For our next venture into modded minecraft servers, I want to try and put together a modpack specifically for GM that will hopefully be well suited for everyone who might want to play on it. The main idea is to produce a modpack with a similar taste to the Direwolf20 and Infinity modpacks (so both tech and magic mods) but to also include a bunch of lesser known, or lesser used mods (like you might find in FTB Horizons) chosen by you, the people who might play on a server running this modpack. The sorts of mods I'm thinking about would include Dimensional Doors (@HellJack) , Advanced Genetics (@Mysteryem), Ars Magica 2 (@Hooch) or Tropicraft (@Queenie), generally, mods which aren't in the FTB Infinity pack. I want to try and include one (or more if the mods don't add much content) mods per potential player, so long as the mods you choose do not force mechanics on other players that don't want to take part in them (e.g., Iguana Tweak's progression system that prevents you from crafting vanilla pickaxes). The only other criteria are that the mods are for the 1.7.10 version of minecraft and (obviously) don't crash the server often if ever. I will try and guarantee at least one mod (or multiple small mods) per player (yes @Vio you can have Dartcraft if you really want it, assuming 1.7.10 versions are out by the time this comes around). Anything more will be extra and I won't put as much work in trying to get the mod to work with the pack if it's unstable or has other unintended side effects. I want to throw in a ton of cosmetic/aesthetic mods such as Chisel2, Ztones, Hats and Carpenter's Blocks, so if you find some mods that add some cool cosmetic stuff that we've not come across before or may have forgotten about, let me know (please don't suggest these sorts of mods . The rest of the mods included in the pack we will decide closer to the time, these will be the standard tech/magic mods such as Thaumcraft and Thermal Expansion/Foundation. I'll probably produce a list of mods that I would plan on including and from there, we can remove or add 'standard' mods as necessary. The other main topic is about balance, as often, two mods, each on their own can be fine, but bringing them together can cause massive changes to the game due to how the features of one interact with the features of the other. We need to decide together, whether or not we're going to try and balance out the mods and to what extent, it'll also give me an idea as to the amount of work and testing that will need to be done so that I can plan ahead. The balancing will be done through config changes and recipe changes. Noting the balancing in TPPI/TPPI2, I always felt that while it did a good job to bring the various 'tech' mods in line with one another (maybe with the exception of Big Reactors and Ender IO) it left other mods such as Mystcraft and ComputerCraft almost untouched (both of which are very powerful while also really cheap). If I'm going to be balancing things, I want to bring these in line as well.