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Enjoying the game with mods edition

► 1. WELCOME

We discuss Modded Minecraft, modpacks, projects, build ideas, etc.
All e-celeb illegal immigrants will be cordially redirected towards >>>/vg/mcg/. Kindly go back to your vanilla thread where you are more welcomed.

If you're working on a mod or a pack, keep us updated for feedback!
Refer to the OP before asking about launchers.

► 2. NEWS

All legacy/java/Mojang accounts have been killed. Use links below to keep playing the game without a M$ account.

► 3. USEFUL LINKS

>Play modded now!:
polymc.org/download/
github.com/fn2006/PollyMC [offline poly fork]
prismlauncher.org/
github.com/antunnitraj/Prism-Launcher-PolyMC-Offline-Bypass [offline prism solution]

>Get mods:
legacy.curseforge.com/minecraft/mc-mods
modrinth.com/mods

>Useful Curseforge Search
superstormer.github.io/cf-search/
greasyfork.org/en/scripts/464782-old-curseforge-please (script to automatically redirect to the legacy curse pages)
modpackindex.com/

>Optimization mods:
superstormer.github.io/useful-mods/

>1.7.10 server authentication option (Got shafted by M$? You can still [multi]play!)
github.com/lubinacourec/SeamlessAuth

>Ideas, Albums, Resources & Inspiration
drive.google.com/drive/folders/1UzkwnETunaxg6OomfyJ8X_TAQG4ruX51?usp=sharing
imgur.com/a/JPif9
imgur.com/a/2fz8MBt

>General FAQ [Read this before asking for mod-making guides, where to download shit etc]
pastebin.com/DkLVCD3k

>Resources (mods, modpacks, & guides) [Read this before asking what modpacks you should play]
pastebin.com/c8QNj7Q4

>Alive /mmcg/ servers (Do you have a server up? Add it to the OP! Having trouble joining in? Check out the Resources pastebin!):
GTNH 2.7.3 (Requires Seamless Auth and additional mods, Forge 1.7.10): 149.130.214.21:25565
PathServ (ToxicJungleSerb, Fabric 1.20.1): 185.206.148.172:25573

Latest release: >>518821505
>>
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Mods for this feel
>>
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Pretty
>>
>>519964615
The Aether: Redux
>>
Didn't know citadel had that easter egg
>>
/qa/ lost
>>
what's the best a no-effort modpack could possibly be? that means no tweaking of recipes or loot tables or any kind of rebalancing.
>>
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Who up sifting their ores haha
>>
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>>519967151
you killed the board, not the idea though
>>
>>519964615
Why anti-Create?
>>
So I'm slapping together a toymy and I need to register items to function with a specific mod. Is there a simple way to copy an items mod id, for example, farmers_delight:bacon, to the PCs clipboard, or even a log file? Because if I have to copy that shit manually I may end up killing myself.
>>
>>519971403
1.20.1 Forge
>>
>>519971403
https://modrinth.com/mods?q=export
>>
Can Drygmys pull loot from mobs that are literally underground?
>>
post builds
>>
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>>519971567
hahaha they made it into curseforge
>>
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>>519967151
eventhough /qa/ won in the end though
>>
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>>519967151
so /qa/ actually wonned in the end though
>>
How would you make a modpack around dimension mods like Tropicraft? I love the mod, but it's balanced with respect to vanilla, and old vanilla at that. Same for the Aether, but it's got more compat mods.
>>
at least he bumps
>>
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Electrolyzer anon here. I got tired of banging my head against a wall and settled for an option that is "good enough". I used kubejs to add a recipe to the tesla coil from C:Crafts and Additions. Ignore the ugly texture on the input, that is a custom item I made to represent a blob of melted alumina. Right now it goes as such: bauxite gets melted in superheated mixer to fused alumina (+50% efficiency if crushed first), fused alumina is then energized by tesla coil to aluminum nuggets at a cost of 40kfe per ingot. I know that's a lot of energy, but I'm planning on locking Create electron tubes and Thermal machines behind it so maybe it's fine. I want it to be an energy intense process.
>>
Should I make my mod for 1.12.2 or 1.20.1?
>>
>>519980580
both
>>
>>519980635
1.20.1 is it then
>>
which mods do an april fools easter egg?
pretty sure that gay nigga vazkii and alex's mobs have easter eggs in their shit
>>
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anyone got some comfy cooking focused packs?
>>
>>519980580
1.7.10
>>
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Just moved everything over to the Aether (I like the aesthetics and none of the really annoying mob spawns)
Time to make a base proper - those lasers are making what I need for a ME controller.
>>
>>519988102
I assume your pack also has that aether+tinkers addon?
>>
damn 4chins decided it would be funny to stop people posting on my beloved /diy/ for a day or two
>>
>>519988483
Not that I can tell, aether seems much more like a dimension you check off of a checklist in this pack. In DJ2 you did a little more with the aether, but this (meatballcraft) seems to have more dimensions but shallower implementation.
It's fine for me, since I just like the dimension anyways. It's this or a void base anyways.
>>
>>519988102
comfy
>>
>>519989294
I like exclusively living in the Aether, so being able to craft things that look like skyroot from skyroot planks is pretty nice. So is being able to use its resources in ways you'd use the equivalent vanilla resources. Bronze dungeon bricks look great.
>>
fitting for april fools but I'm not gonna bump this one
>>
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For over ten years, GTNH has pushed the limits of technological expansion and industrialization. You've made power plants, launched to space, built fusion reactors, captured solar systems, and conquered limits in the ever-expanding quest to Grow The Factory.

However, we have found that there was a critical error made long ago which has been holding the GTNH experience back: electricity. Man was not meant to tamper with "wires" and "circuits". Applied energistics? Bending machine? Lapotronic supercapacitor? Do you hear yourself? That's why, in order to correct this problem, we will be releasing a new version of GTNH, one without all of those pesky "eus" and "generators".

You might be wondering: how will we build a factory with no electricity? With steam, of course! Introducing Gregtech New Horizons: Steam Age

Fully revamped questlines
20+ new steam multiblocks
New materials and crafting processes

The elusive Steamgate awaits!

WARNING: DO NOT ATTEMPT TO USE ANY ELECTRIC MACHINES OR GENERATORS IN GTNH: STEAM AGE. THERE WILL BE CONSEQUENCES.
DO NOT UPDATE AN EXISTING WORLD TO GTNH: STEAM AGE. WE CANNOT BE HELD LIABLE FOR DAMAGE

GTNH: Steam Age will be fully playable for everyone later today! Stay tuned.
>>
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>>519994368
>>
>>519994368
why can't this be real
>>
>page 10
LIVE
>>
>>520000131
No
Let the basedteen die so an adult can make the thread
>>
lol
>>
>>520002880
You can just make one and have everyone collectively move to the other so this thread will wither, he can't necrobump it forever
>>
>>519995265
it is real...
>>
>>520002880
Didn't even realize it, yeah I'm not bumping this shit thread now
>>
>thread splitting 6 hours after the thread was created
>just because of the op image
retardation
>>
i will not take your falseflag, soifag
>>
live
>>
grim
>>
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>>519988102
Got distracted by taming a moa, didn't really fix my base up much. Kind of putting off fighting the ender dragon (walking to the portal is annoying because there's a lot of annoying mobs everywhere), but I've also been putting off laying cable until I get access to the end for end/melodic cables.
>>
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I keep starting new packs thinking I will just lawnbase them so I can get something done but then I give them up because I can't even fucking lawnbase. I'm compelled to build but incapable of building.
How can I save myself?
>>
>>520027232
I know this feel. So very, very deeply.
>>
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Emergency failed pack bump.
>>
>>520035035
>failed pack
details?
>>
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>>520035330
It was just an E6E run that I abandoned.
I think it was one of my better attempts at building but I got overwhelmed trying to plan out my main machine area and just never went back.
E6E also has tons of multiblocks to deal with and while I had some loose plans I would've dreaded actually working them into the build.
>>
>>520027232
play factorio
>>
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Last bump before we get defunded
>>
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Reminder /qa/ is still up despite zero activities
Soichads can't stop winning
>>
>>520037487
Has anyone ever actually played with this huge ass world generation instead of using to "wow" people on Youtube for a few minutes?
>>
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>>519967151
You're looking at them, asshole.
>>
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Fellow anons, it is with a heavy heart that I must announce that I will be stopping PathSerb for good. It has been a very nice time and I have grown very fond of you.

Much love.
>>
'Member Mystcraft? Mojang sure does. https://www.youtube.com/watch?v=8Ou2HQOxSHU
>>
>>520045583
Eh, not as good as last year.
>>
>>520045583
the 'joke' is that it looks better than what they're actually putting out as content
>>
me thinks iskall is readying a lawsuit
>>
>>520045583
>>520045916
Wait, this is this year's?
Didn't they do this in the past?
Like you could write a book and throw it through a nether portal and it would generate a randomized dimension.
So now they can't even come up with new joke updates?
>>
>>520045583
Pretty crazy that there is no modern mystcraft mod, it used to be in every single pack
>>
>>520045583
it was only funny the first time
>>
>>520046885
Yep, the idea well is officially dry, they reinvented the infinite dimensions update and turned it into a rogue-lite, because that one custom map + datapack is popular.
>>
>>520047210
>because that one custom map + datapack is popular
What was it?
>>
>>520047293
Roguecraft.
>>
>>520047120
rftools is still around
Though I agree Mystcraft did fit in better with Minecraft.
>>
>>520047405
Cool, thanks.
>>
>>520047567
RFtools is just the most soulless tech mod(even if the things it provides are pretty useful).

Mystcraft and the magic dimensional books were simply way cooler on a concept level.

I wish Thaumic Horizons didn't die, the pocket dimension concept was really cool and could have become a better mystcraft
>>
>>520045583
so how many times has mojang just copied mods to make an april fools update by now?
>>
are we gonna start the create astral server
>>
>>520042925
Pathserb exists. It doesn't have distant horizons installed to fully appreciate it though.
But I do plan on using the world in that picture for a new server:
>20k x 20k pregen, surrounded by oceans and cold/hot biomes, might be expanded later to maybe 25k-30k to include those biomes
>distant horizons and lithosphere + WWOO for world gen, as well as amplified nether and nullscape
>trying to recreate the feeling of old minecraft, so no structures, no advancements, just a lonely wilderness and what you make of it
>custom mob spawns to make all vanilla items accessible without structures, some mobs like piglin brutes and elder guardians are out though
>nether is harder to access, end portal frames can be crafted after visiting the nether
>naturalregeneration set to false so food saturation doesn't regenerate health
>frostiful/scorchful to add a temperature system and make extreme biomes a challenge
>simple boats and immersive aircraft for traveling and exploring
>create, farmer's delight, hexcasting, AE2, conjuring, and addons for those mods
>better combat
>much longer day/night cycle
>fluff like naturalist, hybrid aquatic and tons of others
Not radically different from pathserb, but I had that idea since a while. Pathserb is a bit light on the mods for me. I'm still not sure if I should even open up the server to the general public or just keep it private for friends only.
>>
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someone on pathserb placed this smokestack, that for some reason has a different smoke animation (not just dyed, it has a special particle effect like a belch of smoke as it emerges) and no one knows how or why this one is different. Does anyone know how this is done?
>>
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April Fools's over now back to your daily regular schedule, in today's news:

Mods for this feel?
>>
We're back!
>>519980580
1.7.3b Better than Adventure
>>
>make 99% of the site unusable and channel everyone into the porn boards
great april fools "prank"
>>
test post
>>
>>520053991
>AE2
isn't create got their own kino autocrafting and storage solution?
>>
cabin 2 serb when
>>
>>520053991
>much longer day/night cycle
I haven't thought of that. How does it influence playstyle? Longer days is nice, but longer nights would be a pain if you're trying to explore.
>>
>test if Drygmy can pull Totems of Undying from Evokers in test world
>it does
>do it in my base for real this time
>it doesn't work
For fucks sakes
>>
>>520078404
That's weird. It should work.
Anyway, why do you need so many totems?
>>
>>520079884
Because I'm about to fight dragons.
>>
>>520074681
>quark
>create: estrogen
kill yourself
>>
>>520082572
obsessed
>>
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found this cool japanese-styled blue village thing
>>
>>520083051
shaders are cool
>>
>find village
>spend ages fixing it up, filling in holes in the ground so iron golems stop spawning in there/villagers dont instantly die in raids etc
>immediately get bored after spending ages fixing it and make a new world
>>
>>520083051
I wonder from which mod this is.
>>
has anyone tried out the 1.20 version of this?
https://www.curseforge.com/minecraft/mc-mods/rediscovered
>>
>>520085081
mcreator tier mod
>>
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don't die
>>
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>mcheli overdrive list HBM as a required dependent
>Doesn't use any of it part for crafting
>>
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>>520085081
it's definitely nostalgiabait, and the macro-scale terrain generation doesn't look that good compared to flaot or some of that one guy's new datapacks, but:
>villagers with dynamically generated wooden bridges spanning floating islands
that's kinda impressive
not sure how you make pigman villagers after the nether update though, unless you retcon the whole piglin thing
>>
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>>520094890
>mcheli overdrive
lol. lmao even
>>
>>519974378
You can't, unless you make some sort of Betweenlands-style parallel progression for every dimension in the pack so that every dimension after the first wouldn't be a boring cakewalk. But Betweenlands and parallel progression fucking blows.
>>
>>520048178
You have no idea what soulless even means.
>>
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>toymy be like
>>
>>520098827
kek
>>
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This terrain gen is neat
>>
>>520098827
Yuuup
>>
>>520099091
I'd rather be at my plains factory jerking off.
>>
>>520099091
holy kino large arches like that are so good, I wish there were more worldgen mods that went for a more fantasy style. mod?
>>
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>>520100770
Oh the Biomes You'll Go I think, it's the Lush Stacks biome. I can only imagine it'd be an absolute nightmare to try and build on but would be a fun challenge. It was cool as well because it was on top of a warm ocean biome so all the sea pickles and sealanterns below it lit up at night and it looks pretty.
Using the All of Create modpack so it might be a different terrain gen, but i'm pretty sure that's the right mod.

>>520099804
fair
>>
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>>520106601
this is so much cooler than just rotating spinny farm
good job
>>
>>520106601
my tree growth simulator 3x3 magic box produces 500 logs every second (and causes 1/100th of the lag of that atrocity) and all I have to do is give it an electric saw, a sapling, and 8000 eu/t
>>
>>520110552
i set up a script to /give me an entire inventory filled with logs and then drop all my items onto the floor for my autohoopers to collect. this happens once per tick.
>>
>>520106601
That's very cool.
>>
>>520112006
I just imagine having infinite logs to save myself the trouble of playing the game.
>>
yes
>>
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>>520094890
>mcheli overdrive
holy motherfucking sovl
>>
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the hell is this
>>
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>>
>>520099091
>>520101940
Huh, I’m testing Oh the Biomes You’ll Go alongside the Skylands Over the Sea terrain gen datapack. I’ll see if I can find this cool looking biome to see how it interfaces. Big arches to fly under and build on top of could be very cool.
>>
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>>520158141
I've ran into some neat stuff with it so far
>>
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Nothing fancy, but I got refined fuel for passable power online. Now that it's resolved I can do any of the other billion things I have open to me (the intros of like 10 magic mods, starting passive automation, explore some dimensions).
My previous solution was magmatic dynamos that were fed from a drum that I hand-fed with a volcanite amulet
>>
bump tec
>>
>>520122897
well, that's just the best way to play any game
>>
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So, waystones, overpowered or no?
>>
>>520178624
Yes. If you want fast-travel, try that mod that makes you create continuous paths between locations.
>>
>>520178624
Very overpowered, although I mind them a lot less when they're unbreakable (or don't drop when they break).
>>
>>520178624
Well you can craft them so I guess so. But I just think they're neat.
>>
>>520178624
At least it's better than flat out cheating using journeymap teleport or /homes.
>>
>>520179076
https://www.curseforge.com/minecraft/mc-mods/via-romana

Neat. I'm going to use this in my "hardcore" survival toymy.
>>
>>520178624
Depends on how they're configured.
>>
>>520158141
Looks pretty cool, mixing BWG and Skylands Over the Sea. The arches and spikes protrude out of the sea, sometimes clipping into floating islands.
>>
>>520195449
bloats o' plenty always has a place in my heart but I much prefer ones that don't make new blocks
>>
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On the one hand, learning the fact that the filler apparently doesn't remove snow is making me scream internally because there are like six infernal mobs in that mess. On the other hand, this looks pretty sick. I'm just gonna remove the show in creative and let them all fry; I didn't think I had to fucking worry about it so I'm not going to get myself killed dealing with it.
>>
>>520195449
bop and byg are too bloated. So many shitty biomes clogging up the world.
>>
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>>520196550
>>
>>520195449
Regions Unexplored
>>
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Aaaand all cleaned up. If someone knows a better way to annihilate snow en masse in GTNH then please let me know.
>>
i think im gonna load up some gtnh
>>
Together.... at last...
>>
>>520178624
yes but I always end up using map wps anywany
>>
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Expand dong
>>
Sharteen won April fools
>>
>>520178624
op, btfo all forms of transport vanilla/modded. early game stuff too.
>>
>>520204368
Could be kino. Keep us posted.
>>
>>520204368
Going to be shit. Stop posting.
>>
>>520204368
Looks alright. Post if you want.
>>
>>520196518
>I much prefer ones that don't make new blocks
I definitely prefer mods that don't make a whole bunch of bloat blocks (natura comes to mind) but sticking to the vanilla palette can be kinda limiting. The worst extreme case of this is terrain gen/biome mods using campfires underground to create volcanic smoke plumes. It's especially bad when you have mods that add new stone types and they're just not used by the biome mods when it's appropriate.

>>520204368
What mod is that bamboo from?
>>
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Work in progress.
>>
>>520216078
Gonna manually fill in those holes, bro?
>>
>>520216548
That's what she said.
>>
>>520005296
didn't work out
everyone bumped this one
>>
live
>>
bro what do you mean the other thread died
>>
>>520226669
It just does
>>
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>still no Stoneblock 4
>>
>>520226669
There was another thread? Was it linked somewhere?
>>
>>520216078
need matter manipulator ASAP
>>
>>520232019
>There was another thread?
>>520015221
>Was it linked somewhere?
No, it wasn't
>>
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Has anybody ever used these before?
>>
>>520082997
Too purple.
>>520177441
Should've brought slime boots. Or a peacock feather fan, I've never seen anybody use or mention it before but it's really good.
>>
>>520234252
>No, it wasn't
I don't understand. Is it just assumed that we browse the catalogue of /vg/?
>>
>>520234601
I've used the Entropy Manipulator back in ATM9 Sky when I had no way to manufacture ice
>>
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>>520234929
>Should've brought slime boots
Slime Boots aren't a thing in 1.5.2 TiC, I should have brought Cloud Boots. They negate all fall damage and let you jump very high, but I don't like wearing them because the latter can be annoying
>Or a peacock feather fan
I had it in my inventory ... didn't know it could help, thought it blew back enemies and nothing else
>>520235183
It was fairly active when it first got created, I thought the majority figured it out so I didn't bother linking it
>>
>>520236514
when is the review of Hexxit II anon?
>>
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>>520237027
I uhmm...
I'm working on it
>>
>>520239201
Work faster
>>
create trains tend to be 3 blocks wide is there a thin block like hatches that could be used to make the outer skin of a 3.5 wide train?
>>
>>520248750
copycats? built into create even
>>
>>520249184
How did I miss these? Thanks anoonimoose
>>
>>520249545
also look into the mod copycats+ which adds copycats for just about every block type.
>>
Pneumaticraft is really annoying because I have to actually think in order for my machines to not blow up. At least it's not Gregtech.
>>
>>520250079
>I have to actually think
The horrors!
>>
>>520250079
All it takes is either a pressure gauge and a bit of redstone (turn off the compressors) or a pressure valve and a stable redstone signal (control pressure past the valve).
>>
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Ok this will probably work. The player can walk between the train and the wall of a 5-wide tunnel but it's likely going to run into problems with the torches on the walls.
>>
Is there any way to disable the Create limestone generation from lava and honey?
>>
what mod let's me have sex with the mods?
i want to fuck the villagers
i want to fuck the ocelots
i want to fuck the endermen
>>
>>520256875
Have you tried using the W and S keys?
>>
wwwwww
>>
>>520265349
fucking hate that shit
GRASS IS NOT RANDOMLY 2 FUCKING METERS TALL let alone the entire biome being covered in it.
It might get like that in specific areas of the world (African savana) but basic temperate "grassland" that plains and derivatives are supposed to be? Absolutely not.
>>
is the april fools update any good? i didnt try it but if its fun i might give it a shot
>>
>there's a random ass machine that can remove gigaloads of blocks in specified area and it can use GT energy, perfect for Flatlandia-- I mean base creation
>there's one random ass quest that briefly mentions mod's existence, not the machine itself
I can only blame myself for not checking every sidequest in a new tier but... damn.
>>
>>520270705
So true!
>>
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I never cared for fast leaf decay.
>>
>>520279980
"Peter!" "Ohmygod." "Whyever not? Do you really just want to stand around waiting for saplings to spawn?"
>>
>>520279980
based, it's anti-soul
>>
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DragonRealm
>>
>>520281757
I don't like Timber and TreeCapitator but never had a problem with FastLeafDecay. Leaf hats everywhere are gross
>>520283883
What's mycelium for? I don't think I've seen a single mod interacting with it
>>
>>520285098
Soil for some Agricraft crops, and a necessity for higher tier seeds like Cinderpearls for blaze powders
>>
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This or New Age?
>>
>>520213927
Biomes O' Plenty, from the Bamboo Forest biome.
>>
>>520290553
nuclear feels more thought out but also doesnt have all the same features as new age
>>
>>520290553
Sorry i love nuclearcraft.
Wish overhauled was finished.
>>
Quick , give me a modpack for 1.12
>>
>>520298120
Dungeons, Dragons & Space Shuttles
>>
>>520298120
Gregblock
>>
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This simple windmill has caused me so much fucking pain, but it's satisfying as hell. It's got setups for regular and wide tracks, and a precision mechanism loop, all in a neat (from the outside...) little package.
>>
>>520298120
Sevtech: Ages
>>
I want to at least start building an actual base before I start mining or getting into farming or automation but I CANNOT find the inspiration to get started on the base.
>>
>>520298120
Skyfactory 4 or automaton
Non meme answers
E2e or e2ee
>>
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>>520298120
>give me a modpack for 1.12
>Give
You could always toymy anon :)
>>
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>>520301742
>start building before I start mining
impossible, even if you want to slum like a vanillanigger and not use any modded tools, you need to source your block palette.
Unless you're only building out of wood but who makes a """base""" out of wood. What are you, London?
>>
>>520301742
I understand anon i try to get a base and style up and going before tech, but then i end up with a lawnbase while setting up 'just a few machines' for materials or convenience and just keeps expanding.
>>
>>520301742
Look through your chests for exoticc materials that you have oddly large amounts of, and think about how you could use them to make a nice base.
>>
>>520302767
>Unless you're only building out of wood but who makes a """base""" out of wood.
The Humble Small Cabin
>>
>>520298120
Divine Journey 2
>>
what is the best 1 7 10 modpack for comfy building and doing cool shit?
>>
>>520310271
Questing mayhem.
>>
>>520310271
Divine Journey
>>
>>520285098
Same. But the mod that makes trees fall when you cut the bottom block(s) is cool, then you just have to break the wood blocks from the forest floor, instead of climbing up really tall trees to cut them from the top down.

>>520302182
devious troll
>>
>>520310271
GTNH
>>
>>520310271
GTNH unironically
Unless you l***base
>>
>>520310670
>>520310786
>>520313827
>>520320710
so many options
>>
>>520310271
there are none, play a real version
>>
>>520327148
Oh okay.
Whats a good 1.10 modpack?
>>
>>520328339
craft of the titans, forever stranded, age of engineering, farming valley
>>
>>520328728
>age of engineering
YOu know what i like the look of this one ty anon.
>>
>>520329287
it's pretty good, I liked how much it dedicated each age to a specific 1-2 mods. but I didn't finish it so I can't say much for the endgame
>>
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The work continues. I'm just gonna get worldedit and start nukig the snow when the filler is done; my time is too valuable to waste on this shit and I didn't see an easy fix in the BC cfg files. Once I'm done leveling a roughly 12x8 chunk area I'm going to go down another 40 or so blocks (I'm still at Y 178 in the flat area here) for basements and then lay floors and start building up from there. Pollution is off so that's not a consideration.

Any suggestions for base themes? I already have a palette I like for the various magic mods but I'm still feeling out everything else. I know I definitely want catwalks, though.
>>
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>>520204368
>>
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>>520336456
Cotton for torches and the beginnings of sandwiches
>>
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>>520337210
Soon I can work through the night.
>>
>>520330673
>I'm just gonna get worldedit
matter manipulator
it's worldedit but legit
>>
>>520337210
what mod is that?
>>
>>520346042
GoonTech New Horizon
>>
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Eye of Harmony update
I've acquired Gallifreyan field generators, the final tier EOH casings, and more importantly the components needed to build astral arrays.
Astral arrays allow for parallel processing recipes on EOHs, which massively increases their rate of production (with some drawbacks). But just having a single Astral Array turns the Eye of Harmony from a cool looking utility to the ultimate multiblock in the pack.

With just 1 array, each Eye of Harmony outputs:
>13,450 mb of molten spacetime/s (completely replaces the old, expensive DTPF recipe)
>50,000 mb of almost every plasma needed to make DTPF fuel (replaces fusion reactors, for the most part)
>millions of ores per second (also completely replaces void miners and space elevator mining modules)
>small amounts of universium / black dwarf matter / white dwarf matter (needed for UXV components)
The only drawback is that they now no longer produce power, and start using trillions of eu/t again.

I've almost reached UXV, the final tier. I'm just missing the ability to craft magmatter in the god forge. After I get UXV energy hatches, the only things left to do in the pack are:
>Finish the third ring on the god forge
>Spam enough EOHs and craft enough astral arrays so each UXV motor / pump doesn't take 3 hours to craft (universium is the bottleneck)
>Upgrade my antimatter production to the point where I start making .5 - 1 quadrillion eu/t
>Upgrade my existing machines to UXV hatches
>Spam enough machines so a stargate takes a few weeks to craft
>>
has anyone tried autoterrafirmacraft?
>>
>>520347894
Create doesn't fit TFC
>>
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>>520310271
Don't listen to >>520310786 Divine Journey is complete garbage even if you throw the questbook in a lava pool
>>
I wish there were showcases for modpacks. Most of the time I have no clue what a normal run in them looks like.
>>
>>520355563
Just find some guy who has a playlist with the playthrough and fast-forward to see what he does.
>>
>>520355563
Just search it on Youtube bro. Let's Play + [modpack]
>>
>>520355563
There are some walkthroughs on now dead FTB forum, though the key words are "some" and "dead". Not sure if minecraftforum.net has any, it's too much of a mess to navigate
>>
>>520349445
>not making a tfc toymy where you progress from stone age tech to electricity
>>
>>520357003
I thought that's what AutoTFC was
>>
>>520357049
i wouldn't know, i don't play memeversions
>>
>>520357003
That's greg
>>
The great flattening continues, but I have no image because it was 2big 4 4chan and it's too late at night for me to care.

I also got two sets of kanthal coils and I'm making early PMP from nickel plus semi-automated polyethylene. The HV EBF is going to cook my platinum nuggies and on-demand processing and the MV EBF is going to be stuck in purgatory churning out stainless because my steam production is robust enough for me to run it indefinitely.

Tier one fluid conduits are fucking trash for any sort of mass production though, god damn. Somewhat handy for small-volume processing but for dealing with large amounts of fluid they're just atrocious; I tried to use them to set up a semi-automated electrolyzer for the vast quantities of various dusts I've acquired but the conduits just can't handle the fluid volumes involved. Very disappointing, especially because you can't slap upgrades on them.
>>
Could you make an autistic progression tech modpack, but one where the player is entirely nomadic? There’s that nomadic tents mod that lets you set your spawn in a small pocket dimension, and other pocket dimension mods you could put gateways to from the tent.

I don’t know how to force the player not to settle in one place, other than absurd mob difficulty scaling over time. But maybe a softer resource cap would be enough. Like maybe it takes little time to strip an area from its resources (e.g. big ore veins) and these resources are far from one another. Also renewable farming would need to be disincentivised, like saplings and animals taking ages to grow.

You’d need to make the nomadic foraging and resource searching to be sufficiently engaging and comfy though. Then once night falls and you’ve got enough meat and berries to have a meal, you go into your tent and start working on your centrifuges and furnace array. Or maybe your mana spreaders or whatever, if you want to make it “magic (tech)” instead.

Any thoughts?
>>
>>520357003
>not just playing gravitas2
>>
Are there any mods that allow you to enchant basically any item with any enchantment? Or atleast what I have going on is I have modded tools that aren't enchantable besides unbreaking and want them to have stuff like fortune or weapons that can all have sharpness 1.12.2
>>
>>520366020
Sounds interesting, kind of. I'm biased, i much prefer big bases personally, but i see where you're coming from.
It would be both extremely difficult to force players to be nomadic, and to make the process enjoyable. Large ore deposits scattered infrequently across the land? Have a central processing array and only go out to those areas to make a mining outpost and a chunk loader or something, then spend your time back at home base.
You want players to move all their processing stuff along with them? The farther in you get the more annoying and cumbersome that becomes. Would need to have some way to pick up entire multiblocks at once or something, and you'd need to find a way to fit industrial levels of storage in your pockets. But with those two solved or changed a bit, I really do see the appeal for nomad enjoyers.
>>
>>520367017
Yeah personally I prefer to make infrastructure between outposts, but the nomad style has always sounded interesting.
>chunk loader
Just don't have those in the pack.
>inb4 people use vanilla nether portal chunk loading
Maybe there's a patch mod?

>Would need to have some way to pick up entire multiblocks at once or something
No you put them in your tent, or in one of the subspace blocks inside the tent. You just place the tent back down in a new area and it's all still in there.

Storage would be the big issue I suspect. I'm not sure how well an ME system would fit with the aesthetic of a teepee, and even then it wouldn't be available in the early-game. I think the best option is just to rebalance the tents and pocket dimensions to make it cheaper to get large ones, then cram your barrels or storage drawers or ME system in them. I'm fairly sure you can automatically pump items in and out of a pocket dimension, but I don't know if an ME-style terminal could access them in another dimension. Maybe you'd make the handheld terminal cheaper.
>>
>>520366020
The reason for going nomads are
>Lack of resources or resources spreading thin across the land
>Powerful mob that can overrun your base easily
>Dangers that appears periodically in certain zone and certain time
>Personal choice
Out of these 4 reasons only no.3 valid since 1&2 will be solved the longer the player stay alive plus the limitations of MC
>>
>>520369103
Wait one way to incentivize it is if each tech tier is tied to materials from a certain dimension, and you can't just craft a portal to place in your home base. You have to go out and search for the portal structure, and each dimension portal is found only in the previous dimension, so it's linear instead of branching out from the overworld. But at that point it's an adventure modpack with grindy tech bullshit shoehorned in.

I get the feeling you'd spend a long time in dimension loading screens either way though, because of the tents if nothing else. Not a fun experience for a slower computer.
>>
>>520369405
Instead of tent why not one of those janky Clockwork vehicles ? Give player a reason to out to find fuel and materials to upgrade their ride
https://youtu.be/N1zXTB68tl0?si=DBLwqaUyAOIxk2-K
>>
>>520370383
>land vehicles
Why not colossal airships with VS Tournament instead? Ground terrain interactions are kinda funcky, airships are elegant and have good aesthetics at all scales. It's very cool either way, but I don't quite trust VS2 with all my shit unless there's a way to recover a vessel that bounced into the stratosphere because it got stuck under falling sand or some shit.
>>
>>520371069
Airship trivialize long distance transport and combat, i find them too safe for my taste
>>
>>520367017
>Would need to have some way to pick up entire multiblocks at once or something, and you'd need to find a way to fit industrial levels of storage in your pockets.
capsules maybe, dragonball ones, assuming they work well with specic block-state
the kino option would be to use builders like create or buildcraft to build your templates when settling a new tent
>>
>>520371187
I didn't think about that benefit to landcrawlers, but even then it's hard to have something threaten you when it's getting crushed under your wheels while you're behind a few metres of armour. That's why I spent a few months looking for challenging flying mobs, but all I found was Ice and Fire, which is a lagfest.

I prefer the player being safe in his home, and making that safety dependent on not moving is tough. Having the difficulty be where you land is probably the way to go instead.

I'd prefer multiblock sailboats even more, but we still don't have a universal lightweight localized weather mod. Imagine getting your big catamaran up on one hull on a mean side-wind.

>>520371937
I don't know how powerful those builders are. I thought about using them to create a self-replicating machine, but the memory storage that can be read and duplicated is the hard part, and is trivialised by using a computer/turtle mod.
>>
>>520372031
maybe doing something like subnautica and have enemies de-aggro once you're in a designated "safezone"? that still runs the issue of forcing the player to go outside enough I suppose
>>
>>520372247
How about we do a reverse nomad like this
>Your spaceship's warp engine got damage and can't make the trip back home but still got enough power to stay orbit around a planet
>You have to descent to said planet and find resources to fix your spaceship
>The planet's environment is unsuit for survival (unbreathable air, ton of hostile mob that can break machine, etc etc) so you have to build mutli outpost , set up logistics and defend them
>Your spaceship only have basic infrastructure to process a few type of resources so you have slowly expand and upgrade them
Something like Blightfall but the main base is on the ship
>>
>>520373375
Huh, yeah that could work. Could bake Sync into the mod from the get-go too.
>>
>>520373460
This idea came to me in a dream btw
>Landing on a infested dying space whale
>Harvest it's fat and process them into fuel
>Harvest it's blood and bone and process them into various material
>Dig deep inside and found rare material inside it's organ
>All while fighting legions of space tick, space flies and space maggot
>>
>>520374106
An industrial blood refining setup is sounding pretty fucking cool right about now, imaging growing crystals from its blood, or centrifuging it, or electrolyzing it, or boiling it off. You've scoured the nearby surface of its skin to make durable star-leather, and while digging for greater reservoirs of blood and large fat and bone veins, you stumble across a bladder with a glistening treasure crystal within:
GALACTIC KIDNEY STONE
>>
>>520373375
>>520374106
yep, kino
>>
>>520374106
>This idea came to me in a dream btw
Are you sure it didn't come from that game where you're mining out the insides of a whale that just came out?
>>
>>520374832
I swear on my ma's titty
Which game btw
>>
>>520298669
I like it man, great job on the rotor. Looks ace. Can't wait to check out the inside. Is the factory inside powered by the contraption? Or did you just hide some water wheels in the basement. The windmills don't put out much power do they?
For realism's sake, I'd add one layer of full brick blocks below the stairs you have now. It kinda looks like the rotor is coming out of the tower instead of out of the windmill head (the roof). IRL on these windmills the whole head is on rails and can be turned to face the rotor into or out of the wind; the main axle sits on bearings supported by the head. You'd also have a little garden around the base of the mill which doubles as an obstacle free zone. While grain mills are just a workplace, open only during the day, water drainage windmills need to be occupied day and night and are homes. So feel free to make it look a bit lived in, path and such.
I'd like to move the sheep pasture to around this area, if I can figure out a way to contain them without spamming ugly fences everywhere.
>>
>>520374501
>>520374106
mods and packs always benefit from having more original ideas for processing things rather than just being based in real science
>>
>>520374106
Should we all try to make this the /mmcg/ modpack ?
>>
>>520374106
Read Raft by Stephen Baxter. It's got some cool sci fi ideas in that would really fit with yours. There's tiny stars and asteroids and space fauna and shit, and a manmade flesh planetoid. Might be some good inspiration.
>>
>>520374106
>>520379268
Look to Windward by Iain M Banks has great inspiration for megafauna type scenarios too with the airsphere full of behemoth sky whales with whole ecosystems on them
>>
>>520346608
For a second I thought all the molten fluids were "rotten" fluids and that they had some kind of decay mechanic when stored long-term, even within an AE2 system.
>>
>>520381987
nope somehow you can store raw stellar plasma, spacetime, antimatter, and universium in a 1k ae2 cell made out of copper and tin
also in ulv gregtech tanks made out of clay pipes and wrought iron...
>>
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I made it
>>
He made it
>>
we made it
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>>520383478
Bravo.
>>
>>520383478
Congrats
>>
>>520383478
This doesn't look like a stargate.
>>
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trying out create for the first time and extremely overwhelmed, not played minecraft in a few years either

how do i make a nice looking windmill
>>
>>520386879
Copy >>520298669
>>
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>>520386879
this is using IE, but basically my favorite windmill I've ever made
>>
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>>520389667
>>520386879
another pic
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>>520389667
>>520389857
thats nice and you should treat yourself
>>
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How do I build a base that doesn’t look like complete shit?
>>
>>520386879
Google pictures of real windmills and build something like that
>>
>>520386879
>>520390221
Just watch other people build
>>
>>520354525
Just don't do the avarita parts then?
nobody is forcing you to interact with every part of a modpack
>>
>>520378263
Better Than Flaot is the /mmcg/ pack
>>
>>520374106
And call it whalefall
>>
>>520400235
*Vore Adventure
>>
>>520386879
General principles of improving your builds:
-find a block pallet you like
-use reference images if you don't know exactly what you're trying to build
-use depth as much as possible, avoid flat surfaces, even if it's just adding a few details on the outside
-break up areas with different block textures
>>
>wake up
>no northstar update
What's the point?
>>
>>520401510
Don't kill yourself over Northstar, man. Not worth it
>>
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>>520401664
It's getting to that point.
>>
>>520401664
why not? the dev killed himself over it
>>
>>520401664
>>520401909
Can't believe Northstar is about to take another man
>>
>>520390875
Oh, you think Avaritia is the only critisism I have for Divine Journey? Not only do I have many other reasons to consider it awful, but you seem to underestimate the importance of the fact that it's a progression-first pack. Certain blocks and items are locked behind recipes that get way too retarded even before you're half-way to Avaritia, so no, you can't just ignore "some parts" and say that it's a non-issue. You are indeed forced to complete borderline sadistic quests to get started on certain mods. You like it? Lovely, but anon asked for comfy building, cool shit, and something actually good. DJ doesn't qualify
>>
>>520356095
>Just search it on Youtube bro. Let's Play + [modpack]
I tried that once and all the LPs where in german.
>>
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>>520399837
better than flaot is my modpack, I made it for myself first and foremost
I don't know if anyone else would enjoy
I haven't touched the thing in like a year by now though because I was waiting for angelica to fix the skybox with mcpf
looks like you can do it relatively easy nowadays with enough eldritch knowledge though
it now works with better with patches for that extra BTW feel but I am genuinely annoyed there's no animal husbandry mod for 1.7 that makes animals more interesting to work with, best I could do was playing around with improving minecraft's "domestication" mechanic that lets you turn wild animals into vanilla animals that also fight back, and it works, but it's kinda clunky

everything else is fine though
>>
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I love raw ores and fortune so much it's unreal
>>
>>520408821
>raw ores ruined ore processing lines for ore doubling
>now you are encouraged to rush the fortune enchant(dogshit mechanic) or fortune tinkers pick(needs a fucking blue flower)
>>
>>520408821
>not compressing them into blocks
>>
>>520408821
oh wait is this gtnh

they stole gt6's raw ore textures wholesale lmao
literally the romanians of the 1.7 community
>>
>>520409383
Ore doubling was never fun and ore blocks were always stupid
>>
>this gameplay mechanic that lets me put ore into a magic box to double it and reduce the time spent mining has to be FUN AND ENGAGING
what is this mental illness?
>>
>>520379390
I loved the Culture series. RIP Iain.
>>
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>>520410578
>what is this mental illness?
>>
>>520410049
Having to build some infrastructure and a base is definitely way more fun than interacting with enchanting mechanics or dumping a ton of lapis on your pick(+ blue flower + rabbit foot tax)
>>
>>520407708
With THE /mmcg/ pack I meant "the most notable one by anon", not "collectively constructed by anons". Surprised you're still around btw (better than wolves)
>>
>>520410973
nah, there's other ones I've just been shitting the bed about it the longest
>>
>>520410948
Enchanting is more fun than ore doubling
>>
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Dragonrealm status:

>Tinkers hammer mastered, the only modifier this grants to the tool is of course lapis to get 3X3 mining Fortune III. Regular diamond pick with silk touch (advanced enchantment table and a sword with XP Boost III makes gaining exp not too tedious).
>Division Sigil activated, healing axe got (infinite hunger).
>Found a gold and diamond, so technology can be started.
>Agricraft breeding going well, new mutations with 10/10/10 parents also have 10/10/10 stats.
>>
What's the best site for hosting a modded minecraft server for two players? Don't need that much RAM as we'll be only running light stuff.
>>
>>520416027
>play together through hamachi
>send words to each other if someone makes progress
I just always did that
>>
>>520416027
The One You Host Yourself
>>
>>520416027
Just host it yourself man
>>
>>520410049
Well, now you're compelled to fortune everything before you ore double it. What now, faggot?
>>
>>520423326
I think this happened at least a couple times and they never worked for obvious reasons
it's a cute idea mind you but just don't bother
>>
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>>520390221
Should I murder and rape these villagers? Or enslave them instead? Their iron golem died to a bunch of mobs last night so they’re vulnerable
>>
>>520366020
What about a space exploration pack where you're expected to regularly travel to new inhospitable planets for resources and you have to fit them all on a small ship which is restricted in size based on current technologies? The story could be that you wake up from cryosleep long after a war has wiped out all life in an interplanetary human empire. Now you have to explore the ruined planets and salvage scarce usable technology from dungeons while fending off aliens, robots, space mutants, and other horrors that remain. All of this would be done to create a new device that would terraform a relatively unscarred world into a new habitat for life.
>>
>>520099091
>>520101940
They're nice from down below but look like ass when you fly over them, I wish they had made it like the BOP 1.12.2 crag except more jagged
All crags from all mods look like shite now
>>
>>520434784
This but whit sex mods
>>
>>520403889
>Oh, you think Avaritia is the only critisism I have for Divine Journey
Uh, yeah?
It was the only thing mentioned in that block of text that I skimmed so yes I did indeed assume that was the only thing you had an issue with.
>You are indeed forced to complete borderline sadistic quests to get started on certain mods
No you aren't, the questbook is entirely optional. You can check through nothing more than jei to find out what is gated behind what.
The modpack gating one magic mod behind another is the point of the whole thing, automatic blood magic to make progression through botania easier then automating botania to make progression through thaumcraft easier, etc. all the while having easy access to thermal/enderio basic magic block ore doublers and ae2
You misunderstanding the point of the pack and getting filtered doesn't mean it's a bad pack, just that you aren't the intended audience.
>>
>so apparently the Drygmy actually can take out loot from beneath it, I just had to wait a while
>just endangered my life trying to trap another Evoker and getting harassed by Vexes and fleeing in a middle of a thunderstorm at night with all these beefed up undead mobs
Fuck it, whatever.
>>
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>>520389060
>>520389667
>>520389857
>>520390261
>>520390320
this is all i ended up doing with it so far....not sure what to do for the roof, and unsure how to add depth
>>
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>>520446146
and for the inside i have no idea what to do either, its such a small building that i doubt can really fit anything crazy in here
>>
>>520434784
There are a shit ton of good ideas and they're all worthless until someone sits down and accomplishes them.
Now is your chance to learn to make a modpack, get started. Who can say, maybe you'll be the next Blightfall or Crash Landing instead of a slopopolis.
>>
>>520446146
look at these
>>520389667
>>520389857

they're almost the same as yours. the depth comes in the form of the fences and balcony things. Just add shit around the outside to make it not such a flat monolith.
>>
it's been like a decade since I last played

I heard that massively increased the height and depth limits, and I'm looking to spin up a small server for a group of friends running something close to vanilla but not quite

ideally, I'd like an "rpg" mod that allows leveling up and skill gains and such, along with a fantasy-style resource pack and shaders that look good at lower resolutions, 32x or 16x

any suggestions? cheers
>>
>>520446146
Real windmill buildings are composed of different structures of varying diameters for varying purposes. I honest to god recommend looking at pictures of real Dutch windmills.
>>
I tried putting alchemistry with gregtech Ceu Modern and Modern Industrialization, and they aren't working together. Gregtech materials can be turned into alchemistry elements, but not the other way around. Modern Industrialization recipes accept alchemistry ingots for part of the recipe, but always needs at least one native ingot.
I'm thinking of generating pure elements with alchemistry and using those as inputs to a gregtech system.
How can I force one of these mods to accept alchemistry (chemlib) pure element ingots and nuggets?
>>
>>520451258
Sorting Dependants on CurseForge shows all the modpacks that have it, but you can’t sort by downloads or anything. You could search modpacks for “Tetra” if they have a written modlist, or check YouTube or Reddit
>>
>>520408821
I cant play modern modpacks without rushing Fortune XVI.
>>
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Why is the Alex's caves rainbow not a rainbow?
Where is the light blue?
Should I make a bug report?
>>
>>520446146
Add depth without breaking/cutting off anything? Add stairs in the cut off point between stone bricks and spruce blocks. Add spruce fences on the side and put up lanterns on there. You have mossy bricks already. Why not add vines or oak leaves or whatever.

To contrast with the spruce why not have the roof made primarily out of oak stairs and slabs while it is bordered by spruce slabs.
>>
>>520448867
Mine&Slash
>>
>>520457350
Biggest piece of shit mod ever created
>>
>>520457638
I like the concept but doesn't give you dick of tweakability so magic doesn't mean dick
>>
>>520457832
It literally breaks every single projectile, and every other mod that adds literally anything that does damage on purpose because, according to the dev "It's a complete experience"
>>
>>520423326
Some anons talk about this a couple threads ago. Shit will never happen, no one will be able to agree on which ersion of mc to make it for.
>>
>>520423326
>>520458673
I mean, it's quite obvious it should be b1.7.3 BTA
>>
Metallic Bump Powder
>>
>>520423326
>roll post number?
Jenny Mod roll
>>
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>i should actually make a nice looking base
>shit need materials
>lets just build what I need and ill reorganize later
>repeat
>end up like this
>>
>>520467093
At least you make something
for me it's
>shit I need a building
>shit I need materials
>shit I need automation
>shit I need a building
all of that while I explore in the meantime, get bored and quit the modpack
>>
I tried inbetweenlands after people told me it's just fun adventure and it's an absolute slog and tedious
does this game seriously have no good adventure packs, are they all like this?
>>
>>520467093
>>520468523
Is it not generally better to build something functional THEN add aesthetics after? Unless you know EXACTLY what you're building.
>>
>>520474095
that gets you a lawnbase
>>
>>520474095
Always gather some wood/stones and make a small cabin with a big basement, that way you avoid the lawnbase
>>
>>520474095
build thick walls so you can hide whatever spaghetti you need to make your aesthetic build functional
>>
>>520441875
>Uh, yeah?
The hand-written achievement book and the fact that you can change the difficulty on the go are the only charming parts of it. I wonder why the even bothered since they obviously didn't with everything else
>No you aren't, the questbook is entirely optional. You can check through nothing more than jei to find out what is gated behind what
I didn't mean quests from the questbook. "borderline sadistic lengths" is more fitting
>The modpack gating one magic mod behind another is the point of the whole thing
If it was implemented properly and not as tastelessly as possible, I wouldn't be complaining. The concept of a progression pack isn't the problem, it's the implementation that makes the experience all-out miserable. Unlocking gated blocks and items feels like nothing more than check marks, with no regards to at least attempting to make it somewhat plausible, or more importantly, fun. Take that dirt from Iceika and turn it into a Blank Slate via a Blood Altar. Use that Blank Slate to craft entry-level Thaumcraft, Botania, and Thermal Expansion blocks and items. Utter fucking nonsense. What's worse is that a pack that has Divine in the name, surprisingly, has DivineRPG as nothing more than an afterthought. Instead of making you dig dirt for one of the recipes, they could've made you explore Iceika dungeons for snowflakes, or even better, get one of the items that the local traders sell, to ensure you're experiencing DivineRPG to the fullest and having an actual adventure. But hell, they didn't even bother removing recipes of blocks and items from different mods that have the same functionality, so I don't know what I was expecting. Should've stopped right there, really (cont.)
>>
>>520475478 (cont.)
>>520441875
>You misunderstanding the point of the pack and getting filtered doesn't mean it's a bad pack, just that you aren't the intended audience.
I guess. Shouldn't have expected a DivineRPG focus and instead a glorified kitchen sink. Shouldn't have expected any thematic consistency and instead absolute retardation that makes me perform satanic magic to be a thaumaturge, floramancer, or an engineer. Shouldn't have expected a grand, immersive adventure and instead a meaningless grindfest. Shouldn't have expected choice in a pack that has a "Adventure and RPG" tag. Shouldn't have expected enjoyable progression that isn't lazy meta dogshit. Shouldn't have expected bare minimum CraftTweaker work. Shouldn't have expected something actually worthwhile
>>
>>520475604
out of curiosity which adventure+RPG packs did you like
>>
The Northstar dev is really starting to piss me off.
>>
>have to design a place to house my dragon
Fuck.
>>
>>520475920
95% of my playthroughs are TOYMYs. The only strictly adventure+RPG pack that I have extensively played and am ready to whole heartedly recommend is Hexxit. Though it's not perfect and I give it some slack for coming out pre-MineTweaker
>>
>>520451258
In the OP http://modpackindex.com/
>>
>>520474095
>Is it not generally better to build something functional THEN add aesthetics after? Unless you know EXACTLY what you're building.
That's how you get stuck in a cobble box in the middle of a lawnbase, so no. It's perfectly reasonable for the nucleus of your first base to be a cobble box with some crappy little farms outside; the trouble is when you're expanding and you decide to just build a larger cobble shack instead of leveraging your new resources. It doesn't have to be GOOD, per se, or even mesh nicely with the rest of your base - just so long as it's something that you don't hate looking at.

Make it as easy on yourself as you can. Get wands and chisels and whatever other building utilities are available and use either creative mode or a test world to test block palettes without wasting resources. Calculate the costs of blocks before making them if you're in a pack like GTNH where the exact block you want might be expensive but don't get bogged down in planning or stop yourself from playing with expensive blocks because if you think you suck at planning or you can't afford to upgrade at the moment then you'll use that as an excuse to build another dirt-and-cobble shack while planning to do a proper build "when I can can afford it". Just build and mess around and you'll eventually find something that sticks and once you get more confident you'll be able to do better going forward.
>>
>>520481361
>dragon moves 1 (one) inch and destroys the entire thing
>>
I wish Actions N Stuff was on java. I'm tired of shit player animations
>>
>>520407708
>better than flaot
Could you describe the core mods of this pack? Are you using the unlimited indev-style flaot generator from the OP?

>>520434784
Be cool if making the custom futuristic structures wasn't such a pain. Wish there was a repository of user-made modular structures you could choose from.
>>
>>520472789
In the Betweenland 2
>>
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To the breeding chambers we go
>>
Northstarbros...
>>
>>520479683
>>520495537
Let me guess, mental health issues
>>
>>520496164
You tell me.
>>
>>520045583
I honestly hope it gets backported/modpack-ported so i can finally re-enjoy pseudo-nomadding.
>>
is it time to admit that modded minecraft is dead for good?
>>
>>520498813
No because I haven't released my modpack yet (the best one there is). It will cause a renaissance and riots on the streets
>>
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MODDED MINECRAFT IS GONE FOR GOOD THIS TIME
>>
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Pretty happy with the compact steam-engine/generator/battery/motor unit for the tanker train.
>>
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>>519962558
Get this fucking bigoted piece of shit basedjak off this general Jesus.
>>
>>520499743
Will that work? I'm pretty sure you cannot bring water sources on a contraption, you'd have to install a water tank which is filled up at refueling stations along the line.
In Clockwork / VS you can bring water and lava source blocks on contraptions and it is absolutely crazy.
>>
>>520500882
I'll have to remove the water before moving the train and replace it before running the engine yeah. The engine will only need to be run when the battery goes flat so it's not a big problem imo.
>>
>>520501483
Since you have Craft & Additional why not fill the tank with biofuel ? One bucket last for 20 minutes
>>
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late game gtnh
copy pasting (literally, with MM) 32 fluid solidifiers and giving each of them 8 energy hatches, in a void dimension
I might just copy another 32 so I won't have to worry about them until stargate
>>
>>520502243
That's a good suggestion but I've got biomass pAllets that last a crazy long time.
>>
>have a cool build idea
>It will require 225 stacks of copper
Guess I'll have to put it off for now
>>
>>520502953
Pour it directly into blaze burner with a straw instead of mechanical arm feeding for a less lagging experience
>>
Any good modded light source blocks? What do you guys like to use?
I don't want to use redstone lamps again.
>>
>>520505245
Try the new vanilla ones like shroomlight and froglights and shit
>>
>>520500816
are you ok sis?
>>
How Minecolonies for 1.12 ?
>>
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Theres a small workshop in the front of the train with some presses and a mixer.
>>
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engine room in the back. though create trains don't actually need engines for some reason. It's to run the pumps and workshop.
>>
This is probably a stupid question, but is there an easy way to mass-produce obsidian in ATM9 skyblock?
>>
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It's not pretty but it should work for hauling oil, doing odd jobs and recharging the jetpack. Still need to add some pumps above the oil tanks
>>
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>>520496381
nothing wrong with being gay
>>
>>520509687
I'm interested to see how much of this stuff will actually work while the train is assembled and running. I'm afraid a lot of it won't. I haven't used presses but deployers act pretty weirdly on a contraption, you can give them items but they don't visually update. Making it seem like they eat your stuff, until you disassemble the contraption and realise all is well. It's just like the workshop in your elevators, while it's placed (disassembled) everything is normal but during movement things act a little weird.
>>
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The train should also help locate an oil well I believe there's a tool that finds wells when given rotational power. Gotta build a rail line to the new chunks now.
>>
>>520511354
I doubt any of it will work. Like the artillery train I'll need to get out, place a station and 'disassemble' the train to do anything,
>>
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These fucking villagers are unleashing their inner pajeet and climbing all over the train there are 8 of them inside.
I'm guessing it's because villagers can't normally cross rails and it has done something to their pathfinding
>>
Are you going to be playing the official Northstar server?
>>
>>520496381
im sure the dev is overjoyed that spaceflight is right wing coded now thanks to chudlon m*sk
>>
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>>520524958
Spaceflight always has, and always will be anti-liberal.
>>
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Rotarycraft started.
>>
>playing toymy
>everything working fine
>go on a 1 week holiday
>get back boot up game
>something is broken in-game or there is an incompatibility/missing dependancy or the game just refuses to boot altogether
Why does this always happen?
>>
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who up curving they pipes in these New Horizons
>>
>>520529051
god that looks sinful
>>
>>520529051
>bitcoin miner pipes
>>
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>>520508646
expect nothing to work correctly
>>
>>520509938
Too hard to answer without knowing where you are in progression.
ProjectE
Mystical Agriculture
Productive Bees
Industrial Foregoing stonework factory (consumes lava)
Thermal blast chiller (consumes lava).
Produce lava with magma crucible (netherrack) or create.
That's just ways I can think of based on common mods in the modlist, less common mods like Occultism or Ars Nouveau might have methods.
>>
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(Yet) Another Furniture Mod soon
>>
crumbling
>>
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Steady progress on pathserb
>>
>>520538732
? >>520044610
>>
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>>520538732
>>
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I finally got the first of the pack (meatballcraft) custom multiblocks - this spits out mostly junk to me, but one of the things is used for EMC links (which will let me create base materials without the large array of energy condensers I have behind me).
I still need to do some magic stuff to get the upgraded versions (which have 9 slots, so they're actually worth it), especially fighting the gaia guardian. Botania seems mostly vanilla so far, with the runes being a little different.
>>
>>520377175
Thanks. The factory is 100% windmill powered, it outputs 4096 SU or something so it's enough to run any of the individual machines inside at like 200 RPM at least.
Good idea with the extra bricks. One day I should make another windmill with a head that rotates, that'd be cool. Yeah exterior things like a garden and some path and other stuff are the next step. Sheep round it would be nice
>>
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Hey, I'm looking for 1/2 people more to create a Thaumcraft 4+addons and witchery modpack and play it for a couple weeks.
We want to keep it non grindy and pretty light.
Twilight + Aether, maybe et futurum, QOL stuff and no tech. If the project interests you hmu at thaumchud@pissmail.com.
>>
This is a long shot, but does anyone know any packs that focus on mobs that will actually threaten your base somewhat? And DON'T also force you to do incredibly tedious early game bullshit like sifting gravel or going through 3 furnace replacements before letting you just have basic minecraft shit?

I've tried a few packs like Rebirth the Night while I like the mobs being a real threat to your base, I hate having to go through terrafirmacraft style bullshit just to make a basic iron sword. Ideally I'd like to see a pack that takes advantage of automation to enhance your base defense but I think I'm just dreaming at that point.
>>
>>520544386
Not a pack, but the Invasion mod adds just that https://modrinth.com/mod/invasion-mod
>>
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That was easy. The windmill top now rotates! Just flip the clutch lever and right click the hand crank once to rotate it 90 degrees. The windmill Just Werks and doesn't even need to be touched. For safety, flip the lever again when done.
Time to start exterior decoration
>>
>>520546865
>1.7
>All forks are dead
Damn, that IS exactly what I was looking for.
>>
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>>520484684
> Are you using the unlimited indev-style flaot generator from the OP?
No, although I tried that one it's both really laggy and it doesn't really work well with ore generation for gregtech. It's theoretically possible, but a hassle. My worldgen preset is OWG sky islands, which are essentially just infinitely sprawling islands that go from around y:100 to y:30 as a maximum variation.
Tries to ape better than wolves in 1.7, TFC and has GT6 with thaumcraft and botania integration. Has invasion mechanics once a month and some earlygame survival bullshit. You're supposed to mine in the nether that has techguns mobs and nether ores.

It works.
>>
>>520529051
>that one regular middle pipe
>>
what's the /vg/eredict on Create Nuclear?
>>
>>520552126
is it good or isn't it
>>
>>520552126
Why would you even need a bajillion stress units, just make a blaze cake farm is you want to automate a comvoluted SU generator
>>
>>520552126
I like complicated resource chains but the payoff here seems absurdly huge.
>>
>>520552807
This, we still don't have anything to use that much power, old mods solved that by making storage the ultimate goal to strive to, in create there's no power storage in the first place so it's useless
>>
>>520552126
Better textures than New Age and also doesn't clash with C&A's electricity. Seems more polished than NA as well.

Just wish it had a way to create RTGs so I can use them early on on Mars.
>>
>>520552126
What the other anons said plus it's too big so it's not an option for create memevehicles with trackwork. I don't see the point honestly, aesthetics is one I guess. But if you wanna go that route then you should add the processing of byproducts so you have barrels filled with that shit or something.
>>
>>520556720
>create memevehicles with trackwork
do people really mess with that stuff? seems awfully complicated (but not in a good way) and the result is kind of gay
>>
>>520558713
People are making interesting stuff at least. But yeah it's as practical as simple to make. Also what the fuck is that language? It sounds like when someone mockingly imitates other languages.
https://youtu.be/UiMWCxQOcV0?t=591
>>
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>>520558713
Cars are pretty easy to make, especially if you have create addons that add better ways to make power like TFMG instead of having to use shit like steam engines https://www.youtube.com/watch?v=_sTY_Z1n9Xk
If you have friends, you can make red orchestra 2 tier autism tanks with each player having different duties like loading, driving and firing. Mostly pointless but fun to fuck around with
>>
>>520563103
The redstone link spam is ugly so I'm glad Drive-By-Wire exists.
>>
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>>520546865
>invasion mod
>fond memories of Mofserb
>"WELL THERE GOES MY FUCKIN' REASON FOR PLAYING" when it got removed in an update
>>
>>520550150
what?
no. There's much better options for 1.12+.
>>
>>520566756
I didn't know minecraft had rail world mode too.
>>
>>520566975
Really? Any recs?
>>
>>520567359
off the top of my head the apocalypse mod by fathertoast, but there's a few other ones as well. 1.12+ has a shitton of invasion mod, 1.7 is stuck with the worst possible ones that barely work. I think just looking for "invasion" on https://mcmodbrowser.github.io/mods/1.12.2.html and above should yield a shitton of results.

https://www.curseforge.com/minecraft/mc-mods/apocalypse-mod
>>
>>520567170
That started out as one of those red rock biomes... and then we removed the mod that had the red rocks.
>>
>>520568030
I know. That pic is basically 10 years old by now. It was a silly joke.
>>
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>>520568139
Older, actually. In other news Eminem has a grandchild now.
>>
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>>520579059
Daggerfall?
>>
Wait a minute if we have Drowned from Zombies in water, then where's our Burned from Zombies in lava?
>>
>>520582168
that's just a skeleton
>>
>>520584445
I'd try disabling ctov and other worldgen mods. If that still doesn't work, I'd try disabling about half your modlist. If that does work, then enable half of the remaining mods. Continue enabling half until it breaks. One of those ones you just checked is the culprit. If it breaks on the first half, then one of those mods is the culprit. Note that it might be a conflict between two mods rather than just a bad mod, which is slightly harder to diagnose but you can generally use the same steps to figure out one of the pair that is causing the problem. Try to avoid things that look like they do the same thing.
>>
>>520580286
HardrockTFC4.

I'm in a tough spot right now. I want a 1.20 pack DH+shaders, techstuff without gregtism, memevehicles like >>520563103, while also having a proper questline. I see that CABIN got updated to 1.20, however it's using create v6 and the Oculus+flywheel compat dev is kill. This seems like the next best thing, but I don't know if I can stomach TFC after playing vintage story

>>520584445
delete ctov or try adding it's requirement(Lithostitched) if it isn't installed
>>
>>520552126
Does it really directly produce stress units instead of heat or steam? Why? Couldn’t they just make a dynamic multiblock steam turbine with higher power density than a piston engine? And a process heat system using steam from reactors or boilers to replace blaze burners. Process heat would fit so well into the aesthetics of Create, I don’t understand why they went for blaze burners.

There are a few addons that mediate this, both Mekanism and Pneumaticcraft have Create addons that integrate their thermal systems with Create’s, plus there’s that Low Powered mod.
>>
who said this thread could die
>>
Any body have dungeon/structure mods that have ice dungeons? Not just dungeons that just so happen to exist in ice biomes like the mausoleum from Ice and Fire which is just a big house made of black-colored stone blocks, but blends and incorporates ice and snow into their build. I need some inspiration.
>>
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It turns out that shoving 4,000 bees into a mega apiary is extremely laggy
It says this recipe is supposed to be 5 seconds
It's actually more like two minutes at .08 tps
>>
>>520602428
I think Roguelike Dungeons has some ice rooms if you just want inspiration. You can also check out Decked Out 2 which is a dungeon build made by TangoTek on YouTube.
>>
are there any other forever modpacks like gtnh
>>
>>520604543
Terrafirmacraft.
>>
>>520604543
RLCraft
>>
>>520603803
>Roguelike Dungeons has some ice rooms
Never encountered a dungeon with ice rooms from this mod before. Must be from the newest versions, I guess.
>>
>>520604543
toymy
>>
>>520604543
Questing mayhem
>>
>>520604867
No, it was a long time ago so not a new version. I might be thinking of some other mod, or maybe a modpack that added rooms to the dungeon. Or maybe it's just rare.
>>
>>520566756
>mofserb
Fellow /mcg/ Illuminati.
>>
>>520566756
What happens if you break one?
>>
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>>520602428
Not sure what kind of inspiration you're looking for but Dungeon Additions has an ice dungeon. They're kind of a clusterfuck inside.
>>
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Cotton for torches and stuff for sandwiches going. Found a good load of iron. A sparse sprinkle of copper thus far. No tin quite yet. I did find a vein of red granite though. Almost 8 stacks. Cookin' right now for some non-mob spawn blocks.
>>
>>520604543
Any kitchen sink pack
>>
>>520456782
ROYGBIV
It's missing indigo
>>
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>shit im sick of my square commie blocks and im fucking retarded
>ill look up a build tutorial and just steal ideas for exterior trimmings and stuff i guess
>everything is just pure artsy decoration builds with little to no practical space to actually use for anything other than sleeping in
>literally 0 of them are modded
you could probably find a nice successful niche in making modded build tutorials for base designs because apparently they're non-existent somehow
>>
>>520621893
Just crash at some modded structure. I conquered a small wizard town from Chocolate Quest and made it my home on one of my playthroughs
>>
>Figura
>Vampirism + addons
>Forge Origins
>Monsters and Girls
Kino time
>>
>>520621893
99% of making anything look good in minecraft is just giving a square commie block texture. Window trim, a bit of asymmetry, gables, cantilevered additions, etc. Its the same principles in IRL house design. You'd be better off looking at nicely designed factories IRL than some 12 year old's build tutorial.
>>
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>>520621893
>I'm too retarded to boil water for coffee
>Go onto youtube to learn how to boil water for coffee
>Everyone is boiling water for instant noodles instead
>Why is nobody making tutorials on how to boil water for coffee?

The principles of building anything to a theme in minecraft are the same shit no matter if you're building a house or a megabase and 90% of it is just "use more than two types of block" and "don't forget to add the appearance of depth".
>>
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>>520610354
Haven't slapped down any of that granite, but I've begun to run out of willow logs from the clearing so now there are bonsais and barrels.
>>
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>>520625276
I've made the tools and found enough copper/tin to get bronze to smelt. Finally put a proper door on my mud hut.
>>
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>>520624909
>>
>>520624909
I think the problem is that vanilla builds are usually purely aesthetic, often not being very space efficient. But vanilla redstone builds and tech pack builds need to contain something significantly sized. And in all such cases, the extent to which you can morph your contents to fit a desired building shape varies. You can't just split your super-smelter into 5 parts because the water streams will get long, but you can route your pipes in a different direction and put your blast furnace elsewhere without really impacting anything.

>>520626394
Maybe there are tutorials on how to cram redstone gizmos inside aesthetic shells?
>>
>>520624097
This. I never use some gay build tutorials i just use IRL buildings for inspiration
>>
>>520044610
>>520538857
This was an april fools post
>>
>>520626394
Do you have the full comic by any chance? I've been searching for it
>>520630318
I feel silly now
>>
>>520630878
>I feel silly now
Dont, i phrased it really badly and it wasnt well thought out
>>
>>520390221
>bedrock
>that house
>that inventory
>half a heart
Great screenshot, son.
>>
>>520416027
Try those P2P mods (Essential, e4mc, Advanced Sharing)
>>
>>
Is using World Edit + Litematica cheating in your opinion?
>>
>>520635447
Creative building is impossible for me without WE + Axiom.

In survival I use Create schematics that I built myself in creative.

It's the only way to avoid everything being a cobbleblock.
>>
>>520635447
>World Edit
Yes
>Litematica
No
But it's Minecraft, so whatever
>>
>>520538732
Nice train dude! Station looks cool too, very nice shape to it. This is the new massive rail line to famous Brohult up in the north. To reach there, head to the station just north of spawn. You can change trains to this blue racer there.

>>520549395
>>520298669
This one? Damn I gotta see that in action. Sick!
>>
>>520538732
Oh shit that building is looking fleshed out now. Badass
>>
>>520637731
I've just realised it needs a tail vane. Also I now face the terrible prospect of making a flower farm for the garden around the windmill. Might have to make a mob farm for the bone meal
>>
>>520638729
You could use the spare saplings and leaves from your tree farm for composing
>>
>>520638729
These windmills don't have tail vanes. The rotor is oriented by hand by the miller. Tail vanes which automatically turn the rotor into and out of the wind are typical on steel windmills only. There should still be a decent amount of bonemeal in the shed next to the white farmhouse, feel free to take half a stack or so.
>>
>>520639920
>Composting
Shit, yet another vanilla mechanic I didn't know existed
>>520641082
That's very interesting actually and cheers I'll see if I can't get any tulips with it
>>
>page 10
>>
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Nature's Spirit is very comfy.
>>
>>520649017
ok but can you not
>>
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>>520630878
>Do you have the full comic by any chance? I've been searching for it
4u
>>
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There is a mod that connects villages with roads, apparently, as are mods for underground river generation, as are mods for sloped river generation

Why is there no mods which add dorf forts underground which are connected with cool dorf tunnels (or at the very least long caves which have really low floor level deviation) with pillars and shit? I've seen some impressive structure generation mods over the years, but none that do this. Is it really hard to implement, or people just didn't think about it?

Or why is there no mods which bring content from dorf fort like some silly mobs? They seem like a natural fit. Would actually prefer gorlaks running in the caves over ten million zombies
>>
>>520651589
Thanks
>>
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Are ethylene reactors from mekanism good for generating a shit ton of energy? I need a lot for my digital miner.
Playing ATM9.
>>
>>520652884
Is anything possible? Yes.
Has someone put in the effort to do it? No.
You could turn minecraft into doom. I don't mean an inspired-by-doom garbage heap with blocky walls and pixelly monsters that you shoot. I mean literally Doom.
It's all digital. It's just data. But someone has to DO it.
If you think of something that should exist but doesn't it's because someone has DONE it yet.
>>
>>520656002
>has done it
hasn't done it
>>
>>520652884
I will never understand why people want pre generated structures in a creative building game
Like bro go build whatever you want to see, that's the point
>>
>>520655170
Yes. They're even more retardedly OP than they were back in 1.12.2.
Last pack I played, a single GBG saturated with ethylene was producing 70k/tick and 1 prc can supply 3.5 GBGs.
Last time I played 1.12.2 ethylene only produces 50kish and that was using advanced generators, not mek's GBGs in default configuration.
>>
Do you use thirst mods?
>>
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>>519962558
What are some good hosts for a modded multiplayer server with around 3 people?
I've never hosted before and don't want to get scammed.
>>
>>520662402
host it yourself
>>
>>520662607
Is https://modrinth.com/mod/e4mc still the way to go? Do I need to use a VPN with this?
>>
>>520663594
I tried it once and the lag kicked my friend every few minutes
>>
>>520663594
I only ever hosted using an actual server jar, haven't had good experiences with those meme mods. You can not host with a VPN on, and people can do less with your IP address than you think if that's what you're worried about
If you're 17 and mom won't give you the router password to open the necessary port then just wait for someone here to recommend you a hosting service
>>
>>
>>520662402
Either aternos or one of the hosting services all big mod authors shill
>>
https://www.youtube.com/watch?v=xGQXUiNuUws
god when the fuck are they going to release Aeronautics this shit looks great but they're sure taking their sweet time
>>
>>520667141
hahahhaha
>>
>anon not realized an April fool joke
>>
>>520663996
>I only ever hosted using an actual server jar
Tbh I would rather host my own server locally too since my pc is more powerful than most of these $20-tier mc hosts.
>You can not host with a VPN on, and people can do less with your IP address than you think if that's what you're worried about
That's exactly what I was worried about lol. These are online friends I met on /v/ so I want to avoid revealing my IP if possible.

>>520663979
Yeah I also saw others complain about this same problem. I also tried https://modrinth.com/mod/essential but the menu looks pretty bloated.

>>520665225
Oh there's no difference among them? I guess I'll just pick one at random if I don't find a better option.
>>
>>520366020
slap on something like https://www.curseforge.com/minecraft/mc-mods/crackers-wither-storm-mod to give you a reason to not stay around too long
honestly I want to try a run where I combine that with some van made using https://www.curseforge.com/minecraft/mc-mods/trackwork, with the goal being trying to keep the van running while getting away from the storm and gearing up
>>
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Yet Another Furniture Mod is out!

https://www.curseforge.com/minecraft/mc-mods/yet-another-furniture
>>
I really want to use VS in my world because I want to create cars and boats and all the infrastructure that goes with it, but it looks really janky like it would suddenly corrupt everything. Is it safe?
>>
>>520667141
hate to break it to you bro but every single person "developing" this is in middle school and it hasn't changed since they closed the github after the valk skies devs proved they copied almost every line of code from them.
>>
>>520668146
>I also tried https://modrinth.com/mod/essential
Ewww, I hope you cleaned your computer afterwads
>>
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I'm considering making a tiny addon for TFC that adds some fossil items that'll randomly drop when sedimentary rocks are broken or sifted.

Ammonites, Trilobites, Belemnites, maybe even bone fragments. They can be collected or turned into flux. I've got plenty of references at home to use for making the sprites.
Only problem is that I do not know how to program.
>>
>>520671726
>Only problem is that I do not know how to program.
Ask chatgpt or grok to teach/help you make slopcode.
Claude is ok too
>>
>>520668146
>Oh there's no difference among them?
nta there is a difference
get a host that gives you a dedicated slot
there's a lot of jew hosts that host multiple serbs on the same system that end up running like shit
they advertise "best specs most ram! etc" but then they have like 10 serbs going at once on it
>>
>>520672143
>Ask chatgpt or grok to teach/help you make slopcode.
I'd rather spend months learning java for one silly little mod than ask a machine to do the work for me. It could be a vaguely valuable skill.
>>
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Am I magically retarded The answer already is yes, but besides that.

What is the baby-retard-proof way to update Embeddium in
>https://www.curseforge.com/minecraft/modpacks/forges-optimization-collection-forge-neoforge
onto 1.20.1 version and use acedium if possible?

I just want a template workign so I can get Create 6 with all Aether expansions, Twilight Forest, BetterNether, BetterEnd and slight vanilla improvements for fucks sake...
>>
>>520672257
Ok pal then go do that. Read some books or watch the one of thousands of youtube guides.
>>
>>520672267
just remove whatever current version of embeddium is there and plop in the latest version? do the same to its addons if there are any, idk what's in that pack didn't click your virus link

or toymy
>>
>>520670152
What's different
>>
>>520671726
Nice castle
Can you show it up close + interior?
>>
>>520672831
>just remove whatever current version of embeddium is there and plop in the latest version?
Crashes the game after initial laoding after I've done that, I tried to do the same with updating the addons and it crashes the loading where I don't even get a crash report.
It's curseforge so I dunno how that's a virus link
>>
>>520672937
Better models and mailboxes that can actually deliver mail.
>>
>>520673512
you probably forgot some addon or dependency or something. either that or that pack does something funky and you shouldn't use it anyway.
>>
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>>520673201
I'll need to take some closer ones in a minute. I've got an inside one for the main hall but it doesn't have the windows in there
>>
>>520670152
>>520672937
Looks very very similar to the old version, bit lazy to make it a new incompatible mod without upgrade path. Looking at the list very little has changed. You can edit the seat backs with a saw and the 1x2 curtain is new, which is cool. Before it was always 2x2 or 3x2. Fan is new too but seems niche.
The shelves look a little different and are quite a bit smaller (1/4th block instead of 1/2). I like using them on the underside of roof trims to represent the lattice planks sticking out, these ones are great for that purpose but I hope the old bigger ones are still in.
I seem to remember we were supposed to get wrought iron benches and chairs, what happened to that?
>>
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>>520673201
>>520674101
>>
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>>520673201
snowy day and unfinished palisade
I'm gonna swap out my 1.20.1 modlist for an F&A one
>>
>>520676046
I think I saw the layout of the main tower earlier somewhere
What is the mod for the arches?
>>
>>520676570
it's a resource pack that changes upside down stairs. It can be a little distracting so I'm not sure I'd recommend it.
>>
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>>520673778
The pack is unfortunately fucking outdated and yet almost exactly what I need as a fucking tempalte for actual modding.

The hatred and anguish I feel is immeasurable.
I do not want to spend thrice more the time on mods making Minecraft less of a piece of shit on technical gutwork than mods I fucking want to experience.
My PC is semi-competent for grafixx fagging so this one fucking time I want to use it and I am met with delirium for a mind.
>>
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>>520677634
>I do not want to spend thrice more the time on mods making Minecraft less of a piece of shit on technical gutwork than mods I fucking want to experience
You'll get used to it
>>
I want to start a better than wolves world but I currently only have 1.7.3 beta installed, will I miss out on anything by playing in this version and if so which is the best version to play this mod on?
>>
Hello frens

Does anyone have a recommendation for a fully technology based modpack? the pack having a gun mod would be a huge bonus. Any on the more recent versions would be great. I've tried several of the popular ones on curseforge, just want to see if there's any hidden gems out there.

thanks frens.
>>
>>520680661
Supersymmetry
It's developed by a bunch of teens, so game design suffers, but chemical chains are realistic, even if there is lots of arbitrary gating.
>>
>>520681087
>beds gated at ev tier
>>
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>>520681087
Well I'll be, it's like it was made to tickle my autism. AND guns!

My Amazon, Soria, thanks you.
>>
>>520680661
DeceasedCraft is zombie apocalypse modpack with Create, Immersive engineering and alike.
Cars are present and guns are required even.
>>
>>520682626
I did play that one, but I didn't enjoy it very much. I'm not sure why, maybe I didn't give it a fair shake.
>>
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Rotarycraft pump has a tendency to suck up water sources too fast and run its infinite pond dry. Even with a purposefully slow pump it still randomly do that. There is however the spillway from the same mod, it a lot faster, doesn't need fuel and will work forever. Go figure Reika.
>>
anyone know how to get connected textures when using forge on 1.18.2 without optifine? all of the tutorials and google search results lead to either optifine or fabric.
>>
>>520685006
https://legacy.curseforge.com/minecraft/mc-mods/ctm
https://github.com/Chisel-Team/ConnectedTexturesPack
>>
>>520686361
>1.20.1
thanks, but that's not the right version. I'd stumbled onto that one when searching earlier
>>
>>520686568
oh the 1.18.2 versions were kinda hidden. nevermind.
Thanks >>520686361
>>
>>520686361
I tried it out though, unless I need to change something about the mcmeta file for this to work it doesn't seem to want to help in making pbr textures work.
I've got a LabPBR shader enabled, the CTM mod, and a PBR resource pack, but it still thinks connected textures are off and it's preventing the resource pack from working.
>>
I'm painstakingly going through every block in my modpack to add the "air_passes_through" tag for Northstar...
>>
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>>520678075
Exactly. For better or worse, you learn to live with it until it's not a problem at all.

>>520679781
>I want to start a better than wolves world but I currently only have 1.7.3 beta installed
there's a modpack instance on their github but afaik the latest release which is 3.0 beta is hidden behind a discord link for some godfuckingawful reason instead of the latest github release
and it's really the only good way to experience BTW currently because the current version is kinda fucked here and there with terrain gen if you use addons and it adds a bunch of interesting QoL features

ask yourself if you're willing to dip into discord for it
https://github.com/BTW-Community/
>>
>>520683318
>Go figure Reika.
many have tried and failed.
>>
>Neither mod is better they are just different flavors
I hate dire so much, the way he talks the way he "edits", the way he plays.
I do like his 9x9 and the mods he made maybe one of his kitchen sink packs but not all of them
>>
>>520690776
we don't talk about those people here anon
building gadgets is ridiculously overpowered and any other mod of his is just stupid, I don't bother with any of it
>>
>>520690239
>https://github.com/BTW-Community/
I don't understand where the discord is
>>
>>520691218
it's in the description here https://github.com/BTW-Community/BTW-Public
>>
>>520691048
>we don't talk about those people here anon
Sorry i was looking up refined storage 2. i'll cease.
>>
>>520691353
's a'ght dw 'bout it
damn retard played the same way for 10+ years and never learned to cut his kids' cries out of his goddamn videos for some godforsaken reason, he's just hopeless
>>
is there a method/mod for 1.12.2 to register already existing items as things like pickaxes and swords? I have a mod that adds sickles, but they don't have much use, so I want to make it like a weapon, but I'm unsure how to make it have AOE sweep damage like swords. Or even a mod that adds a "sweeping" enchant will do.
>>
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>>520691330
thanks
>>
>>520692161
you're welcome, mr jellyfish fister man
>>
>>520681771
Yeah, lots of arbitrary gating
They need to pick a lane. If they have super duper realistic processes-don't use them to gate stuff that doesn't need to be gated.
Almost anything made before 1950s should not require circuits of any kind. Bread was made in the stone age and cavemen did it without a gigantic multiblock which requires iron. Ak can be made by Afghanis without any fancy assembly machine. Steam powered armor is apparently the greatest thing since sliced bread. You use a steam vacuum pump (how the fuck would that work btw) instead of simply using mercury.
Also on mod choice. Techguns isn't that great-expansive weaponry would be better. Plus it allows for easy armor/weapon additions. Even using existing packs you can have nice progression, including more primitive guns like muskets. As for vehicle mod, they have a single shitty car and are planning on making their own. Using immersive vehicles would be much simpler and give better end result. Fluff mods are lacking-I mean things like real life animals, more tree variants, etc. Some people may dislike those, but imho they add a nice bit of variety.
Honestly it remains me of Fallout the Frontier. Not in the sense of pedodevs, but because it has great work by coders and questionable decisions by lead devs
If my current world break/I get bored of it I'll try to nigger rig SuSy to remove the worst of retardation. Or maybe if I'll rip some content out of it for my own pack
>>
>>520649209
Apparently it has a Forge version now. How does it work with structure mods?
>>
>>520694151
don't know about that specific one but aren't most structure mods just datapcks wrapped in a mod jar? probably doesn't affect them at all.
>>
>>520682626
That actually looks pretty funny as a distraction from project zomboid
>>
>>520693498
that's me getting spoonfed
>>
started working on the interior of my windmill, still ugly, but it was pretty satisfying working out how to do this with the limited space i had in the building, i'm sure its still extremely inefficient still but its my first real contraption so go easy on me
>>
>>520691946
Install some relatively simple sword mod, change their texture and name to a sickle via a resource pack, and replace the recipe with CraftTweaker? I know it's dirty but it works
>>
>>520705571
posted the second part first by accident.....

also please keep in mind my only exposure to a windmill is through runescape
>>
>>520705571
>>520705802
https://www.youtube.com/watch?v=dKYyH0XFahw
>>
>>520705663
The sickle has its own function, unfortunately I can't just replace it with a new item. Further research is I'm probably fucked when it comes to actually making it a "sword", but perhaps just some kind of AOE enchantment will suffice
>>
>>520705571
>>520705802
Why is the windmill making bread instead of just grinding wheat?
>>
>>520707086
i like bread
>>
>>520707287
Make the bread somewhere else so you can have an excuse to make a belt line to another building
>>
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How to fix water surface in Physics Mod Pro?

After the google the redditor who encountered the problem couldn't fucking bother to explain how to solve it.
>>
>>520708992
DM the redditor :)
>>
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>>520668146 (me)
I just tried hosting a modded server using e4mc and it worked super well with no lag/disconnect.
Would recommend.
>>
>>520680661
Manufactio. It's an older pack and a significantly different experience from most of the era.
>>
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anyone else ever get this
>>
>>520718527
I knew they let a goldfish beat Elden Ring but modded Minecraft? really?
>>
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>>520705802
windmills tend to have sails as large as possible and towers as narrow as possible.
the sails being in front of a flat wall almost as wide as the sails makes the windmill look off.
>>
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>zero (0) mods that give other tools sweeping or any kind of AOE attacks
>>
>>520729901
you could probably make this yourself in about twenty seconds with a datapack
>>
>>520730172
>nuversions
no thanks
>>
>>520730507
keep complaining about your limited functionality then, I'm sure someone else will fix it
>>
>>520731607
https://www.curseforge.com/minecraft/mc-mods/estrogen
>>
>>520731859
damn you got me
>>
letting trannies ruin your hobby for you because theyre annoying is even more spiritually embarrassing than being a tranny
>>
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>>520732009
i much more prefer just keep all that shit out of mods unless you're specifically designing that mod for such purpose
>>
missed my point award
>>
>>520733841
>accused
>innocent
>>
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till the very last one
>>
>>520733942
Uhh no because if you do something a tranny does you're also a tranny because I said so okay!?
>>
>>520691946
ContentTweaker might be able to add the sweeping attribute to a custom item, maybe it can edit existing items too. Otherwise script it so right-clicking it changes your grip on the item (swaps it for a retextured sword with rotated texture) that gives damage and sweeping edge, but looses the sickle function.
>>
>>520734934
>>520706739

I was hoping there's be just some CT script to define something as a sword but apparently not
>>
the only other thing I could suppose is use Epic Fight Mod, which can allow for more immersive combat style and just make "build mode" unbearable to use
>>
>>520735042
Does 1.12.2 have the sweeping edge enchantment? What happens if you use commands to put it on a stick?
>>
>>520735593
sweeping edge gives more damage to the sweeped attack, doesn't give an item the ability to sweep
>>
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Companion Idea
>gives out "Granny's Stew" that is filling and gives random positive potion effects
>constantly gives you the Hunger effect
is it balanced
>>
>>520743270
The random effect should be enough of a balance especially if there are negative potion effects. Hunger effect shouldn't be applied imo, though if you insist it should have at least have low saturation.
>>
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>>520733841
I like vazki's mods, but that doesn't take away the fact that he's a sick tranoid
>>
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>>520744676
because of how companions work with customNPCs I can't do both features, but essentially she's a "buffed" version of her granddaughter, who gives out either regular food or burned dishes. I might just do a suspicious stew roulette instead, makes it easier
>>
>>520669671
Maybe until you have the resources to craft oil refineries and pumpjacks you'd have to scavenge fuel from gas stations and military bases, or make a rudimentary biofuel. Sounds fun.
Once again, the best modpack ideas are gated behind needing a wide assortment of immersive custom structures.
>>
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revive
>>
>>520731607
Your response is as useless as the other guy's who suggested a CraftTweaker script. Only difference is that he didn't phrase it like a snarky little shit in an attempt of a gotcha
>>
Is there a way to modify enchantment table so that it used another item of mu choosing instead of lapis ?
>>
>>520764793
>a Minecraft Movie technically exists in a modded environment
>>
>>520743270
granny bacon...
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Mod where? Piglin raid mod when?
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>>520773792
https://youtu.be/VVnTBFfcR5I?t=96 honeydew pov
>>
>>520733841
this has aged like wine, any mention of george floyd looks like a racist joke now
>>
I really hate 1.18.2 terrain generation, even with mods.
Beaches are fucked and everything is too knobbly.
>>
>>520774396
yeah that was me at age 10
>>
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>"How do you think I'll milk the cow without a bucket?"
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>>520782028
what worldgen mod is this
>>
>>520782173
Terralith
Beware that the jungle cliff gen are very very jank
>>
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>>520783661
But that's Tectonic tho!
Yeah the mountains can be somewhat jank but I like it enough due to the comically deep oceans and the wide uninterrupted rivers that all connect to it
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>>519962558
can i run mods on my realm to play with my gf
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>>519986941
b4nny, is this you?
>>
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Bump another pic of a player town I stumbled on me way home.
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What mods should I install with NTM? Is there anything that goes well with NTM without breaking progression? I can't decide if I should go with nothing or install some minor stuff.
I think AE and some deco thing like chisel may be good. And can't decide if I should add food/spice of life/biomes/seasons and other small stuff.
I want to have some transportation like trains, but railcraft has overlapping recipes and I don't want to fix that all.
I found traincraft, and it doesn't seem to add anything besides trains. Is it good?
Also mod adds guns and nukes are there mods that make them useful?
Also also I read that GT6 has compatibility with NTM, is it good?
>>
>>520774886
Then use Tectonic or Lithosphere and stop FUCKING COMPLAINING!
>>
What's less cringe, lawnbasing or digging down to stone layer and mining new rooms whenever you run out of space?
>>
For some reason Survivalcraft's trees are very atmospheric and comfy to me and no MC mod has been able to come close to replicating that.
>>
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>>520803228
Forgot pic.
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>>520803228
>Survivalcraft's
who
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>>520803314
Another pic.
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>>520803147
dwarf-moding is mildly less cringe, especially if you at least try to decorate the walls
>>
Redstone Flux.
>>
>>520803147
lawnbasing implies not even trying
dwarfbasing at least features walls, rooms, possibly multiple floors
>>
>>520793964
Hey that my lot
>>
>>520795281
Go into creative and the documentation and check what the mod is missing.
>Also mod adds guns and nukes are there mods that make them useful?
Why would they not be useful by default? If you're concerned about vanilla making them redundant, find a way to nerf the shit out of enchantments, potions, etcs.
>>
>>520803147
Rockbasing is my preferred method. Dig down, dig a huge room, then lawnbase in there
>>
Bump 1
>>
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Spot a lil boat on may way back to town
>>
Alright so I made an Extreme Reactor 3x3x3 basic reactor, do I make it a 5c5c5 so I can put coolant in? This is in ATM9,
>>
Any good mods to expand the game with more magic and fantasy elements, maybe like Terarria?
>>
>>520825971
Do you need the power? Do you care about efficiency or cyanite output? Do the math and figure it out yourself.
>>
>>520795281
>Also mod adds guns and nukes are there mods that make them useful?
played a TOYMY with some friends ages ago which added a ton of stupid shit to make all the weapons worthwhile, there was a mod called mob swarm that would spawn fucktons of zombies n shit. mutant creatures for good measure, and if you want to go really fucking goofy, laser creeper robot dino riders from space.
>And can't decide if I should add food/spice of life
was never fond of spice of life, their shitty imitation of a nutrition system just makes it so you get a few of the most spammable food options and stick to those, shit like pam's trivializes it away entirely
>I found traincraft, and it doesn't seem to add anything besides trains. Is it good?
not terribly useful, especially since NTM has jetpacks and teleporters, but if you just want to build trains n shit, it's probably the best option on 1.7.10. there's immersive railroading but it's both laggy and janky as shit. heard about a mod called rails of war, don't know much about it, but it seems sorta similar to TC
>>
>>520826619
I guess the question that I really want to ask is will it be better than Mek in terms of energy generation?
>>
>>520826426
Play Rlcraft
>>
>>520824924
Having fun sir? Just taking a tour of the serb or looking for a nice place for a base?
The boat is a contraption, it's not on a schedule yet but I hope to see it to floating up and down the river soon. There's another boat which already does so, it's far south and crosses the ocean. That one was built by admin in creative though.
>>
>>520826426
That's a very vague descriptor; Artifacts adds baubles-compatible Terraria accessories, I guess Lycanite's mobs sort of does that, Electroblob's wizardry might fit your definition but I haven't touched it.
>>
What is it with 1.12 packs and adding Steve's Carts only for it to be used for nothing more than crafting components? Were pack devs just too lazy/incompetent to make their own useless busywork recipe filler items?
>>
>>520827985
Isnt the "magic" part of RL craft just special swords/weapons and an xp gate for using enchantments and other gear?
the summoning thing is neat I guess.
>>
>>520831748
They got Electroblob in it as well
>>
Was there a recent Create Above And Beyond update that removed Forbidden & Arcanus and Occultism or did I hallucinate that?
>>
Before I dick around with it is there any retard proof guide for FTB Chunks + Xaero's Minimap integration?
>>
>>520835787
Nevermind, the game doesn't chimp out when I replaced the FTB with alternatives, just for reassurence if anybody bothers to answe, DoesPotatoTick? will work with Open Claims and Parties from Xaero?
>>
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>>520826426
This modpack is pretty rad
>https://www.curseforge.com/minecraft/modpacks/dungeon-heroes

I really like to combine this with this datapack
>https://www.planetminecraft.com/data-pack/ocean-only-world-water-world/
In a way the modpack is probably less overwhelming. I only add Sophisticated Backpacks as quality of life improvement as I just can't play survival anymore without.
>>
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What would be a fun way of connecting the place i'm currently standing on to the formation you can see in the distance there? A bridge maybe? I'm playing on a Create modpack, but unsure of just how much stuff I can do in terms of transportation.
>>
>>520787538
no
>>
>>520842234
waystones
>>
>>520842234
A conveyor belt bridge/escalator that pops out of the ground
>>
>>520842406
I already feel like i'm cheating by using them in the first place.

>>520842483
That could be fun! Any examples of what that would look like?
>>
>>520842234
>a drawbridge that lowers and lifts
>a weighted ejector catapult
>a monorail if you are using the train addon
>>
Is there any mod that adds tasteful guns into the game?
Something that still fits into Minecraft, something like upgraded fireworks crossbow, in that vein.
>>
mods for this exact feel
>>
>>520844753
scorched
>>
>>520842234
Parkour
>>
I got chipsets passived in meatballcraft - underneath there's redstone relays reading the drawer contents that turn on item conduits to put ingredients in if they're less than half full.
It's not ideal, and I might touch up the walls (this is a random tunnel in the base), but I thought it would be cool to walk through the lasers.
>>
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It insists upon itself
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>>520855429
it has some good features but yea definetly just hardcoreslop
>>
>>520845139
Thanks.
>>
>>520833531
it does? I don't see it in the modlist and I feel like I've never seen anyone use it when they play RLcraft.
>>
>>520842234
a glass tube like in an aquarium
put a conveyor belt or train in that if you want
though an arched ornate elven-style viaduct/bridge could be nice too, depends on what aesthetic you're going for

>>520844753
TACZ has some gun packs that are low-power. I'm using the Great War pack that adds single shot rifles and revolvers, if you want something lower-power than that, I'm pretty sure there are gun packs that add muskets.

>>520852936
Kino.
>>
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>>>/wsg/5852706
Mods for this feel?
>>
>>520787538
just play via lan
>>
>>520861987
well, we've never met irl so it has to be online
>>
>>520862149
oh i didn't realize you swang that way
>>
>>520860527
Way to go little guy
Show em the world is too small for a hero as big as you
>>
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>>520626014
Put the granite down as a roof/second story where I'm planning on putting a water tank above with my steam machines underneath. I've finally run out of the food I had stashed from my short stint at spawn. So I made some more, and a lunchbox to put it in.
>>
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>>520872793
All the while kinda keeping an eye on those bonsais. I've gotten a whole two (2) seedbags from them. I did do some cursory prospecting around the drier veins surrounding the swamp. This (along with the redstone vein directly southeast one ore chunk from the copper) should do me for a bit. Haven't even needed to saddle a horse yet. I got lucky.
>>
should I load up some GTNH?
>>
>>520878412
How far did you get?
The pack is honestly fun until IV, and getting the assembly line going (so starting LuV) is also fun.
>>
>>520878839
on my last run (which was like 2 years ago) i got to ev
>>
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Getting compat
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>>520881145
How about you get some bitches instead?
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>>520842234
the botania sparks that create magic bridges
>>
>>520855537
They made a "normal mode" that actually gets rid of all the garbage that the original dev added when he went actually insane and makes the game play like what it used to be 10 years ago, no hardcore bullshit just extra items

it's actually really comfy but at the same time, it's... how btw looked like what it used to be 10 years ago
it's really just vanilla+ from a decade ago
cute mind you
very neat features
but I can do better nowadays
>>
>>520885915
create*
>>
>>520879412
NTA but on top of the usual tweaks performance has improved considerably and the new steam multis are a MASSIVE QoL improvement. The day of the LV autism array being your only option for automated ore processing pre-EV is ogre; as soon as you get EIO conduits and enough steam you can slap together a processing network that will last you until AE2.
>>
>>520888570
>bro it gets so good 400 hours in you have no idea what you're missing out on
>okay it started being a slog like 700 hours in but like those 300 hours are such a sweet spot bro you have no idea
>>
>>520888909
This, but unironically.
>>
>>520826426
It's less Terraria-inspired and more high fantasy Tolkien-esque stuff, but you might find it interesting https://arch.b4k.dev/vg/thread/517947162/#518113423
>>
>>520888909
sound amazing desu
>>
>>520813336
>Why would they not be useful by default?
Vanilla mobs are not challenging even with iron sword, unless they are spawned in mass by some other mod.
And why would you drop a nuke on bunch of skeletons that will respawn anyway 30 seconds later after being killed.
I know there are mobs added by the mod, but from what I've seen they are not much of a thread too.

>>520826731
Thanks.
>>
>>520902042
unless you install a meme hardcore mod (invasions, parasites, wither storm, etc.) weaponry mods seem aimed at pvp not pve
techguns has a decent balance with its psycho steves and cyberdemons tho

add difficult dungeons? gate late-game tech behind dungeon clearing? the same could apply for entire dimensions of difficult enemies
>>
Bumped
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are there any mods that divorce hostile mob spawning from light level? it was a simple way to make night time spawn mobs when the game was new but these days it's just kind of a pain in the ass needing to have lights everywhere when sometimes leaving an area unlit looks better. there's stuff like interdiction torches i guess but that also looks messy
>>
>>520680661
A pack using NTM is good, but it is locked in 1.7 with a usually outdated fork for 1.12. It has a lot of technology and weapons (guns, bombs, turrets, missiles) with a focus around nuclear technology. There's also the NTM space fork which adds in space exploration, planet terraforming, and the relevant technology on top of it and it's pretty good.
>>520795281
This is what I've been playing and so far the mods work well together with NTM. Maybe take an idea or two from it:
https://www.curseforge.com/minecraft/modpacks/nuclear-tech-integrated
Also NTM has some of its own rails and carts added. I'm not sure how train-like the current ones are, but they seem interesting and it looks like there's some bigger rails being developed
>>
>>520922334
Just get something like magnum torch
>>
>>520844753
ewewukek musket would probably be the closest thing
>>
>>520922334
Chisel blocks stop mobs from spawning on top of them regardless of light level
>>
I added harder mobs to my pack, so guns will be more useful, but now they rape me early game, what do i do?


>>520922773
Thanks for sharing this pack, maybe I will try to make something using it as a base later. What mod improves world gen in it? It says it is more realistic on the page, but I don't see any mods related to world gen in mod list, do they mean Et Futurum with nu version world gen?

>Also NTM has some of its own rails and carts added
I know about NTM rails and carts, but I wanted something that will help to automate moving stuff around instead of long pipes and ender chests. So something with a loading/unloading station.
Now that I think about, it I probably can check if minecraft full with OC and send it without any extra fancy mods for that, but more interesting trains would still be nice.
>>
>>520926401
For the mobs, maybe a power scaling mod? I'm not sure how it would be implemented. NTM tries this to a degree by giving mobs better equipment and attracting glyphids to your base, based on how much pollution is in each chunk but I haven't had any issues with it so far because the pollution mostly stays in the already well lit parts of the base. Maybe check out the configs?

Here's the terrain mod:
https://www.curseforge.com/minecraft/mc-mods/realistic-terrain-generation
And here's the cave mod:
https://modrinth.com/mod/greg-caves

For the rails I'm not quite sure. There might be a lightweight version of railcraft floating around that would be easier to configure
>>
>>520926401
Try Special AI instead
>>
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I'll find a better spot for that guy later....
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>>520922773
The small gauge stuff (anything that works on vanilla rails) is mostly decorative with the exception of the scrap destroyer cart, and the wide gauge flatbeds aren't craftable, probably unfinished (collision is jank and I think coupling has issues).

>>520926401
>So something with a loading/unloading station.
NTM has transport drones, they're kinda shit to set up and boring compared to using something like TrainCraft, but they can haul like 10 stacks per drone and you can spam them so multiple go along the same route.

>>520927538
Category 12.R in the config has options for "rampant mode" which makes the bugs way more aggressive and expand directly towards the player instead of randomly. Never played with it myself, but I've seen some lategame bases, they usually end up having a big fucking wall surrounded by cratered no man's land.
>>
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>>520927972
>Try Special AI instead
I found and installed Monsters Regular Army, which seems to be similar mod to this, with smarter mobs attacks. Anybody knows how this two compare?

>>520929070
>Category 12.R
Thats sounds cool. How will this work with unloaded chunks? Will there be bug attacks if I kill them all in loaded chunks?

NTM config is crazy.
>>
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>Try Alex's Mobs with Outer End as additions to modpack I am making
>50 FPS drop
>remove them
>the FPS spike doesn't return
How does that even work?...
>>
>>520922334
With in control you could force mobs only to spawn on certain blocks.

Terrafirmcraft does that by default, hostile monsters only spawn on stone and not grass during the night. I'm not sure if TFC does it by only spawning on blocks in cave (i.e. if you take a surface block down to -60y, a hostile mob also will not spawn on it) or if it is only blocks not exposed to sky light, even if it is night and the sky light level is 0.
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i started a GTNH void world run last week. took me multiple days to get a sapling.
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>>520938578
why would you do this to yourself
regular gtnh is already autistic and painful enough, but doing it in a void world where you can't even do basic things like mine the thousands of ores you need to reach HV?
>>
>>520938578
nice trans base
>>
>>520939880
I like testing my limits, video game masochism is my passion. that said I kind of burnt out my normal GTNH playthrough around HV so DESU I prolly won't make it to HV but im enjoying the pain thus far. I thought about just going back to my normal GTNH world but I saw someone doing a void world run on youtube and I just thought it was interesting. Ive never done a real skyblock before where the start is super hard and I always wanted to.
>>
>>520946728
goose's run? it's slowed down in the last few episodes due to late greg just sucking in terms of design (more than early greg) but it's a fun series
>>
Polly doesn't update modpacks properly, is it just me? I'm trying to update ATM9 from 1.0.3 to 1.0.7 and I crash at start with "missing" mods
>>
>>520946728
gtnh is already boring as shit, voidblock gtnh is objectively retardedly worse unless you know what you're doing and even then it's not particularly fun outside of the earlygame because you have to do truly stupid things to get there

your time your loss I guess
>>
First passive machine kiosk done (or at least this half).
Alloy smelters are on top, since that way if I want to replace them with the 2 tall ones I can do it easily (I lesson I learned the hard way in DJ2).
Honestly the ID stuff being automated isn't super necessary, but it was almost easier to make passively than on demand.
>>
>>520957034
looks cool. what do you mean passive machine kiosk? what does it do
>>
>>520957602
Basically, everything in those drawers is being made without any input or request from me. Passively is contrasted to making them on-demand, where I tell AE I want 4 stacks of dark steel and it makes it.
Inside there's a bunch of ender IO cabling connected to AE interfaces, which feeds all of the inputs.
>>
>>520958186
ah so its like a factorio mall
>>
How much more miserable would it be to beat an "intermediate" level tech pack (i.e Create:A&B) on an amplified world? Exploration would take far longer and lawnbasing becomes far more impractical, but it should be a lot more manageable once you've gotten farms and good tools going, right?
>>
>>520938578
I hope you picked a GTNH version where it’s possible to get the crimson rites.
>>
Is 1.7 just has worse performance? Nu-minecraft packs with 2-4x amount of mods work better for me than 1.7.
I even tried adding some performance upgrades and using java 17+, but game still lags and I get frezes,
>>
>>520971170
i find the older versions run worse yeah, i think theres a mod called vanillafix that helped me in enigmatica 2 1.12
>>
>>520965357
Can't you just use bunch of drills on a piston from create to dig out large areas fast pretty early for base.
>>
>>520938578
Connie sounds like a hoe name
>>
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Holy SHIT the boat route is basically done. Just need to fix the lighting issues and get a conductor! Hell yeah
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>>520965357
A&B has zero exploration beyond finding some kelp and a nether foretress
After chapter 1 you have infinite materials
>>
>>520971170
Something is fucked up on your end 100%
>>
Spent like 5 hours going through every block in my modpack to add the air_passes_through tag in Northstar to them. It made my initial base design leak oxygen but at least I won't start dying if I stand near a pipe or try to sit in a chair anymore.
>>
Is there a way to remote view the Stuff and Additions Brass Drone? It's kind of gimmicky without that functionality but it would be kind of cool to scout out areas with it if there was a side mod that just let you view its camera.
>>
>>520947402
Surprised "updating" a pre-installed pack is even a feature. It's broken in its root and shouldn't exist in the first place
>>
>>520980534
What do I use then, Poly?
>>
>>520981304
Modrinth.
>>
finally saw the minecraft movie
it was mediocre but entertaining
>>
can meatballcraft run decently with shaders? I've been trying it myself and haven't seen much of anything in the way of issues yet
>>
>>520971170
it's largely java version differences, there's a reason all the big old version packs have some functionality to run with newer java, like how gtnh does it.
>>
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Haven't played modded in years, but I'm starting a server for ~10 friends. We'll probably all be playing at different times, and I highly doubt anyone will stay interested for more than 1-2 weeks. What's a good pack for the limited time we have? Are there any kitchen-sink-like packs that aren't just haphazardly thrown together?

Trying in vain to recapture the spirit of picrel.
>>
>>520981304
I don't mean the launcher, but the feature itself. To mark a pack as ready for update is to make sure that every mod that has been updated will run well on a world that was created before, which is quite a gnarly gamble. New modpack version = new instance, I don't think any more complications are needed
>>520981691
Stop trolling
>>
>>520982794
I said that I used java 17(and tried newer ones) but its still was more laggy with less mods.
>>
>>520983664
do you have a preference between 1.7/1.12 and nuversion stuff
>>
>>520984268
I don't care about the version that much, but probably at least 1.12 for the sake of the other players. Willing to go lower if there's a better pack though.
>>
>>520842828
>>a monorail if you are using the train addon
Didn't even realise I had the monorail modpack installed, so just been messing around with it in create, SUPER cool, and probably what i'll end up doing. My only issue is; I have NO idea how i'm gonna end up doing it in survival, SO many resources needed and i'm still pretty early game.
>>
>>520984049
It's flawed at its core, yes.
How many changes to configs do you make? What about mods you toss in yourself that aren't part of the published pack?
The most an "update modpack" feature in a launcher can do is create a new instance and copy your save folder over.
Then you have to copy your own options.txt, resourcepacks, datapacks (which might be in the save or it might be in kubejs), miscellaneous data like journeymap. There's too much special case bullshit to bother even trying when the user can do as much themselves in 30 seconds.
>>
>>520986281
meatballcraft comes to mind as a kitchen sink type pack that's still decently balanced, it's for 1.12; if you want to go for something more modern I think vault hunters 3rd edition (1.18) is also a good one with a kitchen-sink-ish feel but it's out of the ordinary and probably better if you're sure smaller groups of people will be on at the same time to run dungeons and such. There's also atm which has some minor mod rebalancing and has editions going up to pretty new versions but it's sort of thrown together and majorly feeds into kitchen sink burnout imo
>>
>>520994263
I would not recommend MBC to people who aren't sticking it out for a long time.
>>
>>521000791
it's designed around longer term play for sure but I think it could be fun to dick around for a few weeks in at least
>>
>>520984268
>>520994263
>>521000791
>>521004691
Any thoughts on Engimatica/Valhelsia/FTB packs?
>>
God, I wish I knew how to code. so many cool mods and modpacks I wish I could put them together.
>>
>>521008930
e2e might be one of the best packs for 1.12.2. not sure how the rest of them are.
>>
>>521009016
i'll give you a super big protip
you really don't need to code unless you want to create your own mod. putting a bunch of mods together into a pack doesn't take much effort. even if you want to go in and make custom recipes, that's not coding, it's just editing a text file with a funky formatting to its text
if you want an even super-er protip
all coding is just editing a text file in a funky format.
>>
Is create good for you?
>>
renewable materials were a mistake. every ore and fluid block should be excavated from the earth.
>>
>>521018659
It's bad for the soul.
>>
>>521009016
What this anon said >>521010831
Making modpacks doesn't require the kind of programming that you typically don't want to touch with a ten foot pole. It's more about basic logic and patience than knowing the entirety of cursed tomes of Java
>so many cool mods and modpacks I wish I could put them together.
Such as? I'm curious to what ideas you have in mind
>>
>>521021584
this post was made by quarrygang
>>
Does Electrical age go well with HBM ? There is a clear lack of powerd lighting block in HBM
>>
>>521032160
it definitely has the round aesthetic but I doubt it has any kind of compat in the slightest.
>>
>>521023305
Twilight Forest, Born in Chaos, Valarian Conquest.
And some weapon and spells/magic mods.(haven't looked around too much on these two I just know I want it.)

It would be like a huge fantasy world. And if it was a server where everyone else could join I'd add the origins mods with classes for more rpg elements.
>>
>>521034136
Oh also one of those horror mods to spice things up.
>>
oh, you're waiting for create to have flying ships?

You are like little baby.
https://legacy.curseforge.com/minecraft/mc-mods/metaworlds-mixins/
>>
>>521038121
wasn't this teased like 10 years ago?
>>
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>>521038303
what?
no, metaworlds has always been a thing, it was a janky japmod
this is a mixin rewrite of the thing
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wonder if I could integrate it with my modpack, I was using blightfall's fork of archimedes' for a bit but it was so janky
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>>520934995
Did you remove Citadel?
>>
>>521038121
So it's Valkyrien Skies for 1.7.10? Without any addons that actually make it useful in survival? Can't wait for a Rotarycraft addon for it, lmao.
>>
>>521041143
>Without any addons that actually make it useful in survival?
what addons? I'm planning to be able to move my base around in my void world since it supports tile entities working during movement, it should work with techguns' turrets
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Migrate
>>521043220
>>521043220
>>521043220
>>521043220
>>
>>520975730
Nice work dude, will be great to see the boat steaming up and down round the town by itself. Fun stuff. You don't need a conductor guy, any mob like chickens or whatever will do. Just lead it onto the seat at the controls and right click a Train Schedule on it (which I have some in the workshop at spawn if you can't make them yet).
> Boat goes on the left
Britbongs can't help themselves can they.
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>>521043552
>>521043552
>>521043552



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