Modpack
Alternate Things Inside
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An Interesting alternate mix of mods not usually seen together that seems to work together fairly well.
Themed around heavy machinery, factories, and automation reminiscent of the Industrial Revolution.
Themed around magical elements, mythical creatures, and enchanted worlds, often inspired by fantasy literature and folklore.
Focuses on contemporary settings, including cities, urban infrastructure, and modern lifestyle.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Includes a little of everything without sticking to any one particular type of gameplay or style.
Features tech with a primitive, prehistoric, or medieval theme, reminiscent of machines from pre 15th century eras.
Emphasizes combat mechanics and fighting gameplay.
Includes creation and management of cities and towns.
Enhances farming mechanics and introduces new crops and livestock.
Includes systems for trading and managing economies.
Introduces lifelike mechanics and detailed enhancements to create a more believable and engaging experience.
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This pack includes mods not usually seen across the spectrum of various other packs.
Of those mods, there are quite a few interesting ones, of which I will spell out in detail.
Ancient Warfare 2 has various ways to implement growing trees, farming seeds, and mining, but it is also possible to hire NPCs to perform the various jobs of Foresters, Farmers, Miners, and Priests, as well as Combat Jobs such as Cavalry, Infantry, Archers, and Commanders. Additional blocks include those that allow the player to create windmills, waterwheels, primitive flywheels, and then connect them via shafts to the various growing or mining creations.
Angel of Vengeance allows the player to cast magic to damage, heal, defend other players, and use the stars to cast both healing and damage magic.
Caravans sets up groups of NPCs that journey from town to town, ala a Caravan that the player can then trade with to buy or sell materials.
Deadly Monsters adds different mobs that are more dangerous or that act differently than the default Minecraft mobs.
Dooglamoo Cities adds the possibility of creating modern skyscrapers and cities that house them, along with other blocks that work to create tools, more blocks, and weapons that create a trade cycle.
The Ecology Mod creates smoke and fog that based off of how much pollution the player is creating through the use of forges and furnaces. This smoke/ fog eventually needs special equipment to work in or near that area of pollution.
Other mods include a Wizardry mod to allow the player to be a Wizard, or a mod that has Cars made of various types of materials. Then there's Spartan Shields that add more shields to the game than just the one from 1.10.2, and the Reptile mod that adds various forms of Reptiles.
All in all, the mods I have put together will in theory create a possibility for each player in their own way to create how they choose to play the modpack.
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