The fifth of the ten mods every pack on 1.12 should install, no questions asked.
Making furni (the fancy-pants plural of 'furnace') and brewing faster saves your valuable time.
Crafting slabs and stairs back into their constituent blocks saves your destructive frustration.
Adding 2x2 recipes for stairs makes mineshaft stairway crafting stress-free.
Boats no longer throwing a fit when you row upstream makes waterways navigable in both directions.
The kind of mod where you won't notice it's there, but you WILL notice its absence.
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The fourth of the ten mods every pack on 1.12 should install, no questions asked.
Microcrafting chains are a problem you constantly run into over the course of playing modded. This mod makes them not feel terrible by adding a few simple improvements to all crafting table (and crafting-table-adjacent) GUIs.
Gone are the days of having to manually smooth out uneven numbers of ingredients in batch crafts, manually fixing a misremembered rotation in a crafting recipe, quickly crafting stacks upon stacks of intermediate products, or clearing the grid one-by-one when you need to make a new recipe and still have leftover extra ingredients in the grid.
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The third of the ten mods every pack on 1.12 should install, no questions asked.
The mechanics of the vanilla cursor in inventory GUIs leaves a lot to be desired. MouseTweaks adds several contextual functionality improvements that have become so natural to use that I literally cannot play the game without them anymore. Moving items to and from inventories and quickly making crafting recipes are so greatly improved with this mod that not having it in a pack feels like a cardinal sin.
If you've made it this long without using this mod, please remedy that immediately. It will change your life (or at least the way you approach moving items around in your inventory).
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I made this mod because i didnt think there was a good enough F3 customization mod but there are some issues with how i implemented it. Notably, it doesnt work with cleannroom and also JourneyMap? Somehow? Idk, this needs a pretty big compatibly pass but im sorta busy and theres no demand for this because customizing the f3 menu is usually too much effort for a pack.
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A really well balanced and enjoyable RPG experience, one of the better RPG packs available on fabric. With just a bit more optimization and polish it could be something really special. I like it a lot!!
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A mod which features a bunch of useful gadgets for mapmaking and modpack creation/customization which allow configuration of various things through comprehensive items and GUIs which do not require you to leave the game at any point. Mostly useful in creative mode
What does it offer ?
Mapmaking and modpack customization tools , which can be used to tweak entity equipments/mounts/persistence, force mobs to infight, make custom potion combinations and configure mob spawners;
Here's a list of possible things you can do using this mod :
-Make a custom villager using the villager trade editor and spawn him again somewhere else
-Add a description and tweak vanilla attributes on an item
-Make an invulnerable, silent and invisible creeper which can see you 75 blocks away and has the same drops as a zombie
-Make a splash potion with the color of your choice of both jump boost and instant damage with a somewhat infinite duration and no particles then throw it on a mob
-Save a customized zombie who is named Jerry and is wearing a dirt block on its head into a spawn egg to make endless copies of him
-Configure a spawner to make it activated when a player is 5 blocks away from it and can spawn periodically hordes of zombie pigmans and cows in a 100 block radius
-Save an entity into a tiny spawner which will conserve most of its data, turning the block back into a mob when a survival/adventure player is near
-Copy the NBT of an item or mob to save it for later use
-Make two stacks of stray and have each one target one from the other stack (has to be done one by one)
I like the way this mod is presented to the player and find the GUI very intuitive (I have not found any issues with the performances); Only nitpick I have is that every time you use the entity editor on a mob and get to the tab with a wrench it seems to automatically reset the vanilla loot table, which means I have to add it again; thankfully I just have to do it once then save the mob in a custom egg and it's done.
In conclusion
This simple mod is a very useful one , I have been using it in creating recurrent complex custom structures as it allows me to easily prevent mob from despawning or place mounted entities in tiny spawners to make sure recurrent complex saves them right.
While probably made with 1.12 map making in mind, it is a very powerful tool in modpack making , that I will keep recommending.
If you are looking for alternatives/more recent versions of the mod I have yet to find one, but Mob Battle allows you to tweak mob equipment/make custom mounts/save custom eggs, while being better at making custom mob infighting at the same time (but doesn't feature deeper entity tweaks, you'll have to look for mods like Dynamic In-Game NBT Editor , among others that I don't know of which are probably even better).
Remember to check the Modpack Customization Tool feature tag for more mods like these, and to suggest it for any mod which might make modpack creation easier.
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This mod enhances the vanilla animal models, making them more detailed and generally more cohesive. When you first boot up this mod the animals seem out of place, but the more you play the more you assimilate to them, which I like. It adds new variants to the vanilla animals. It pairs really well with a similar mod called Better Animals Plus. I largely got this mod because of BA+, and the reason being is that the modded, intricate animals look jarring with vanilla, blocky ones. Therefore this makes BA+ be a good match for Better Animal Models. This mod is almost essential for anyone that likes to incorporate new and improved aesthetic visual changes to their worlds. Almost because not everyone will like the drastic changes to the models since the vanilla ones are so iconic.
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Completed DeceasedCraft a while ago, and while waiting for the overhaul, decided to check out what other zombie packs modded mc has to offer, and chose this as one of the most popular packs.
I'm not trying to say "this is so much worse than <pack>!!1", because this one just doesn't work good on its own. Cities are awful. I'm not familiar with lost cities enough to say if this city was build by devs of the pack or one of the default presets was used, but it's definitely the worst design I've tried. All the buildings look extremely similar to each other AND you can easily spot 3~ exactly same buildings next to each other. The amount of different buildings is not high enough too, and with the way it's designed (everything is just extremely mossy and fractured, without much interiors), I barely can remember more than 4 buildings after playing with it for two days. I can't say that they're great in terms of gameplay too, because instead of immersive loot placements, you just get 4 random chests with 4 random spawners next to them in a random room type of gameplay.
Side structures aren't good either, by running through the desert you can easily find like 4 of the same house in a row, and that house looks extremely out of place for a zombie apocalypse scenario, so both exploration and immersion are getting ruined hard.
Progression is alright if you just want to survive on your base for a few days without progressing in terms of "story". There's basically one main dungeon you can find in overworld that's worth exploring, and its purpose is to lead you to a custom dimension.
Now, the dimension is not bad. I'd say it's the best part of this pack. It has way more interesting structures that you'll spend time looting for a while, and mob variety obviously helps. Visually these structures look better too. But with the way loot works in this pack, I just lost all interest in playing it by the point I got there. Almost every single structure in both dimensions has nearly identical loot - you're either getting alright food, basic useless resources like coal and iron, or a few modded ingots you need to craft good weapons. That's it. The loot in that dimension doesn't feel unique at all, it's just a bit more of what you can find in the overworld with a few small exceptions that aren't worth mentioning. So all the progression in this dimension feels a bit worthless, and "surviving on your base" playstyle would've been boring because hordes are rare and not powerful at all, zombies aren't that dangerous here, I doubt you'll get anything happen to you if you just afk for a few hours after starting the horde.
Performance wasn't terrible in general, but we had a bunch of random permanent game freezing moments that I wasn't even able to see the reason of from the console. Seems like it's not depended on your hardware because my friend, the host of the local server, has a great PC and he had the exact same problem as me.
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