-Base
Qwertech 1.0.0-a.35
Railcraft 9.12.2.1
Revamp 1.3.1
Rotten Flesh HC
SMartMoving 15.6
SmartRender 2.1
Somnia 1.5.1.56
SoundFilters 0.8
SpiceOfLIfe 1.3.11
Talismans2 1.1.6
Thaumcraft 4.2.3.5
ThaumcraftGates 1.4.2
Thaumic+Fixer 1.2
ThaumicHorizons 1.1.9
ThermalDynamics 1.2.1-172
ThermalExpansion 4.1.5-248
ThermalFOundation 1.2.6-118
TooMuchTIme 2.4.0.B3
TravellarsGear 1.16.6
UsefulFood 1.5.0
Balkons Weaponmod 1.14.3
WitchingGadgets 1.1.10

Used to run with more but I’m offloading processing onto a server now and use less to try and decrease latency.

How about you guys?

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Now you got spoiled!

[spoiler=Test Spoiler]Now you got spoiled![/spoiler]

Lets see if that one works

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Honestly I’d love to play it with ChC, except ChC is laggy, crashy, (used to take a long time to load up but I submitted a fix for that), and doesn’t integrate quite well with anything but rotarycraft in terms of tech mods. ChC is such a fun concept though, just needs some better coding done… ^.^;

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Mm certainly works but still a long ass post. What would you recommend to shorten that?

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That details tag is available in the far right extras menu in the posting toolbar too for note (as Hide Details). :slight_smile:

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Thanks guys, much better.

What’s ChC? I used to play with RotaryCraft but the coal coke it added at the time overwrote Railcrafts and wasn’t compatible with its blast furnace, plus making HLSA Steel felt far too easy in my opinion and was kind of over powered with the recipes it could replace so I ended up removing it. Perhaps that has changed now though.

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ChromatiCraft, also a Reika Mod, btw way too laggy to play alongside GT6, like NEI being unavailable due to lagspikes kinda laggy.

RotaryCraft is slightly compatible with GT6, I did a lot of Stuff to make HSLA work with GT6 without letting GT6 be able to create HSLA so you have to make Reikas Blast Furnace sooner or later.

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Ah yeah Chromacraft, I wanted to try that but I read your warning and decided with the amount of mods I had installed it would be a bad idea.

I did like Rotarycraft especially axles, that visual transmission of power was lovely. Would you consider something like that for RU/t?

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yeah something like that is still planned, though I would use “Cables” that can only go straight and have an animated Texture to indicate rotation direction.

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So… you mean proper axles then? :smile:

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Interesting, the name ‘Cables’ conjures all sorts of possibilities. I take it rotation direction is going to be an important aspect then?

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Honestly, its only going not be important for transmission in on itself, Machines can always accept both directions, and small Motors/Turbines can have the direction of rotation toggled via some tool (probably monkey wrench was it) too already.

But yeah they are going to be “straight” Wire alike Axles that just 1:1 transmit power with a tiny loss because of the Axle Weight being rotated, or maybe only voiding the initial packet so as to get the Axle started and after that no longer consuming additional power for transfer like an Electric Wire would.

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Yeah couldn’t remember if I imagined that or not, I seemed to recall reading a tooltip about reverse direction but it didn’t seem to matter which way my centrifuge/sluice turned.
1:1 power transfer with loss for mass sounds balanced, also makes me think of flywheels too but that starts to make the system all sorts of complicated.

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Here’s my mods if someone’s interested :no_mouth:

The list bspkrsCore
CrystalWing
TreeCapitator (I know, but I want to break trees even without tools)
Applied Energistics 2
Better Placement (how did I live without this?!)
Better Records
Big Doors
Big Reactors
Biomes o Plenty
Chisel
ChiselTones (Ztones support for Chisel)
Clientfixer (russian font fixer, nevermind)
Climate Control
CodeChickenCore
CodeChickenLib
CoFHCore
CraftingPillars
Currency
DimensionalDoors (and it's awesome)
Forestry
GalacticraftCore
GalacticraftPlanets
GregsLighting (not THAT Greg)
Gregtech 6 (of course)
HideNames
IC2
Lamps N Lighting
Malisis Core
Malisis Doors
Micdoodle Core
Minefactory Reloaded
VoxelMap (using with clientperms to disable cavemap and radar on servers)
WorldeditCUI
Not Enough Items
Open Computers
Open Modular Turrets (no turret blacklists for 1.7.10 :frowning:)
OptiFine
Pam's HarvestCraft
Player API
QwerTech
Railcraft
Render Player API
RTG (great with ClimateControl & BoP)
SignPicture
SmartMoving
SmartRender
TechGuns
TweakedInventoryTweaks (default one sometimes crash my game, I don't know why)
Underground Biomes Construct
WAILA
WAILA Harvestability
WAWLA
Ztones
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Some mods there I haven’t tried or considered, going to give better placement a go.

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Here are mods I’m using.

Utilities that make essentially no changes to the gameplay
  • AromaBackup
  • Blur
  • FpsReducer
  • InventoryTweaks
  • NotEnoughItems
  • Notes
  • StacksOnStacks
  • VeinMiner
  • Waila
  • Waila Harvestability
  • FastCraft
  • JourneyMap
  • StepUp
Adding stuff that GT6 don't provide
  • EnderIO (mostly for its Powered Spawner)
  • IronBackpacks
  • MineFactoryReloaded (farming animals and trees)
  • OpenBlocks (for its mob fans)
  • Catwalks
  • Dimensional Anchor
  • Extra Utilities (for its magnum torches)
  • IC2
  • Biomes O’Plenty
  • MalisisDoors
  • RFTools
Advanced storage and machine automation
  • Applied Energistics 2
  • Extra Cells
  • Wireless Crafting Terminal
  • ae2stuff
Spoiling myself just a little bit...
  • SolarFlux (for powering my AE2 system which eats up RF so crazily)
  • StorageDrawers (YES I KNOW I SHOULDN’T USE THIS)
  • autopackager
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You know, we should make the top post into a wiki listing of mods, links, and a short description, in a uniform format. It would then be easy to make a script or simple program for people to run to be able to auto-download and such a whole chunk of them at once. :slight_smile:

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Or instead of that, we make an actual Wiki Post from scratch so we dont have to keep the clutter of this Thread :wink:

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Personally I look forward to the day when Gregtech incorporates everything under one mod. :wink:
I’ve managed to cut a couple out as your mod grew and developed better or more streamlined versions of things I had installed.

Still a wiki of compatible mods would be good and could help promote combinations of technologies/enhancements that compliment Gregtech.

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