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NTB Delta Emerald
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(1.12.2) Things?±
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.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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$$$ワタカモエ$$$'s

NOT THE BEAST - DELTA EMERALD [1.7.10]
A relatively lightweight modpack based heavily on the Direwolf 1.7.10 pack, to favor some subjectively higher quality mods and to give the user a good first experience without being overwhelmed. Intended to be a tiny bit less scatterbrained.
the added mods:
- Thaumcraft - Automagy: has been added, as it has excellent synergy with ComputerCraft and OpenPeripherals- I also can't resist the Buildcraft pump replacement and the anti-gravity waterproof redstone. A lot of good utility in general.
- Thaumcraft - Forbidden Magic: has been added, an extremely light but quality mod, adding a lot of good cross-mod with blood magic and Botania- neither of which are included by default, and may be added by the user as personal preference permits.
- Tinker's Construct - ExtraTiC: has been added, for both novelty/aesthetics and to lament the ineffectivity of voidmetal TCon tools =^)
- Veinminer: for efficiency. I understand that Veinminer somewhat undercuts the point of TCon tools, but it allows for a fairly painless game where one can focus on building rather than hunter-gathering. Remove as desired.
- Optifine*: intended to improve performance. And it lets the small render distance crew see the sky i.e. me
*Optifine is not included in the pack physically and must be added by you, the user. The bureaucracy strikes again.
the removed mods:
- Bibliocraft: Removed because it can be somewhat superfluous despite its synergy with Forestry, and this pack is designed to be relatively small and easy to run on lower-end laptops and other weaker devices.
- Buildcraft & Industrialcraft: great historic mods and lovely overall, but functionally overlapped wholly. Thermal Expansion devoured buildcraft like a good black plague, even though I can never say I won't miss the original highly obtrusive quarry framework.
- Biomes O' Plenty & Naturia: I find my inventory and AE2 system filling up with items from these mods often with no foreseeable use, and I find it frustrating. Coral reefs and bamboo forests are admittedly stunning, but not ultimately justifiable.
- Blood Magic: I'm sure many of you disagree with this, and I support you completely for adding it back in. Blood Magic has a somewhat arduous startup for the return of essentially just getting to move nodes, and a few other processes easily replicated by multiple other mods in the pack. I may ultimately be a hypocrite and re-add this, as the lack of node moving mechanics in Thaumcraft 4 can be supremely frustrating.
- Botania: has an extremely large amount of unique and exciting features, but I do not agree with the aesthetics. That, and the ground flowers are rather invasive and cluttering early-game. Petty, I know. add as desired.
- Ender Zoo: How someone can make Ender IO and then turn around and make Ender Zoo is a mystery to me. Ender Zoo has always been the bane of my existence and I am wholeheartedly unapologetic. I will slap you if you re-add this. Be Wary
- Factorization: As far as I am aware, all functions are completely overlapped by other mods present.
- EnderTech: functions overlapped or trifling
- FlatSigns: trifling
- Hats: fun and good, but ultimately trifling
- Gendustry: detracts from the original feel and gameplay of bees. Genetic functions overlapped by Binnie's Mods
- JABBA & Iron Chests: please use AE2. please.
- Modular Powersuits: I promise, I love how cheap these are- but the satisfaction from a fully enchanted voidmetal robe is so much greater.
- Morpheus: trifling
- Nuclear Control 2, Obsidiplates, Redstone Arsenal, RFTools, Steve's Carts 2, Translocators, Compact Solars, Dense Ores: arguably trifling and frequently overlapped
- PneumaticCraft: a prejudiced removal ultimately fueled by ignorance. From what I have seen and heard, mostly overlapped. And the colored seed plants frustrate me like none other.
- Project Red: Automagy adds a lot of redstone support found here. Also, the lighting module doesn't actually add colored light(s), it adds lights with colored block textures. One of the greater letdowns experienced
- Railcraft: ultimately, a series of functions that I never see receive any use. The steam boilers/oven multiblocks are wonderful and fun, but not net justifiable.
- Twilight Forest: an extremely great mod! Please add this in if you have the processing power, it is an experience.
Please send your feedback and thoughts in the comments! I welcome challenges, suggestions, corrections, and discussion by way of my heavily biased judgments-
Especially by those with technical knowledge about how performance altering some of the removed mods are, and by all means please submit any optimal java argument suggestions.
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