Install Azg99's Custom Modpack

Step 1

Installing a modpack using the Technic Launcher is easy. If you don't already have the launcher downloaded, visit our download page to get the latest version.

Step 2

Type in the modpack name (Azg99's Custom Modpack) or paste the following url into the search box.

Step 3

Finally, click Install at the bottom right of the launcher after you select Azg99's Custom Modpack from the list on the left. The launcher will handle everything else!

Azg99's Custom Modpack Version 10.22

created by Azg99 on Minecraft 1.7.10

Changelogs

Version 10.22

Posted

Because Technic sometimes derps with the updating system...

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Version 10.21

Posted

By popular demand, and lack of use, Galacticraft and Tinker's Construct have been removed, and Portal Gun and Emotes have been added.

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Version 10.20

Posted

Updated CoFH mods.

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Version 10.19

Posted

Removed ExtraTiC, so that the individual mods' tools are not totally useless, and added Funky Locomotion, so that we can have frame machines!

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Version 10.18

Posted

Removed Iguana Tinker Tweaks, because unless it is configed to be really hard, its really OP, and I can't seem to find an in-between.

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Version 10.17

Posted

Changed the Iguana Tinkers' Tweaks config to not allow auto-repair as one of the random level-up bonuses, which means that people that want the stone bound modifier on their tools, with the flux modifier can still do that every time, rather than having their amazingly OP tool ruined by one level-up.

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Version 10.16

Posted

Added Tinker's Construct, and various add ons for Tinker's Construct, [Extra TiC, Iguana Tinker Tweaks (configed to a non-annoying version), and TiC Tooltips.)

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Version 10.15

Posted

Removed Hardcore Darkness, because it isn't as useful as I thought. The config file is still present, if you would like to re-add it.

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Version 10.13

Posted

Finally got that config setting right. Yay!

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Version 10.12

Posted

Having not updated the pack in about 3 months, there are a lot of mod updates. This update has all the mod updates I could find, and should fix any bugs present.

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Version 10.11

Posted

Removed Biomes O Plenty, and all sub-mods of it, as well as replaced Floocraft with Recall Stones, because Floocraft doesn't work cross-dimensionally.

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Version 10.10

Posted

Too out a few superfluous Thaumcraft addon mods.

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Version 10.9

Posted

Removed Mekansim (for better, or for worse) due to increased lag because of fancy renders. Hopefully most important functionality is copied, but I'm not making any promises. :P

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Version 10.8

Posted

Apparently vanilla biomes are boring, so, we have Biomes O' Plenty to the rescue! YAY!

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Version 10.7

Posted

No one reads these changelogs anyway, so why do I keep bothering with them?

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Version 10.6

Posted

Removed a lot of mods I'm not using.

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Version 10.5

Posted

Updated AE2 and Immersive Engineering as well.

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Version 10.4

Posted

Updated Draconic Evolution and Morph

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Version 10.3

Posted

Update to resent the pack with the launcher.

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Version 10.2

Posted

Fixed a bug making it so that Extra Utilities portals we non-useable. They work now!

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Version 10.1

Posted

Why does the syncing of modpacks from the website to the launcher still not work? even after an update?

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Version 10.0

Posted

Alright... So I figured out what the "balance" issues with the modpack were... It was just me getting bored too fast. I have edited the pack to re-use the RF power system as the standard system, as well as taken out various small mods whose functionality was replicated in larger mods.

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Version 9.0

Posted

This update adds a beta version mod, Immersive Engineering, which is basically another tech mod, but better balanced and more interesting than most. Want more information? Check out the curse forge page at http://minecraft.curseforge.com/mc-mods/231951-immersive-engineering or use the ignore manual!

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Version 8.3

Posted

Added ATG (alternate terrain generation), and added custom UUM values for lanteacraft base materials, like Naquadah, and the crystals, as well as for AE2 base certus quartz ore.

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Version 8.2

Posted

I needed a really cool, cross dimension teleportation system. Hence LanteaCraft, which adds Stargates.

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Version 8.1

Posted

I'm beginning to think that the Technic Launcher doesn't like version numbers with a zero at the end...

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Version 8.0

Posted

Okay, so Gregtech is still an absolute pain to use, and it doesn't fit well. It was intended to make worlds last longer, but, honestly, all its doing is making it annoying to play... Iron plates to make a pickaxe, who needs that kind of stuff?!

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Version 7.3

Posted

WHY ARE THE UPDATES BROKEN?!

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Version 7.2

Posted

Why does Technic not query the update stream properly every time you run it?

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Version 7.1

Posted

Replaced Bluepower with Project:Red, because it is easier to maintain, and fits better with Gregtech.

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Version 7.0

Posted

After getting tired of not having sufficient content to satisfy my want for abnormally long worlds, I decided to add gregtech 6. This is that update. Have fun...

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Version 6.3

Posted

Empty Changelog

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Version 6.2

Posted

*Empty Changelog*

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Version 5.5

Posted

*Empty Changelog*

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Version 5.4

Posted

Added UU values for thaumcraft ores, because without uu, they are non-renewable, and, thus, a thaumaturge would not be able to have a successful, GC planet base, without ever having to go the the overworld for shards, and amber.

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Version 5.3

Posted

This update includes the much wanted, ThaumcraftNEIPlugin, because who doesn't want to see recipes?

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Version 5.2

Posted

Okay, so remind me why updates don't get sent to clients properly?

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Version 5.1

Posted

Added the much wanted ThaumicEnergistics and ThaumicHorizons addons!

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Version 5.0

Posted

This is the update that I'm sure will break a world. Almost Guaranteed. It rebalances everything, and refocuses the modpack. Update only when ready.

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Version 4.2

Posted

Version 4.2 brings us the much-coveted Galacticraft. I had been avoiding putting this mod into the pack because of old stability issues, but as of its "Official" release of version 3 for MC 1.7.10, those issues seem to have all but vanished, as well as add some amazing new content!

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Version 4.1

Posted

As it would appear, Ars Magica is actually somewhat "breaking" the balance of the other mods in the pack, as well as it breaks with the slightly "tech" theme present throughout the modpack. Thus, as you can probably tell, I have removed it from the pack.

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Version 4.0

Posted

I have found that big reactors is fine by itself, however, when you have a power converter, it seriously breaks IC2 balance. On this note, due to the constant need to maintain balance in the mods, I have decided to remove big reactors from the modpack, but don't worry! Your nuclear needs are still satisfied. Not only has IC2 had a major nuclear power overhaul in its experimental versions, (MC 1.6+), Mekanism also adds a very, very, very, VERY powerful fusion reactor, which just so happens to be quite large. This, I believe, seems to create the best balance between the mods, as well as make the seemingly easy RF mods slightly more difficult.

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Version 3.5.1

Posted

Changed an annoying config option to have the Ars Magica compendium unlock as you go... It is now fully revealed upon obtaining.

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Version 3.5

Posted

Found out that Ars Magica update. This mod is one of my Favorites from 1.6.4, so naturally, its in the pack. Certain cosmetic features, like particles in Witchwood forests, have been turned off, in order to aid FPS. Feel free to turn them back on at will!

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Version 3.4

Posted

Added Forbidden Magic, and Gravitation Suite, because, well, the end-games of Thaumcraft and IC^2 was missing... something... Also cleaned-up the config folder, because, yeah.

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Version 3.3.1

Posted

I have found that the Technic Versions posted here don't exactly sync very well with the launcher. This is an unchanged version of the pack from version 3.3 that is only here to attempt to rectify a syncing issue...

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Version 3.3

Posted

Steve'sCarts2, the very useful modular minecart mod, has updated! And here it is, in all its modular, Galgadorian, glory. (Galgadorian metal is the highest tier of add ons for the carts)

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Version 3.2

Posted

Well, as I started my adventure into Thermal Expansion, I noticed a significant lack of really cool, mid-teir (compared to Draconic Evolution) tools, gadgets, and RF generators. I am proud to announce that the pack now contains Mekanism 8! (and to everyone that thinks that Mekanism is OP, especially the digital miner, I have changed the configs for it, so that instead of pulling 160RF/t w/o silk touch, it is now ~10X that.) Also, for your pre-existing worlds, within the Mekansim config is a line "B:EnableWorldRegeneration=false". Just change the "false" to "true" and load any worlds you need, then quit and change it back to "false" and you are good to go! Osmium will now have generated in previously explored chunks. Happy Mining!

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Version 3.1

Posted

Well, it looks like duplicate mod file syndrome struck again. I guess thats what i get for not checking to make sure that the pack works before uploading...

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Version 3.0

Posted

It has come to my attention that ProjectE is excessively unbalanced in current versions of MC, as in, untouchable by any damage within 100 hours of playing...
Therefore, I have made an executive decision, and removed it from the pack. The config file is still present for it, so, if you would like, you can manually put it back in. from here: http://minecraft.curseforge.com/mc-mods/226410-projecte

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Version 2.5

Posted

Many mods have been screaming at me when I log on that they need to be updated. Well, you will be happy to know that I have finally taken the chat messages up on that offer, and have updated ProjectE, Botania, AE2, BloodMagic, BluePower, codechickencore, NEI, and Translocator.

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Version 2.4

Posted

Added PortalGun, because, there isn't a universally available temporary teleport system.

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Version 2.3

Posted

Made it so that Nether Quartz is NOT a nether ore, because it doesn't have a Macerator recipe. (And not getting quartz is annoying...)

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Version 2.2

Posted

Added Flaxbeard's Steam Power Mod. Why? Because the pipe textures are AMAZING!

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Version 2.1

Posted

Stuff broke when checking the "usage" of an item in NEI. This fixes it. Yay.

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Version 2.0

Posted

EE3 is having some issues with servers, so, we are replacing it with ProjectE until it can be fixed, and, honestly, EE2 was probably more fun than EE3 is... :)

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Version 1.9

Posted

Fixes for things.

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Version 1.8

Posted

Official Release 2

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Version 1.7

Posted

Official Release.

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Version 1.6

Posted

Purple!

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Version 1.5

Posted

Green!

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Version 1.4

Posted

Red!

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Version 1.3

Posted

Orange!

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Version 1.2

Posted

Yellow!

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Version 1.1

Posted

Hi.

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Latest Update

Azg99's Custom Modpack was updated to version 10.22