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minecraft modpacks have just too much stuff

too many disparate systems to learn and things to do, and not enough motivation to actually do them

i would rather have one really well thought out way to do things, than seven half-baked ones

give me exactly one mod for each thing you want to introduce

maybe antimatter chemistry is more in line with what i'm lookin for

let's give it a try

@KitRedgrave back in the day we had this pretty well

IndustrialCraft was the magic boxes and fun electronic items

BuildCraft or one of the RedPower submodules was pipes and quarries

RedPower or ComputerCraft did your complex logic

Equivalent Exchange was your "fuck balance lmao"

And then the rest was just fun tweaks and stuff

@KitRedgrave eventually everyone standardized on buildcraft for integration so you had Forestry, RailCraft, EnderChests/Tanks which all integrated into the buildcraft system

Then Thermal Expansion showed up on the scene as an industrialcraft+buildcraft all in one that really took off because it had better UX and easier to understand mechanics, and was backwards compatible

But the other stuff still existed. And this is where the fragmentation started and when everyone started making "thermal expansion but I did it different"

And the modpacks just included *all* of them because they all had 90% the same features but 10% unique shit and they didn't want to leave any one of them out I guess

@KitRedgrave eventually everyone standardized on buildcraft for integration so you had Forestry, RailCraft, EnderChests/Tanks which all integrated into the buildcraft system

Then Thermal Expansion showed up on the scene as an industrialcraft+buildcraft all in one that really took off because it had better UX and easier to understand mechanics, and was backwards compatible

But the other stuff still existed. And this is where the fragmentation started and when everyone started making "thermal expansion but I did it different"

And the modpacks just included *all* of them because they all had 90% the same features but 10% unique shit and they didn't want to leave any one of them out I guess

@KitRedgrave interesting side note, we've now made antimatter that lasts long enough to do a small amount of chemistry on it and check if it works the same as matter chemistry

@IceWolf @KitRedgrave What is driving me crazy is I can't remember what they found.

@KitRedgrave i always appreciated how omnifactory has a built-in quest book: "do this, then do this, then do this"

@KitRedgrave it also has an ultimate end goal of building what's essentially an item duplicator, which lets you get infinite of any item as soon as you have one copy of it

(the recipe gives you two of them, so you can duplicate the duplicator starting off)

@KitRedgrave i've never played proper greg but afaik omni greg is significantly less greg

like, things don't explode if you overvolt them, cables just evaporate

@KitRedgrave and you get relative easy access to cables with zero resistance

@hierarchon way way too many fiddly bits to craft and keep stocked imo

and you have to do so much mining to get exactly the ores you need

@KitRedgrave yeah, the mining is a Thing. omni doesn't have a veinminer, but you get fairly easy access to 3x3 mining, and a way to scan for target ores

@KitRedgrave i miss tekkit when there was only really one mod that covered each area ic2 was for technical machines buildcraft was for moving things around and impacting the world forestry for automated farming and such railcraft for big automation

rather than 5 different mods taht all handle all of it in different ways and have no incentive to use any but the one thats cheapest

@KitRedgrave Even when you want to make a focused pack, often the best you can hope for is "one big mod and addons for it", or "A pile of tiny mods that only use standard interfaces"

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