tModLoader Twenty Keks Modpack

Totes legit lore: When no one was looking. Lex luthor took twenty kek mods. He took 20 kek mods. That's as many as two tens. And that's terrible... Jk, anyways, i'll be going over every mod except the ones that are super popular cause you already know them probably.

Thorium: No need to explain. http://forums.terraria.org/index.php?threads/released-wip-calamity-mod.44065/
Calamity: Same. http://forums.terraria.org/index.php?threads/the-thorium-mod.40788/

Tremor: ....same. http://forums.terraria.org/index.php?threads/tremor-remastered.28695/
Recipe Browser: Couldn't find a link for this one, you'll have to search for it in the mod browser, pretty self explanatory and helpful mod.
Nightmares Unleashed: Adds in alot of new bosses including an endgame one, a pretty underrated one IMO. http://forums.terraria.org/index.ph...sses-minibosses-items-and-more-to-come.48306/
IMKSushi: A really really good one, you probably already know about it since it's top ten in mod browser. http://forums.terraria.org/index.php?threads/imksushis-mod.34233/
IMKSushi Drop Addon: Same link as above, changes a few drops to decrease the amount of boring grinding.
Yo-Yo Overload: Adds.... an insane amount of yo-yos, all of them have cool abilities! http://forums.terraria.org/index.php?threads/the-yoyo-overload-mod.45562/
SacredTools: Adds everything from new bosses to new NPCs and vanity. http://forums.terraria.org/index.ph...d-filled-with-magical-pandolar-weapons.46605/
Bluemagic: Another very underrated one, 3 endgame bosses and the last 2 of them are pushing the game to it's absolute limits, won't even spoil them. http://forums.terraria.org/index.php?threads/bluemagics-mod-endgame-bosses.45905/
HuntToBoss: Adds a bunch of post-moonlord versions of prehardmode bosses, just like the above most of them are completely different from most other bosses, the fights range from making you do a dodging minigame to having instakill lasers and clones flying all over the screen. http://forums.terraria.org/index.php?threads/hunttoboss.44572/
Fargo's mod: Adds in an NPC that sells boss summons (he'll be a super hard boss in an update) from a bunch of mods and some class specific accessories, the NPC alone makes this a must-have.
http://forums.terraria.org/index.php?threads/fargos-mutant-mod-summons-and-souls.42291/
Joost Mod: Really WIP but it focuses on alot of post moon lord bosses referencing other games, currently only 2 but more will be added.
http://forums.terraria.org/index.php?threads/the-joostmod.42879/
Prefixes for Enemies: I think you already know this one, still a pretty solid one. http://forums.terraria.org/index.php?threads/prefixes-for-enemies.40620/
Zoaklen Mod: Expands the thrower class ALOT and adds other items too. http://forums.terraria.org/index.php?threads/zoaklenmod.41161/
Pumpking's Mod: Focuses on lategame, alot of bosses now drop souls, there's some really cool weapons, and a post moon lord boss that makes everything have super buffed stats after you kill him, and a secret post golem boss.(If you use the celestial onion and demon trophy from calamity i'd use cheat sheet to get an item called "balance" that disables pumpking's boss buffs, because the calamity boss buffs combined with THESE buffs make the game IWBTG level impossible) http://forums.terraria.org/index.php?threads/pumpkings-mod.9182/
Infinity: Adds in a bunch of endless versions of vanilla items... try not to blow up your world with the dynamite. http://forums.terraria.org/index.php?threads/infinity.40789/
Crystillium: Adds a very content filled biome with a boss, enemies, items, treasure and more! http://forums.terraria.org/index.php?threads/crystilium-mod.44558/
GabeHasWonsMod: Adds biome bosses and more! http://forums.terraria.org/index.php?threads/gabehaswons-mod.41296/
Boss Checklist: Couldn't find in forums, find it in the mod browser, it adds a checklist that shows what bosses you've killed and is compatible with alot of mods!

Anyways, if you have any questions or if i made a mistake, tell me!

CHALLENGE: Beat every boss and get every NPC, and also make the strongest setup for your class with the following rules: Only use the mods in the modpack, you can't use the nurse, you have to use the celestial onion and demon trophy right after getting them, you can cheat in the "balance" item tho, no using quasars flare, azatoth, fargo mod souls or anything else infamous for being OP (Like terrarians last knife), no heart statues, no seraph tracers, beat every boss in the right order and don't exploit invincibility frames.
 
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You shouldn't be advertising other forum pages. Just saying. If you're going to make a Mod Pack, you might as well put it on the Mod Browser.
 
You shouldn't be advertising other forum pages. Just saying. If you're going to make a Mod Pack, you might as well put it on the Mod Browser.
Should you though? If you were to put your own version on the mod browser (which I don't think would work anyways as (most of) the mods can't be edited) it would be taking away downloads from the original mod creators and it would cause confusion for the people playing the pack.
 
Hm, true. Guess I haven't thought of that. Maybe Mod Packs should also add to the downloads of their original mods when the pack itself is downloaded?
 
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