Modpack

Oz and co

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Oz and co

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A server Modpack for... my server.

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Minecraft

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Type
Modpack
Pack Size
Small / Light 73 mods
Latest Version
Oz and co-1.1.3(r).zip
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Description

A Modpack that has a fairly simple premise, give you guns, powered machines, and more.

The guns: Giving you more bang for your buck.

The guns give your strong midgame weapons and very powerful late game weapons.

The midgame is costly on the iron for early game, but when you get to the mid game you will, or should, have enough iron and gunpowder to make and maintain them. The end game, expensive to obtain requiring many stacks of diamonds to get the best ones, and much more iron and gunpowder to obtain the right ammo you want, this obscene price tag is outweighed with equally obscene power.

The industrial machines: Giving you powerful powered blocks for your very own industrial empire.

Mekanism, very good, solar panels, infusers, furnaces and more, get it all powered and set up, you can automate yourself a powerful and economical smelting, manufacturing, and refining facility. Though be warned, it gets very expensive very quickly unless you get lucky with ore veins and Redstone, diamonds and even obsidian are required for the end game stuff. But don't worry, the cheaper early game stuff can and will help you with your industrial march to far more fanciful and exotic machinery.

The plants: "Wait you can grow that?!"

Two plant based mods, not vegan friendly, where you can grow almost anything you want to grow some stone, we got you fam, or how about some cow, yeah sure, or what about emeralds and diamonds, go for it champ. If you want it, grow it, I think that sums up Mystical agriculture up nicely.

plant mod 2: mana boogaloo. This one is a little more complicated requiring many, many things before you can even start up, and reading, a lot of reading, but once you get it set up and fuel it, because of course it would you can craft reliable items and pleasing building materials to use to boot.

Tinkers construct: I AM the forge!

What can be said that hasn't already been said about tinkers, you can get a dreadful wooden pick and keep it up until the latest stages with upgrades and modifiers. The smelter gives your ores a 2x yield, so sod your furnaces after you get your smelter up and running, and when you get a decent gold intake you can make gold casts that are permanent. compatible with most if not all mods that add in a new ore type.

Bridges: Am gonna bridge it.

Macaw's bridges, more utilitarian than anything else, but if you are a lazy sod like I am but want a pleasing laziness, make yourself bridges and go cross the gaps that plague you and your endeavours across the randomly generated murder attempts.

Utility and other mods: so where am I going again?

Journey map, minimap and waypoints, what more is there to be said about it?

Hwyla, for when you REALLY need to know that 6,432,168,421st piece of stone, is stone and what the other things are too.

J.E.I., it stops you from wanting to launch a nuke at your game trying to find things out.

Neat. health-bars, it gives you health-bars over things.

INMIS and Storage drawers. more space to stuck your unwanted things for that maybe baby project you have going but will never finish.

Wildfire's gender mod. Only in there because it is cursed by nature, and the mad lad made it public. Godspeed ya crazy bastard, Godspeed!

Biomes o' plenty. more places to go, and redwood, one sapling will be grown before you finish the first word.

That is all the mods of note until I probably add more and have to update the description again.

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