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My Minecraft 1.6.4 Mods Of Choice

It's all a matter of personal preference, really.  Here's the Minecraft 1.6.4 mod mix I came up with:

GUI Enhancements:
  • NotEnoughItems - Mostly for the crafting recipe access.
  • InventoryTweaks - Keeps the item spam to a minimum, reloads used up stuff in my hotbar.
  • Damage Indicators Mod - I like to know how much damage I'm doing.
  • Optifine - A complete rendering engine overhaul, but I just want increased view distance and merged glass blocks.
I'm passing on Rei's Minimap this time because I'm going for increased immersion.  For that matter, it might not be a bad idea to swap out NotEnoughItems for CraftGuide if I'm concerned about immersion.
The boat my player character in Minecraft is currently staying in doesn't look very pretty, but that's
just something to look forward to improving later.  It seems a water-based abode will collect
a lot of hostile monsters overnight.  I might need to do something about that.
Gameplay Enhancements:
  • Millenaire - Adds smarter villagers with a goal to grow their towns, ultimately bringing some semblance of purpose outside of the player character's own aims.  There's also some quests to do, if one so deigns.  I find having some reasonably smart NPCs around helps you to not feel so alone when playing this game solo.
  • Thaumcraft - This mod not only lets you do magic as a Minecraft thaumaturge, it also adds a genuine sense of magic to the game world in many ways, my favorite being a kind of invisible magical energy that has in-game consequences.  This is the most comprehensively balanced and feature-complete implementation of a new game mechanic I've seen in any Minecraft mod; this Azanor guy really knows what he's doing.
  • Steve's Carts - Makes Minecraft minecarts a whole lot more capable, to the point where you could even use them for self-defense, automated farming, shearing sheep, crafting, and more.  Put together with Thaumcraft, there's some overlap with what the two mods can do, but nonetheless I think Steve's Carts will be a great upper-tier activity. 
  • Archimedes' Ships - Lets you build pilotable ships out of blocks.  Tie some balloons on, they become flying ships.  What's not to like?  I'm building my character's home on a ship this time, and this will let me drag my chests around with me wherever I go.
  • EnchantingPlus - Is being able to choose which enchantments I want overpowered?  Not when I'm dumping several hours worth of experience points into my gear, it's not.
  • Somnia - In stock Minecraft, sleeping in a bed just causes night to become day without simulating the passage of time in any way, which is weird and actually causes issues in Millenaire.  Enter Somnia, which simulates the passage of time while your character sleeps.  (Another mod to fix what Mojang really ought to have by now.)  It has a minor bug in that you're simulated as standing on top of the bed, which can cause suffocation damage if the ceiling is too close.
When adding mods to a game, one mod might be relatively balanced, but two mods conflict in such a way as to undermine that balance.  This is the whole point of what I'm doing here: I kept my selection of mods mitigated enough that the Minecraft economy should not crash.
  • Thaumcraft is extremely well balanced, to the point where it actually introduces new consequences for cutting corners with magic.
  • Steve's Carts does have solar powered carts, which means getting something for nothing.  However, I feel it reaches an appropriate balance because restricting myself to carts introduces a placement challenge.   With increased challenge to the player should come an increased return.
  • The rest of the mods introduced have little to no impact on the in-game economy.  The most influential of what remains would be Millenaire, which provides no means of production, but it does provide villagers who are interested in trading at a very conservative ratio.
So that's it; I'm good where I am; sometimes, "Less is more."

This mix pretty much gets everything done in Minecraft that I need to enjoy it.  On the surface, I've added creature comforts that make the game a lot more bearable.  Beneath the surface, I've added more in-game goals, a cool sense of magic, and all the cool upper-tier crafting blocks I really need without getting overly cheesy.  Modders are awesome; Internet community support rocks.
If I were to add anything else at this point, maybe it wouldn't be a matter of what and more a matter of where.
  • Mystcraft adds the ability to create portals to alternate dimensions, and does it in a rather cool and creative way.  I like what I've seen of this mod a lot.
  • Other mods that involve visiting new maps include Dimensional Doors and Galacticraft
  • There's also a few mods out there that add new types of dungeons and new biomes.
Yet, I think I'll pass on adding more where to my mod selection.  I'm not particularly lacking in places to go between the stock Overworld and the Nether, and many of these mods introduce database bloat or rewards that hurt the balance of the game.

Great, I guess my pick of mods is fine... if only I still felt like playing Minecraft.  Lets face it, after playing the same game for a week, a fellow really needs a break.  Spending the first four days off I had of the new year almost entirely in Minecraft does not quite sit right with me.  Wasn't I supposed to be creating something cool in my free time?  Yes, damn it.


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